100% Custom Loot tables - TUTORIAL

Got everything in and working good, just wondering if there is a way to edit how many mags spawn with the guns.. Sometimes its none, and others its up to 3. Is there a way to change this at all?
 
I'm having a problem with my loot table. I'm playing on Chernarus and I've added some guns from rMod 2.1. I added in the correct weapon ID's for the guns, but loot is still not spawning. Can someone help me please? My Skype name is iceball97 if you can help me. Thanks!
 
Alright so since 1.7.7 came out I think there is a different way of doing the custom loot table.... I've noticed that there are files in the dayz_code/configs/CfgLoot.... Looks very similar to the old Building_spawnLoot.sqf.... But the builing_spawnloot.sqf is now changed up, has anyone figured a way to get custom loot tables to work with 1.7.7? Would like to know, and I'm sure others would too.
 
I'm having a problem with my loot table. I'm playing on Chernarus and I've added some guns from rMod 2.1. I added in the correct weapon ID's for the guns, but loot is still not spawning. Can someone help me please? My Skype name is iceball97 if you can help me. Thanks!

Hi!

First of all ,we also run rMod2.1 but with 1.7.6.1 and we have successfully integrated the rMod2.1 skins and nearby all weapons on the loottable.maybe we can help u.

If interested contact me or go to lost-soldiers.soundmarine.at

Galaxy S2 using tapatalk4
 
Hello , im having issues with the custom loot stuff , i added some custom buildings and stuff ... still testing the buildings and killing the bugs and stuff, i want to open a 100 - 150 players server and im adding a bunch of stuff , i want to keep the loot real but i want to add more clothes and custom guns , i know how to unban them and stuff , i modified the loot table and now there is no loot in the map , please help xD
EDIT:
i made the rpk test first and it was displaying the custom loot .
http://pastebin.com/RnXjQv3h this is the spwanloot
http://pastebin.com/a1fhcCGc init.sqf

PLEASE HELP I WANT TO DO SOMETHING REALLY GOOD HERE

HERE SOME PICS

http://img35.imageshack.us/img35/2769/2013060800001.jpg
http://img401.imageshack.us/img401/4892/2013061000003.jpg

let me know what you think about the pics i will read it.
 
this is becoming essential for 1.7.7...
loot on 1.7.7 is 90% trash.

Code:
class Hospital: Default {
...
lootChance = 0.2;
...
 
medical[] = {
...
{"ItemAntibiotic",0.01},
...

thats ridiculous compared to the amount of infection by zombie hits...
 
Got everything in and working good, just wondering if there is a way to edit how many mags spawn with the guns.. Sometimes its none, and others its up to 3. Is there a way to change this at all?

I'm also working on this and haven't made any real headway. Does anyone know how to edit this???
 
only a guess: (if we are talking about 1.7.7)

- create custom compiles.sqf
- create custom spawn_loot and edit these lines:

Code:
    case "weapon": {
        //Item is a weapon, add it and a random quantity of magazines
        _item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
        _item addWeaponCargoGlobal [_iItem,1];
        _mags = [] + getArray (configFile >> "cfgWeapons" >> _iItem >> "magazines");
        if ((count _mags) > 0) then {
        //    if (_mags select 0 == "Quiver") then { _mags set [0, "WoodenArrow"] }; // Prevent spawning a Quiver
            if (!(_iItem in MeleeWeapons)) then {
                _magQty = round(random 10);
                if (_magQty > 3) then {
                    _item addMagazineCargoGlobal [(_mags select 0), (round(random 1) + 1)];
                };
            };
        };
    };

this means:
at the moment there is
- 40% chance that there is no ammo
- 60% chance of 1-2 mags

so if you want always 3 magazines:
Code:
if (!(_iItem in MeleeWeapons)) then {
_item addMagazineCargoGlobal [(_mags select 0), 3];
};
 
Alright so since 1.7.7 came out I think there is a different way of doing the custom loot table.... I've noticed that there are files in the dayz_code/configs/CfgLoot.... Looks very similar to the old Building_spawnLoot.sqf.... But the builing_spawnloot.sqf is now changed up, has anyone figured a way to get custom loot tables to work with 1.7.7? Would like to know, and I'm sure others would too.

This is correct. You guys are looking in the wrong places now for the loot tables.

You have to look in "dayz_code\Configs\CfgLoot\CfgBuildingLoot.hpp".

That file is the new loot table. The question is, as Kevin said, how do we get our servers to use a customized version of this file instead of the stock one?
 
That file is the new loot table. The question is, as Kevin said, how do we get our servers to use a customized version of this file instead of the stock one?

Allen Kaganovsky laid out a tutorial for a Panthera server on the previous page. I am in the process of testing this with the new files on a Chernarus map. I will get back to you on whether it is a success or not.
 
Done testing for tonight. I wasn't able to get it working though. It is saying it can't find the Cfg files I moved into the mission file. If anyone has any thoughts let me know!

I will continue my endeavors tomorrow.
 
Hi,

I'm a French admin and I manage to custom my loot table on chernarus 1.7.7. (Sorry if my english isn't correct).I will try to explain you how I did it.

In description.ext in your mission file, add at the top of the file

Code:
#include "cfgBuildingLoot.hpp"

Copy in your mission file these 3 files: (From dayzcode.pbo)

Code:
- CfgBuildingLoot.hpp
- CfgBuildingPos.hpp
- CfgLoot.hpp


- You will need an overridden compiles.sqf. Copy it from dayzcode in a new folder called "Fixes" in your mission file.

Open init.sqf from your mission file and change

Code:
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";                //Compile regular functions

To

Code:
call compile preprocessFileLineNumbers "Fixes\compiles.sqf";                //Compile regular functions

- You will need an overridden variables.sqf. Copy it from dayzcode in your "Fixes" folder in your mission file. and change this line in init.sqf

Code:
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf" ;

To

Code:
call compile preprocessFileLineNumbers "Fixes\variables.sqf";


Perform that :
Step 3: from your mods dayz_code, copy over init\loot_init.sqf, make the appropriate configFile to missionConfigFile changes.
Step 4: Open the variables.sqf, find:
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\loot_init.sqf";
and change the path to your modified loot_init.sqf, usually dayz_code\init\oot_init.sqf if your dayz_code folder is in your mission pbo root or "Fixes" folder.

Step 5: From the dayz_code compiles folder, I copied over files (in "Fixes" folder) such as building_spawnLoot, building_spawnZombies, player_spawnCheck. spawn_loot, zombie_generate.. Your list may differ slightly, so open all the files and do a search for cfgBuildingLoot and cfgLoot and make sure any configFile >> are changed to missionConfigFile >>, ignore instances of cfgVehicle, etc. leave those as they are.


For each file you will need to copy into your mission pbo and override it in the compiles.sqf

I did it this way to modify the loot spawn inside the building but if you want to modify the loot on the crash site, you will need to edit your configFile like above in your dayz_server.pbo

Server Side PBO:
This may differ depending on the mod, so I suggest you open each file and do a search:

You're looking for this: configFile >> "CfgBuildingLoot" ... According to arma 2 wiki, configFile looks into the mods folder root. so replace that with missionConfigFile >> "CfgBuildingLoot"

Note: You may also find cfgLoot, you'll want to modify it like above.

You want to replace every instance only for the "CfgBuildingLoot" from configFile to missionConfigFile. ignore instances of cfgVehicle, etc. leave those as they are.

Now you can edite your loot table with Cfgloot.hpp and CfgBuilding.hpp. Thanks to Allen Kaganovsky (for his post) and Supermarco for help.
 
Back
Top