Food as a whole will drop all the required food, I never added the extra changes needed for spawn_loot.sqf to change food since this isn't really a needed change.
Yes if you remove something from the tables it will not spawn anymore. This code stops reading the original tables and uses the...
The problem is you are using a lot of custom additions already, so your modified compiles.sqf is overriding the variable change for building_spawnLoot. since you are using this method, you would need to edit your compiles.sqf on line 27 and change it to building_spawnLoot = compile...
Hambeast you would need to look into the spawn_loot.sqf, and copy this same concept to make modifications to the default switch type so that it draws from your manually made up arrays rather than the ones in cfgloot.hpp file.
Moving files from one mod folder to another would not have fixed this, as I've said the missing buildings is down to the game not launching in combined operations.
I Just setup a clean server with doing this exact installation I laid out. Spawned Cherno, ran straight for supermarked then to some industrial sheds, all is spawning well. I then changed all my loots to spawn as50's and only as50's. Did the same again, All loot was an as50.
Attach your...
The idea you have already exists, you would just need to expand on what loot spawns with which model
server_spawnCrashSite.sqf - Line 25
_crashModel = ["UH60Wreck_DZ","UH1Wreck_DZ"] call BIS_fnc_selectRandom;
dayz_server.pbo/compile/server_playerSetup.sqf will be the best file too look it, it handles a lot of the variable collection.
You can also look at dayz_server.pbo/compile/server_playerLogin.sqf for handling extra data during their characters setup to give them custom items if they have passed...
Where were you testing this, I will run my tests on the exact places you tested, but this code worked fine with me testing in Kamenka docks and Cherno pubs
Keep your crash site code. This code only changes building loot. Loot in buildings is spawned client side then sent to the server whilst crash sites are spawned server side. So crash sites will not pick up these changes since they are only ran in the building code.
100% Custom Loot tables help and discussion takes place here...
class ksvk: FakeWeapon {};
This means its been turned into a "fake weapon" so it doesn't exist. So yes it is banned. Anything listed like this is banned But if there are two forward slashes "//" infront of the line, they aren't on...
If you want to learn, you would want to try learning some programing, and try implementing your own functions, and work your way up to the task you want to achieve. Best way of getting what you want done. Most people aren't going to want to do the work for someone for the good of their heart.
you would need to modify them extra values in the building_spawnZombie.sqf, using the same idea here
But the lootChance value can be modified in here, simple add that to the defining class sectioncase "Land_HouseV_1I4": { _LootClass = "Residential"; _lootChance = 0.8; };
You can easily push...
No not the KSVK or the RPK.
You can add extra weapons with this though. As long as they are not on the ban list. check dayz_anim config.cpp for which items are banned.
Sadly you will have to go through the effort of updating the tables to that maps tables.
Here is the standard config.cpp hospital loot.
class Hospital: Default {
zombieChance = 0.4;
minRoaming = 2;
maxRoaming = 6;
zombieClass[] =...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.