From the instructions in the OP, follow them to get a copy of 'player_spawnCheck.sqf' into your mission file. Then you want to find the section near the bottom that looks something like this.
If you comment out that section with /* at the start and */ at the end, it should effectively stop loot spawning.
Code:
if (_currentWeaponHolders < _maxWeaponHolders) then {
//Baisc loot checks
if ((_dis < 125) and (_dis > 30) and !_inVehicle and _checkLoot) then {
_looted = (_x getVariable ["looted",(diag_tickTime + dayz_tickTimeOffset)]);
_age = ((diag_tickTime + dayz_tickTimeOffset) - _looted);
//diag_log ("SPAWN LOOT: " + _type + " Building is " + str(_age) + " old" );
if ((_age < 0) or (_age == 0) or (_age > 900)) then {
_x setVariable ["looted",diag_tickTime,!_islocal];
_x call building_spawnLoot;
if (!(_x in dayz_buildingBubbleMonitor)) then {
//add active Building to var
dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x];
};
};
};
};
If you comment out that section with /* at the start and */ at the end, it should effectively stop loot spawning.