[Tutorial] Custom Loot Tables and Adjusting Spawn Rates

Depends on what version you're talking about here guys. I haven't looked at the newest version of dayz mod.. but for the older version its simply a matter of following the instructions to the T. Especially the part about going through each one of the files and changing all "configfile" to "missionconfigFile." Then when adding items to the custom loot tables, make sure you are copying the syntax exactly.
[Tutorial] Custom Loot Tables and Adjusting Spawn Rates
 
I would like to do this BUT I cant read the color print. Looks petty though
Ive got this craaazy idea.. bear with me now.. I know this is super far fetched... maybe.. maybe you could like.. copy paste it onto notepad so its black and white? Herp Derp
 
I've been trying for a few dayz now to get custom loot spawning on my server ported to another map. For some reason it almost looks like it's not reading the missionfile edits, seeing as it's spawning loot in the chernarus buildings, but not the map native buildings.

If anyone has a way to set up custom lootspawning on 1.8.8 I'd be very very interested.
 
I've been trying for a few dayz now to get custom loot spawning on my server ported to another map. For some reason it almost looks like it's not reading the missionfile edits, seeing as it's spawning loot in the chernarus buildings, but not the map native buildings.

If anyone has a way to set up custom lootspawning on 1.8.8 I'd be very very interested.

Looks like the same as with 1.8.7.

The way I did it was client siding the loot folder and all the files in it, going through them and changing any cfgloot references to mission configs then including the custom loot tables in the description.ext.
 
Looks like the same as with 1.8.7.

The way I did it was client siding the loot folder and all the files in it, going through them and changing any cfgloot references to mission configs then including the custom loot tables in the description.ext.

Yeah, figured it out after some trial and error. Only problem I have now is that the Namalsk loot spawns seem to be blocked. All chernarus buildings spawn loot without a problem and I can change the classes etc so I know my custom loot thingy works, it's just the Namalsk buildings that remain devoid of loot/zombies. I added all the lootpositions etc ofcourse.
 
Yeah, figured it out after some trial and error. Only problem I have now is that the Namalsk loot spawns seem to be blocked. All chernarus buildings spawn loot without a problem and I can change the classes etc so I know my custom loot thingy works, it's just the Namalsk buildings that remain devoid of loot/zombies. I added all the lootpositions etc ofcourse.

I had an issue with that as well but can't remember what I changed that fixed it, was trying to get @Map addon buidlings to have loot. Got it all working just can't remember back to what I did to get it to work.

**Edit

looked back through my old configs and I just had to add the buildings position info to get them working.

Code:
class Land_a_stationhouse : Military
{
    zedPos[] = {{-0.892578,-5.7168,-9.47058},{1.5127,1.96484,-9.47058},{18.9063,-4.06738,-9.47058},{-2.69922,-7.57422,-9.46057},{-1.35645,-8.3623,-4.6489},{-3.24219,-6.61914,-4.6489},{-1.70801,-7.85449,-0.0437927},{-3.39453,-7.88281,-0.0437927},{-1.37891,-5.79102,4.41141},{-1.39648,-7.79883,4.41141}};
    lootChance = 0.3;
    lootPos[] = {{-2.7,-7.57,-9.46},{-0.89,-5.72,-9.47},{-3.24,-6.62,-4.65},{-1.36,-8.36,-4.65},{-1.71,-7.85,-0.04},{-3.39,-7.88,-0.04},{-1.4,-7.8,4.41},{-1.38,-5.79,4.41},{1.51,1.96,-9.47},{18.91,-4.07,-9.47},{-14.4,3.29,-0.51},{1.33,0.89,-0.51},{-2.4,-6.64,8.49}};
};
class MAP_A_Stationhouse: Land_a_stationhouse {};
 
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Hmm, that gives me some ideas. Maybe I could take a building from Cherno that spawns loot but is not being used on Namalsk and "trick" the lootcfg the way you showed in your post!
 
Hmm, that gives me some ideas. Maybe I could take a building from Cherno that spawns loot but is not being used on Namalsk and "trick" the lootcfg the way you showed in your post!
I found a custom config file I had for namalsk epoch that had a bunch of the namalsk buildings, so if I were to want to add that to 1.8.8 as an example I would add all of these into the CfgLoot\Buildings\Industrial.hpp near the end. Shouldn't have any duplicate entries normally but if you do get any of those you just have to slowly pick them out.

Code:
//Namalsk Industrial Buildings
class land_seb_vod_vez : Industrial
{
    zedPos[] = {{2.02881,0.0849609,15.155}};
    lootChance = 0.3;
    lootPos[] = {{2.02881,0.0849609,15.155}};
};

class land_seb_near_fac: Industrial {
    zedPos[] = {{-10.4116,-18.0859,1.75552}};
    lootChance = 0.3;
    lootPos[] = {{-10.4116,-18.0859,1.75552}};
};

class land_seb_rozvodna: Industrial {
    zedPos[] = {{-1.2168,2.9668,0.583904}};
    lootChance = 0.3;
    lootPos[] = {{-1.2168,2.9668,0.583904}};
};

class land_trubice: Industrial {
    zedPos[] = {{-2.36719,2.7627,2.59438},{5.82715,3.01563,2.59438},{1.57617,0.709961,2.59438}};
    lootChance = 0.3;
    lootPos[] = {{-2.36719,2.7627,2.59438},{5.82715,3.01563,2.59438},{1.57617,0.709961,2.59438}};
};

class land_jzd_silo_tes: Industrial {
    zedPos[] = {{2.74902,6.52246,0.214748},{11.5796,5.20703,0.214748},{5.72949,0.644531,0.21475},{10.6719,-6.1416,0.214748},{0.97998,-2.64844,0.214373},{3.22168,-7.55664,0.214746},{-2.62695,-0.580078,10.224}};
    lootChance = 0.3;
    lootPos[] = {{2.74902,6.52246,0.214748},{11.5796,5.20703,0.214748},{5.72949,0.644531,0.21475},{10.6719,-6.1416,0.214748},{0.97998,-2.64844,0.214373},{3.22168,-7.55664,0.214746},{-2.62695,-0.580078,10.224}};
};

class land_jzd_4silka: Industrial {
    zedPos[] = {{0.551758,-5.24219,1.64133},{0.224609,1.37646,1.64133},{3.04492,0.456055,1.64133},{4.31641,5.94189,5.51407},{-3.53125,-5.80127,5.51407}};
    lootChance = 0.3;
    lootPos[] = {{0.551758,-5.24219,1.64133},{0.224609,1.37646,1.64133},{3.04492,0.456055,1.64133},{4.31641,5.94189,5.51407},{-3.53125,-5.80127,5.51407}};
};

class land_x_skladiste_low_tex: Industrial {
    zedPos[] = {{-8.12354,-0.32373,-2.85032},{-2.31592,-4.27539,-2.5975},{8.15527,-6.89307,-2.5975},{0.398926,4.80029,-2.82628},{-6.0249,-7.64355,-2.85032}};
    lootChance = 0.3;
    lootPos[] = {{-8.12354,-0.32373,-2.85032},{-2.31592,-4.27539,-2.5975},{8.15527,-6.89307,-2.5975},{0.398926,4.80029,-2.82628},{-6.0249,-7.64355,-2.85032}};
};

class land_b_small1: Industrial {
    zedPos[] = {{-3.14185,1.36816,-1.50033},{-0.0275879,-1.74707,-1.50033},{-3.59619,-3.18945,-1.50033},{-0.729004,-4.95996,-1.50033}};
    lootChance = 0.3;
    lootPos[] = {{-3.14185,1.36816,-1.50033},{-0.0275879,-1.74707,-1.50033},{-3.59619,-3.18945,-1.50033},{-0.729004,-4.95996,-1.50033}};
};

class land_cast1: Industrial {
    zedPos[] = {{-5.39551,6.56055,-4.38392},{-5.68555,9.04297,-4.38393},{-5.57251,9.08203,-4.38393},{-3.05396,14.5527,-4.38392},{2.97681,13.9014,-4.38392},{-0.227783,11.8418,-4.38393},{1.44995,3.27246,-3.50372},{2.53198,-5.45508,-3.5118},{-4.85596,-2.20898,-3.4266},{1.04224,0.729492,-1.06585}};
    lootChance = 0.3;
    lootPos[] = {{-5.39551,6.56055,-4.38392},{-5.68555,9.04297,-4.38393},{-5.57251,9.08203,-4.38393},{-3.05396,14.5527,-4.38392},{2.97681,13.9014,-4.38392},{-0.227783,11.8418,-4.38393},{1.44995,3.27246,-3.50372},{2.53198,-5.45508,-3.5118},{-4.85596,-2.20898,-3.4266},{1.04224,0.729492,-1.06585}};
};

class land_panelova: Industrial {
    zedPos[] = {{16,-14.6357,-4.04666},{3.79102,1.25659,-4.08966},{-15.4639,-8.38086,-4.08966},{-14.3535,-0.195313,-4.08966},{-1.61719,-12.8313,-4.08966},{15.4287,-4.25635,3.37273},{9.19336,-14.6272,3.37141},{5.80957,9.09253,3.37141},{9.95508,9.7937,3.37141},{-8.11523,-2.98291,3.34401},{-15.2598,-8.56641,3.34401}};
    lootChance = 0.3;
    lootPos[] = {{16,-14.6357,-4.04666},{3.79102,1.25659,-4.08966},{-15.4639,-8.38086,-4.08966},{-14.3535,-0.195313,-4.08966},{-1.61719,-12.8313,-4.08966},{15.4287,-4.25635,3.37273},{9.19336,-14.6272,3.37141},{5.80957,9.09253,3.37141},{9.95508,9.7937,3.37141},{-8.11523,-2.98291,3.34401},{-15.2598,-8.56641,3.34401}};
};

class land_garaze: Industrial {
    zedPos[] = {{-0.00292969,-7.72925,-2.12658},{3.7334,1.02759,-2.12658},{3.2793,6.28857,-2.12658},{6.72949,7.34131,-2.12658},{1.68848,-3.91479,-2.12658}};
    lootChance = 0.3;
    lootPos[] = {{-0.00292969,-7.72925,-2.12658},{3.7334,1.02759,-2.12658},{3.2793,6.28857,-2.12658},{6.72949,7.34131,-2.12658},{1.68848,-3.91479,-2.12658}};
};

class land_seb_bouda3: Industrial {
    zedPos[] = {{2.63574,-3.0332,-1.72872},{-2.71875,-5.08691,-1.72873},{-3.00293,-1.50781,-1.72877},{-2.91357,3.86328,-1.72876},{3.12891,3.01563,-1.72879}};
    lootChance = 0.3;
    lootPos[] = {{2.63574,-3.0332,-1.72872},{-2.71875,-5.08691,-1.72873},{-3.00293,-1.50781,-1.72877},{-2.91357,3.86328,-1.72876},{3.12891,3.01563,-1.72879}};
};

class land_f_b2: Industrial {
    zedPos[] = {{1.58398,0.899414,-4.24147},{-1.33301,-0.991211,-4.24147},{1.91113,-1.68262,-4.24147}};
    lootChance = 0.3;
    lootPos[] = {{1.58398,0.899414,-4.24147},{-1.33301,-0.991211,-4.24147},{1.91113,-1.68262,-4.24147}};
};

class land_bud2: Industrial {
    zedPos[] = {{-2.32031,-1.25,-1.76814},{-1.58008,-2.3125,-1.77484}};
    lootChance = 0.3;
    lootPos[] = {{-2.32031,-1.25,-1.76814},{-1.58008,-2.3125,-1.77484}};
};

class land_seb_mine_main_opt: Industrial {
    zedPos[] = {{0.590332,4.68115,-0.991421},{-1.86768,4.13525,-0.992432},{0.14209,2.53271,-0.995407},{-3.43457,2.68115,-0.995136},{-3.01416,2.59521,-5.08478},{0.776855,-2.89209,-5.11486},{-6.06885,3.33838,7.8684},{-6.38086,-2.05469,7.8684},{-1.7251,-3.09668,7.8684},{-5.64111,-0.92334,14.6913},{-6.23584,2.76465,14.6913}};
    lootChance = 0.3;
    lootPos[] = {{0.590332,4.68115,-0.991421},{-1.86768,4.13525,-0.992432},{0.14209,2.53271,-0.995407},{-3.43457,2.68115,-0.995136},{-3.01416,2.59521,-5.08478},{0.776855,-2.89209,-5.11486},{-6.06885,3.33838,7.8684},{-6.38086,-2.05469,7.8684},{-1.7251,-3.09668,7.8684},{-5.64111,-0.92334,14.6913},{-6.23584,2.76465,14.6913}};
};

class land_seb_mine_near: Industrial {
    zedPos[] = {{7.87646,-5.52881,-8.8979},{9.02979,-5.5918,-8.8979},{4.37451,-7.10156,-8.8979}};
    lootChance = 0.3;
    lootPos[] = {{7.87646,-5.52881,-8.8979},{9.02979,-5.5918,-8.8979},{4.37451,-7.10156,-8.8979}};
};

class land_molovabud1: Industrial {
    zedPos[] = {{-2.4458,2.20703,1.27995},{-4.68164,1.95508,1.27995},{-7.92822,6.29199,1.27995},{-1.81055,-1.29199,1.56745}};
    lootChance = 0.3;
    lootPos[] = {{-2.4458,2.20703,1.27995},{-4.68164,1.95508,1.27995},{-7.92822,6.29199,1.27995},{-1.81055,-1.29199,1.56745}};
};

class land_f_b1: Industrial {
    zedPos[] = {{-4.45996,-2.84619,-2.21533},{-1.81152,-5.01123,-2.21533},{-5.32227,-5.21875,-2.21533}};
    lootChance = 0.3;
    lootPos[] = {{-4.45996,-2.84619,-2.21533},{-1.81152,-5.01123,-2.21533},{-5.32227,-5.21875,-2.21533}};
};
 
I found a custom config file I had for namalsk epoch that had a bunch of the namalsk buildings, so if I were to want to add that to 1.8.8 as an example I would add all of these into the CfgLoot\Buildings\Industrial.hpp near the end. Shouldn't have any duplicate entries normally but if you do get any of those you just have to slowly pick them out.

Code:
//Namalsk Industrial Buildings
class land_seb_vod_vez : Industrial
{
    zedPos[] = {{2.02881,0.0849609,15.155}};
    lootChance = 0.3;
    lootPos[] = {{2.02881,0.0849609,15.155}};
};

class land_seb_near_fac: Industrial {
    zedPos[] = {{-10.4116,-18.0859,1.75552}};
    lootChance = 0.3;
    lootPos[] = {{-10.4116,-18.0859,1.75552}};
};

class land_seb_rozvodna: Industrial {
    zedPos[] = {{-1.2168,2.9668,0.583904}};
    lootChance = 0.3;
    lootPos[] = {{-1.2168,2.9668,0.583904}};
};

class land_trubice: Industrial {
    zedPos[] = {{-2.36719,2.7627,2.59438},{5.82715,3.01563,2.59438},{1.57617,0.709961,2.59438}};
    lootChance = 0.3;
    lootPos[] = {{-2.36719,2.7627,2.59438},{5.82715,3.01563,2.59438},{1.57617,0.709961,2.59438}};
};

class land_jzd_silo_tes: Industrial {
    zedPos[] = {{2.74902,6.52246,0.214748},{11.5796,5.20703,0.214748},{5.72949,0.644531,0.21475},{10.6719,-6.1416,0.214748},{0.97998,-2.64844,0.214373},{3.22168,-7.55664,0.214746},{-2.62695,-0.580078,10.224}};
    lootChance = 0.3;
    lootPos[] = {{2.74902,6.52246,0.214748},{11.5796,5.20703,0.214748},{5.72949,0.644531,0.21475},{10.6719,-6.1416,0.214748},{0.97998,-2.64844,0.214373},{3.22168,-7.55664,0.214746},{-2.62695,-0.580078,10.224}};
};

class land_jzd_4silka: Industrial {
    zedPos[] = {{0.551758,-5.24219,1.64133},{0.224609,1.37646,1.64133},{3.04492,0.456055,1.64133},{4.31641,5.94189,5.51407},{-3.53125,-5.80127,5.51407}};
    lootChance = 0.3;
    lootPos[] = {{0.551758,-5.24219,1.64133},{0.224609,1.37646,1.64133},{3.04492,0.456055,1.64133},{4.31641,5.94189,5.51407},{-3.53125,-5.80127,5.51407}};
};

class land_x_skladiste_low_tex: Industrial {
    zedPos[] = {{-8.12354,-0.32373,-2.85032},{-2.31592,-4.27539,-2.5975},{8.15527,-6.89307,-2.5975},{0.398926,4.80029,-2.82628},{-6.0249,-7.64355,-2.85032}};
    lootChance = 0.3;
    lootPos[] = {{-8.12354,-0.32373,-2.85032},{-2.31592,-4.27539,-2.5975},{8.15527,-6.89307,-2.5975},{0.398926,4.80029,-2.82628},{-6.0249,-7.64355,-2.85032}};
};

class land_b_small1: Industrial {
    zedPos[] = {{-3.14185,1.36816,-1.50033},{-0.0275879,-1.74707,-1.50033},{-3.59619,-3.18945,-1.50033},{-0.729004,-4.95996,-1.50033}};
    lootChance = 0.3;
    lootPos[] = {{-3.14185,1.36816,-1.50033},{-0.0275879,-1.74707,-1.50033},{-3.59619,-3.18945,-1.50033},{-0.729004,-4.95996,-1.50033}};
};

class land_cast1: Industrial {
    zedPos[] = {{-5.39551,6.56055,-4.38392},{-5.68555,9.04297,-4.38393},{-5.57251,9.08203,-4.38393},{-3.05396,14.5527,-4.38392},{2.97681,13.9014,-4.38392},{-0.227783,11.8418,-4.38393},{1.44995,3.27246,-3.50372},{2.53198,-5.45508,-3.5118},{-4.85596,-2.20898,-3.4266},{1.04224,0.729492,-1.06585}};
    lootChance = 0.3;
    lootPos[] = {{-5.39551,6.56055,-4.38392},{-5.68555,9.04297,-4.38393},{-5.57251,9.08203,-4.38393},{-3.05396,14.5527,-4.38392},{2.97681,13.9014,-4.38392},{-0.227783,11.8418,-4.38393},{1.44995,3.27246,-3.50372},{2.53198,-5.45508,-3.5118},{-4.85596,-2.20898,-3.4266},{1.04224,0.729492,-1.06585}};
};

class land_panelova: Industrial {
    zedPos[] = {{16,-14.6357,-4.04666},{3.79102,1.25659,-4.08966},{-15.4639,-8.38086,-4.08966},{-14.3535,-0.195313,-4.08966},{-1.61719,-12.8313,-4.08966},{15.4287,-4.25635,3.37273},{9.19336,-14.6272,3.37141},{5.80957,9.09253,3.37141},{9.95508,9.7937,3.37141},{-8.11523,-2.98291,3.34401},{-15.2598,-8.56641,3.34401}};
    lootChance = 0.3;
    lootPos[] = {{16,-14.6357,-4.04666},{3.79102,1.25659,-4.08966},{-15.4639,-8.38086,-4.08966},{-14.3535,-0.195313,-4.08966},{-1.61719,-12.8313,-4.08966},{15.4287,-4.25635,3.37273},{9.19336,-14.6272,3.37141},{5.80957,9.09253,3.37141},{9.95508,9.7937,3.37141},{-8.11523,-2.98291,3.34401},{-15.2598,-8.56641,3.34401}};
};

class land_garaze: Industrial {
    zedPos[] = {{-0.00292969,-7.72925,-2.12658},{3.7334,1.02759,-2.12658},{3.2793,6.28857,-2.12658},{6.72949,7.34131,-2.12658},{1.68848,-3.91479,-2.12658}};
    lootChance = 0.3;
    lootPos[] = {{-0.00292969,-7.72925,-2.12658},{3.7334,1.02759,-2.12658},{3.2793,6.28857,-2.12658},{6.72949,7.34131,-2.12658},{1.68848,-3.91479,-2.12658}};
};

class land_seb_bouda3: Industrial {
    zedPos[] = {{2.63574,-3.0332,-1.72872},{-2.71875,-5.08691,-1.72873},{-3.00293,-1.50781,-1.72877},{-2.91357,3.86328,-1.72876},{3.12891,3.01563,-1.72879}};
    lootChance = 0.3;
    lootPos[] = {{2.63574,-3.0332,-1.72872},{-2.71875,-5.08691,-1.72873},{-3.00293,-1.50781,-1.72877},{-2.91357,3.86328,-1.72876},{3.12891,3.01563,-1.72879}};
};

class land_f_b2: Industrial {
    zedPos[] = {{1.58398,0.899414,-4.24147},{-1.33301,-0.991211,-4.24147},{1.91113,-1.68262,-4.24147}};
    lootChance = 0.3;
    lootPos[] = {{1.58398,0.899414,-4.24147},{-1.33301,-0.991211,-4.24147},{1.91113,-1.68262,-4.24147}};
};

class land_bud2: Industrial {
    zedPos[] = {{-2.32031,-1.25,-1.76814},{-1.58008,-2.3125,-1.77484}};
    lootChance = 0.3;
    lootPos[] = {{-2.32031,-1.25,-1.76814},{-1.58008,-2.3125,-1.77484}};
};

class land_seb_mine_main_opt: Industrial {
    zedPos[] = {{0.590332,4.68115,-0.991421},{-1.86768,4.13525,-0.992432},{0.14209,2.53271,-0.995407},{-3.43457,2.68115,-0.995136},{-3.01416,2.59521,-5.08478},{0.776855,-2.89209,-5.11486},{-6.06885,3.33838,7.8684},{-6.38086,-2.05469,7.8684},{-1.7251,-3.09668,7.8684},{-5.64111,-0.92334,14.6913},{-6.23584,2.76465,14.6913}};
    lootChance = 0.3;
    lootPos[] = {{0.590332,4.68115,-0.991421},{-1.86768,4.13525,-0.992432},{0.14209,2.53271,-0.995407},{-3.43457,2.68115,-0.995136},{-3.01416,2.59521,-5.08478},{0.776855,-2.89209,-5.11486},{-6.06885,3.33838,7.8684},{-6.38086,-2.05469,7.8684},{-1.7251,-3.09668,7.8684},{-5.64111,-0.92334,14.6913},{-6.23584,2.76465,14.6913}};
};

class land_seb_mine_near: Industrial {
    zedPos[] = {{7.87646,-5.52881,-8.8979},{9.02979,-5.5918,-8.8979},{4.37451,-7.10156,-8.8979}};
    lootChance = 0.3;
    lootPos[] = {{7.87646,-5.52881,-8.8979},{9.02979,-5.5918,-8.8979},{4.37451,-7.10156,-8.8979}};
};

class land_molovabud1: Industrial {
    zedPos[] = {{-2.4458,2.20703,1.27995},{-4.68164,1.95508,1.27995},{-7.92822,6.29199,1.27995},{-1.81055,-1.29199,1.56745}};
    lootChance = 0.3;
    lootPos[] = {{-2.4458,2.20703,1.27995},{-4.68164,1.95508,1.27995},{-7.92822,6.29199,1.27995},{-1.81055,-1.29199,1.56745}};
};

class land_f_b1: Industrial {
    zedPos[] = {{-4.45996,-2.84619,-2.21533},{-1.81152,-5.01123,-2.21533},{-5.32227,-5.21875,-2.21533}};
    lootChance = 0.3;
    lootPos[] = {{-4.45996,-2.84619,-2.21533},{-1.81152,-5.01123,-2.21533},{-5.32227,-5.21875,-2.21533}};
};

Yes I've had these already. Even with these loot cords and everything loot doesn't spawn anywhere..
 
Do you have building_spawnLoot.sqf client sided and changed the config reference to mission config?

Yep and what do you mean with the last one? Calling the right mission PBO? Yes, that too.

This is a link to the mission pbo. Could you take a quick peek to see if I missed something?
http://s000.tinyupload.com/?file_id=25376809913397623232

I'm testing the building method you mentioned before right now.
/edit: Didn't work
 
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Zeehond! My man! I'm excited you have Namalsk back up and running. I might come play! I still have all of your old mission files and stuff bud.

My guess with the loot not spawning in Namalsk buildings is that you are missing this possibly?
CfgBuildingLootNamalsk.hpp
http://pastebin.com/httQXVC9

CfgLoot.hpp
http://pastebin.com/bBXh3efB

CfgBuildingLoot.hpp
http://pastebin.com/qBZkx3gF

You might also need these.

building_spawnLoot.sqf
http://pastebin.com/UYQPLE3f

loot_init.sqf
http://pastebin.com/n1GGaJkj

spawn_loot.sqf
http://pastebin.com/JFx8gmWD

I have your full mission and server PBOs from years ago. I'll try and send them to you somehow if you need them. I can't look at your mission file upload above because my computer is telling me it has a virus/malware.
 
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Zeehond! My man! I'm excited you have Namalsk back up and running. I might come play! I still have all of your old mission files and stuff bud.

My guess with the loot not spawning in Namalsk buildings is that you are missing this possibly?
CfgBuildingLootNamalsk.hpp
http://pastebin.com/httQXVC9

CfgLoot.hpp
http://pastebin.com/bBXh3efB

CfgBuildingLoot.hpp
http://pastebin.com/qBZkx3gF

You might also need these.

building_spawnLoot.sqf
http://pastebin.com/UYQPLE3f

loot_init.sqf
http://pastebin.com/n1GGaJkj

spawn_loot.sqf
http://pastebin.com/JFx8gmWD

I have your full mission and server PBOs from years ago. I'll try and send them to you somehow if you need them. I can't look at your mission file upload above because my computer is telling me it has a virus/malware.

Mister DangerRuss! You are always most welcome any server you know that!
I'll send you the mission file I have right now, loot is set up so different from what it used to be it's scary ;)
 
Take a peak at the links I posted. Those were directly from your old files. They include namalsk buildings and variables. I'll try and get your PBO's onto my drop box if they'll fit.
 
On a side note. I also had a hard drive issue and had to reinstall everything. Now I can't get the compare plugin for notepad++ to work for some reason.
 
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