Problem solved. Edit server_spawnCrashSite.sqf
Original
Replace with
Original
Code:
_num = round(random _randomizedLoot) + _guaranteedLoot;
_config = configFile >> "CfgBuildingLoot" >> _lootTable;
_itemTypes = [] + getArray (_config >> "itemType");
_index = dayz_CBLBase find "HeliCrash";
_weights = dayz_CBLChances select _index;
_cntWeights = count _weights;
//Creating the Lootpiles outside of the _crashModel
for "_x" from 1 to _num do {
//Create loot
_index = floor(random _cntWeights);
_index = _weights select _index;
_itemType = _itemTypes select _index;
//Let the Loot spawn in a non-perfect circle around _crashModel
_lootPos = [_pos, ((random 2) + (sizeOf(_crashModel) * _lootRadius)), random 360] call BIS_fnc_relPos;
[_itemType select 0, _itemType select 1, _lootPos, 0] call spawn_loot;
diag_log(format["CRASHSPAWNER: Loot spawn at '%1' with loot table '%2'", _lootPos, sizeOf(_crashModel)]);
// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and other such items.
_nearby = _pos nearObjects ["ReammoBox", sizeOf(_crashModel)];
{
_x setVariable ["permaLoot",true];
} forEach _nearBy;
};
Replace with
Code:
_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
_index = dayz_CBLBase find _lootTable;
_weights = dayz_CBLChances select _index;
_cntWeights = count _weights;
//Creating the Lootpiles outside of the _crashModel
for "_x" from (round(random _randomizedLoot) + _guaranteedLoot) to 1 step -1 do {
//Create loot
_index = floor(random _cntWeights);
_index = _weights select _index;
_itemType = _itemTypes select _index;
//Let the Loot spawn in a non-perfect circle around _crashModel
_lootPos = [_pos, ((random 2) + (sizeOf(_crashModel) * _lootRadius)), random 360] call BIS_fnc_relPos;
[_itemType select 0, _itemType select 1, _lootPos, 0] call spawn_loot;
diag_log(format["CRASHSPAWNER: Loot spawn at '%1' with loot table '%2'", _lootPos, sizeOf(_crashModel)]);
// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and other such items.
_nearby = _pos nearObjects ["ReammoBox", sizeOf(_crashModel)];
{
_x setVariable ["permaLoot",true];
} forEach _nearBy;
};