The loot is default.
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No. This skips an array (list) collection.
During game launch it compiles the data form the config files to build entities that the game uses. These entities need to be generated on start up and cannot be manipulated afterwards due to being generated by the engine not the virtual machine that runs the server and client code.
The "banning" process generates a null entity and then recompiles these entities as the null object so they appear to not work. The entities are in the game, they just don't have any attributes to them anymore.
Unkinhead - it should work. My helicrashes call a custom loot table for generic items - but that table is inside dayz_code.pbo.
A few instances of dayz ago, all the helicrash droptable information was DIRECTLY in the server.pbo - it was one of the few things you could alter server side that affected all the players without a custom download. There's no reason you couldn't take out the cross reference array _lootTable = refererence and just BUILD the loot arrays right there.
["WeaponHolder_ItemMachete"]
["WeaponHolder_ItemMachete", "object"]
["WeaponHolder_ItemMachete", "object"]
switch (_type) do {
case "Land_HouseV_1I4": { _LootClass = "Residential"; };
case "Land_kulna": { _LootClass = "Residential"; };
case "Land_Ind_Workshop01_04": { _LootClass = "Residential"; };
};
case "Land_mYcustombuilding": { _LootClass = "MilitarySpecial"; _positions = [[0.1,-1.9,-2.21],[0.2,-0.45,-1.56]]; };