That depends on what the loot tables for Taviana 3.0 look like, but surely they will be different as they will contain 1.7.6.1 items and weapons. Also, more buildings may get added in the update but without a doubt, I plan to update what I have already done for Taviana 3.0 when it comes out.
I've finally adapted Seven's Custom Loot Tables for another map - for Taviana 2.0 (.com). Here is the code you need:http://pastebin.com/UFB4BcT2
To implement this on your Taviana 2.0 server, follow steps 1-5 of Seven's tutorial in the first post on the first page of this thread. Then:
Find...
Seven can answer your questions better than me, as he wrote the code. However, I did experiment with his loot tables on Chernarus. The weapons I was able to add included the AA-12 (have to comment out a line in BE scripts.txt), SCAR_H_LNG_Sniper, SVD_NSPU_EP1, AKS_74_GOSHAWK, and AKS_74_NSPU ...
From my experimentation with this on Chernarus, when you add a weapon or item to a loot type - such as Farm, Hunting, Military, etc - that added item will spawn in all buildings that that type of loot is associated with.
I was able to install your code from Post #17, joikd on to my Tavi server. It works great and really changes the experience when driving or walking into a town or city. Thank you much.
EDIT: I also installed and tested the three files from Post #18, and personally I prefer the more...
I am running an .st server as well. As was mentioned above, you could change maps and then back to the one you are on, or if you are too attached to the way you have your current map set up, you could individually edit out vehicles you don't want in the database, or delete all vehicles in the...
Apologies for the triple post.
Seven,
I have been going over and over my attempted conversion of your custom loot tables to Taviana, but cannot get it to work. I had noticed that there are two loot classes you did not define in your original code: "Church" and "Office", and that you...
Fixed some more syntax and loot specific errors in my code for Taviana.eu ... still no loot spawning; will keep trying.
https://github.com/Saethkept/Parabellum/blob/master/tavi.eu building_spawnLoot.sqf (All Credit To Seven)
At any rate, I could not get this to work for Taviana.eu. While...
I am interested in both the player safe zone, and increasing zombie spawn numbers ... I think DayZ should go back to being more about zombie terror ... or at least annoyance you cannot ignore. I run a Taviana.eu server, and adding something like this on top of headshot only zombies would be...
I have to agree with Nonov. I am new to DayZ server administration/Arma 2 coding and I have to say that coding even a small item can take hours and hours (for me at least). How these guys that bring us all these awesome mods find time with family and work ... that's crazy. That said, I too am...
Barring basic syntax errors, I think this will do it for Tavi.eu. I think it would also be a good template for Taviana.com - with some obvious and careful editing ... as the loot tables are much different and a few buildings may be different as well. Again, thanks for the awesome work, Seven...
Thank you, I will post my modified code today. I also had to remove the 'Hunting' loot case, as this did not appear in the Tavi.eu config.cpp, and so I changed tree stands back to 'Military'.
Yet a couple of more questions ... I am embarrassingly new at this.
When adding a weapon to the loot arrays under a loot case such a 'Military', will ammo for said weapon automatically spawn in game? I understand that banned weapons cannot be added, however with DayZ.st the inventory editor...
Ok, thank you for the pointers, Seven. Taviana has both a 'Farm' and 'Church' loot class that I did carry over, but rather than bringing over the 'Office' class of loot, I just assigned 'Residential' to spawn in the buildings that call for it. Going to try to complete and test it sometime today.
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