Make sure you have all your comma's (,) after your lines! i had the same problem and i was only forgetting one comma and it did the same thing to meSo..
I deleted the Junk but.. The loot dont spawn ..
Or to say it better .. No loot spawn nothing
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Make sure you have all your comma's (,) after your lines! i had the same problem and i was only forgetting one comma and it did the same thing to meSo..
I deleted the Junk but.. The loot dont spawn ..
Or to say it better .. No loot spawn nothing
%appdata%\..\local\ArmA 2 OA\
changing these to military will make all tents with those class names military. Not specific ones in towns. You cannot use this code to edit a single building it will change all of the same type.
Hey Seven i took out the m107's and as50's but ammo is still spawning? Also in the fire houses ammo don't spawn with the guns? And in residential houses military ammo is spawning. (i found m107, ak, and DMR mags in residential) Do you know why its doing this and how to fix it?changing these to military will make all tents with those class names military. Not specific ones in towns. You cannot use this code to edit a single building it will change all of the same type.
In residence i have ["","military"] and its value is at 2.50. Haha that's probably whats wrong, correct? Should i change it to 0.00 or remove it completely.I have had this working for weeks the way I want it to on Taviana. I also took out the two .50 rifles and I think that ammo for them still spawns because it is a part of the ["","military"], loot item. As for the mil ammo spawning in residential, I don't have that and I have replaced just about every normally spawning weapon with something else. Did you change those residential buildings to the military loot class? If not I wonder if it could be that the balance of your whole loot spawning table is unbalanced due to changes you've made?
In residence i have ["","military"] and its value is at 2.50. Haha that's probably whats wrong, correct? Should i change it to 0.00 or remove it completely.
startLoadingScreen ["", "DayZ_loadingScreen"];
enableSaving [false, false];
dayZ_instance = 1;
hiveInUse = true;
initialized = false;
dayz_previousID = 0;
// Settings
player setVariable ["BIS_noCoreConversations", true];// Disable greeting menu
enableRadio false;// Disable global chat radio messages
fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; //Self Bloodbag
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";// Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";// Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";// Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";// Compile regular functions
progressLoadingScreen 1.0;
stream_locationCheck = {}; //Remove all junk and bases added by Rocket
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
player setVariable ["BIS_noCoreConversations", true];
//enableRadio false; // Disable global chat radio messages
if (isServer) then {// If mission is loaded by server execute the server monitor
hiveInUse = true;
_serverMonitor = [] execVM "\z\addons\dayz_server\system\server_monitor.sqf";
};
if (!isDedicated) then { // If mission is loaded by a player execute the player monitor
0 fadeSound 0;
0 cutText [(localize "STR_AUTHENTICATING"), "BLACK FADED", 60];
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
"heliCrash" addPublicVariableEventHandler {
_list = nearestObjects [_this select 1, ["CraterLong"], 100];
{deleteVehicle _x;} foreach _list;
};
#include "gcam\gcam_config.hpp"
#include "gcam\gcam_functions.sqf"
#ifdef GCAM
waitUntil { alive Player };
waituntil { !(IsNull (findDisplay 46)) };
if (serverCommandAvailable "#kick") then { (findDisplay 46) displayAddEventHandler ["keyDown", "_this call fnc_keyDown"]; };
#endif
};
call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";
call compile preprocessFileLineNumbers "addons\SHK_pos\shk_pos_init.sqf";
[] execVM "addons\SARGE\SAR_AI_init.sqf"; // Sarge's AI
call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles
building_spawnLoot = compile preprocessFileLineNumbers "custom\building_spawnLoot.sqf"; //Custom loot tables
[] execVM "scripts\kh_actions.sqf"; //Autorefuel
It a weighted percentage. Take the three examples. Say every 0.01 = 1 so 0 to 9 is medical 10 to 109 is generic and 110 to 359 is military
You would then run a random int from 0 to the max total items (359). If it lands in any of these ranges it will decide on what item is spawning. The more of the same item is going to give it a higher chance of spawning.
There are many ways of handling this. But this is the simplest way to explain what is going on.
You are running a custom compiles.sqf. This can override this fix, move the building_spawnLoot = compile preprocessFileLineNumbers "custom\building_spawnLoot.sqf"; line into the compiles and override the original one in there
ok you have 3 Items bandage, flare, painkillers. each one with a certain drop chance 0.2, 0.5, 0.9 we then take every 0.1 as 1 chance. So we build a list.I'm sorry, but that makes NO sense to me. I've never been very good with math. Any easier way to explain it?
ok you have 3 Items bandage, flare, painkillers. each one with a certain drop chance 0.2, 0.5, 0.9 we then take every 0.1 as 1 chance. So we build a list.
[1,1,2,2,2,2,2,3,3,3,3,3,3,3,3,3]
So bandage is in twice, flare in 5 times, and painkillers in 9 times.
We then do a randomInt(16) command, (16 being the total size of our list) which picks a random item from the list, because there are 9 painkillers over the two bandages. It has a higher chance of being picked.