silent_sniper 10 Posted March 6, 2014 New Update Made a Mess of Your Loot Script, As of yesterday, the loot script I've been using which is the one for single player, has all loot floating above ground and way up in the air. Can You guys Tell me where and what numbers to change to get the loot back to normal ground level? Thanks Share this post Link to post Share on other sites
na_palm 19 Posted March 6, 2014 I have a working solution, but need a little time to verify all. Will put an updated version online, later in the evening. Share this post Link to post Share on other sites
na_palm 19 Posted March 6, 2014 Ok, time for the fix then... Fix for flying loot as of ArmA 3 v1.12 LSUpdf112.zip (replace existing file with this new version) greetings Na_Palm Share this post Link to post Share on other sites
na_palm 19 Posted March 6, 2014 thanks to Silent_Sniper, for informing me that the first version of the updated files failed. I reuploaded them now after crosschecking the result. So please download the fix again. If you want to lower or higher ALL positions generally you can adjust the var "_genZadjust" in Lootspawner.sqf to your further needs. The download is replacing following files: - fn_LSgetBuildingstospawnLoot.sqf - Lootspawner.sqf - Lootspawner_SP.sqf greetings Na_Palm Share this post Link to post Share on other sites
desai92 1 Posted May 4, 2014 (edited) hi i wanted to have the loot spawner spawn in maps and other things so i put in the classnames in the code in different sections *ie millitary spawn only* and now it wont spawn anything at all..... help... all i have done is remove a few weapons and ammo from the CIV locations and added a map, radio and compass. but it wont load... why // Lootspawner junction lists for classes to spawn-/lootable items // Author: Na_Palm (BIS forums) //------------------------------------------------------------------------------------- //here place Weapons an usable items (ex.: Binocular, ...) //used with addWeaponCargoGlobal //"lootWeapon_list" array of [class, [weaponlist]] // class : 0-civil, 1-military, ... (add more as you wish) // weaponlist : list of weapon class names lootWeapon_list = [ [ 0, [ // CIVIL "Binocular", "hgun_ACPC2_F", "hgun_P07_F", "hgun_PDW2000_F", "hgun_Rook40_F", "SMG_02_F", // Sting 9mm ]],[ 1, [ // MILITARY "arifle_Katiba_C_F", "arifle_Katiba_F", "arifle_Katiba_GL_F", "arifle_Mk20C_F", "arifle_Mk20_F", "arifle_Mk20_GL_F", "arifle_MXC_F", "arifle_MXM_F", "arifle_MX_F", "arifle_MX_GL_F", "arifle_MX_SW_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "arifle_TRG21_GL_F", "Binocular", "hgun_ACPC2_snds_F", "hgun_P07_snds_F", "hgun_PDW2000_F", "hgun_Rook40_snds_F", "LMG_Mk200_F", "LMG_Zafir_F", "Rangefinder", "SMG_01_F", // Vermin .45 ACP "SMG_02_F", // Sting 9mm "srifle_EBR_F", "srifle_GM6_F", "srifle_LRR_F" ]],[ 2, [ // INDUSTRIAL "arifle_Katiba_C_F", "arifle_Mk20C_F", "arifle_Mk20_F", "arifle_MXC_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "Binocular", "SMG_01_F", // Vermin .45 ACP "SMG_02_F" // Sting 9mm ]],[ 3, [ // RESEARCH "arifle_Katiba_GL_F", "arifle_MXC_F", "arifle_MXM_F", "arifle_MX_GL_F", "Rangefinder", "srifle_GM6_F", "srifle_LRR_F" ]]]; //here place magazines, weaponattachments and bodyitems(ex.: ItemGPS, ItemMap, Medikit, FirstAidKit, Binoculars, ...) //used with addMagazineCargoGlobal //"lootMagazine_list" array of [class, [magazinelist]] // class : 0-civil, 1-military, ... (add more as you wish) // magazinelist: list of magazine class names lootMagazine_list = [ [ 0, [ // CIVIL "ItemMap", "ItemCompass", "ItemRadio", "16Rnd_9x21_Mag", "30Rnd_9x21_Mag", "9Rnd_45ACP_Mag", "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow", "HandGrenade" ]],[ 1, [ // MILITARY "ItemMap", "ItemCompass", "ItemRadio", "100Rnd_65x39_caseless_mag", "150Rnd_762x51_Box", "16Rnd_9x21_Mag", "1Rnd_HE_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "200Rnd_65x39_cased_Box", "20Rnd_556x45_UW_mag", "20Rnd_762x51_Mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_mag", "30Rnd_9x21_Mag", "3Rnd_HE_Grenade_shell", "3Rnd_SmokeBlue_Grenade_shell", "3Rnd_SmokeGreen_Grenade_shell", "3Rnd_SmokeOrange_Grenade_shell", "3Rnd_SmokePurple_Grenade_shell", "3Rnd_SmokeRed_Grenade_shell", "3Rnd_SmokeYellow_Grenade_shell", "5Rnd_127x108_Mag", "7Rnd_408_Mag", "9Rnd_45ACP_Mag", "APERSBoundingMine_Range_Mag", "APERSMine_Range_Mag", "APERSTripMine_Wire_Mag", "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow", "ClaymoreDirectionalMine_Remote_Mag", "HandGrenade", "MiniGrenade", "SatchelCharge_Remote_Mag" ]],[ 2, [ // INDUSTRIAL "ItemMap", "ItemCompass", "ItemRadio", "20Rnd_556x45_UW_mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_mag", "30Rnd_9x21_Mag", "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow" ]],[ 3, [ // RESEARCH "ItemMap", "ItemCompass", "ItemRadio", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "5Rnd_127x108_Mag", "7Rnd_408_Mag" ]]]; //here place hats, glasses, clothes, uniforms, vests //used with addItemCargoGlobal //"lootItem_list" array of [class, [itemlist]] // class : 0-civil, 1-military, ... (add more as you wish) // itemlist : list of item class names lootItem_list = [ [ 0, [ // CIVIL "acc_flashlight", "FirstAidKit", "H_Bandanna_gry", "H_Beret_red", "H_Beret_Colonel", "H_Beret_02", "H_Shemag_olive_hs", "H_Shemag_khk", "H_Shemag_tan", "H_Booniehat_dirty", "H_Cap_blu", "H_Cap_grn", "H_Cap_red", "H_Hat_brown", "H_Hat_checker", "H_Hat_grey", "muzzle_snds_acp", // .45 ACP "muzzle_snds_L", // 9mm "optic_Aco", "optic_ACO_grn", "optic_aco_smg", "optic_Holosight", "optic_Holosight_smg", "U_C_Commoner1_1", "U_C_Poloshirt_redwhite", "U_IG_Guerilla1_1", "U_IG_Guerilla2_1", "U_IG_Guerilla2_3", "U_IG_Guerilla3_1", "U_C_Novak", "U_Rangemaster", "V_BandollierB_blk", "V_BandollierB_oli", "V_TacVestCamo_khk", "V_TacVestIR_blk", "V_TacVest_blk", "V_TacVest_blk_POLICE", "V_TacVest_brn", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli" ]],[ 1, [ // MILITARY "acc_flashlight", "acc_pointer_IR", "FirstAidKit", "H_HelmetB_camo", "H_HelmetB_paint", "H_HelmetIA_net", "H_HelmetSpecB_blk", "H_PilotHelmetFighter_I", "Medikit", "muzzle_snds_acp", // .45 ACP "muzzle_snds_B", // 7.62mm "muzzle_snds_H", // 6.5mm "muzzle_snds_H_MG", // 6.5mm LMG "muzzle_snds_L", // 9mm "muzzle_snds_M", // 5.56mm "NVGoggles", "optic_Aco", "optic_ACO_grn", "optic_aco_smg", "optic_Arco", "optic_Hamr", "optic_Holosight", "optic_Holosight_smg", "optic_DMS", "optic_NVS", "optic_SOS", "U_B_CombatUniform_mcam", "U_B_GhillieSuit", "U_I_CombatUniform", "U_I_GhillieSuit", "U_O_CombatUniform_ocamo", "U_O_GhillieSuit", "V_Chestrig_blk", "V_HarnessOGL_brn", "V_HarnessOSpec_brn", "V_HarnessO_brn", "V_PlateCarrier1_blk", "V_PlateCarrier2_rgr", "V_PlateCarrier3_rgr", "V_PlateCarrierGL_rgr", "V_PlateCarrierIA1_dgtl", "V_PlateCarrierIA2_dgtl", "V_PlateCarrierIAGL_dgtl", "V_PlateCarrierSpec_rgr" ]],[ 2, [ // INDUSTRIAL "FirstAidKit" ]],[ 3, [ // RESEARCH "FirstAidKit", "Medikit", "NVGoggles", "optic_NVS", "optic_SOS", "U_C_Scientist", "optic_tws" ]]]; //here place backpacks, parachutes and packed drones/stationary //used with addBackpackCargoGlobal //"lootBackpack_list" array of [class, [backpacklist]] // class : 0-civil, 1-military, ... (add more as you wish) // backpacklist: list of backpack class names lootBackpack_list = [ [ 0, [ // CIVIL "B_AssaultPack_blk", // 34 Mags "B_AssaultPack_cbr", "B_AssaultPack_dgtl", "B_AssaultPack_khk", "B_AssaultPack_mcamo", "B_AssaultPack_ocamo", "B_AssaultPack_rgr", "B_AssaultPack_sgg", "B_BergenC_red", // 50 Mags "B_Bergen_mcamo", // 54 Mags "B_HuntingBackpack", // 32 Mags "B_OutdoorPack_blu" // 17 Mags ]],[ 1, [ // MILITARY "B_BergenG", // 64 Mags "B_BergenC_red", "B_Carryall_cbr", // 60 Mags "B_Kitbag_cbr", // ? Mags "B_Kitbag_mcamo", "B_Kitbag_mcamo_Eng", "B_Kitbag_rgr_Exp", "B_Kitbag_sgg" ]],[ 2, [ // INDUSTRIAL "B_Bergen_sgg", "B_Carryall_cbr", // 60 Mags "B_TacticalPack_blk", // 42 Mags "B_TacticalPack_mcamo", "B_TacticalPack_ocamo", "B_TacticalPack_oli", "B_TacticalPack_rgr" ]],[ 3, [ // RESEARCH "B_BergenG", // 64 Mags "B_Bergen_mcamo", "B_Carryall_cbr", // 60 Mags "B_FieldPack_blk", // 35 Mags "B_FieldPack_ocamo", "B_FieldPack_oli", "B_FieldPack_oucamo" ]]]; //here place any other objects(ex.: Land_Basket_F, Box_East_Wps_F, Land_Can_V3_F, ...) //used with createVehicle directly //"lootworldObject_list" array of [class, [objectlist]] // class : 0-civil, 1-military, ... (add more as you wish) // objectlist : list of worldobject class names lootworldObject_list = [ [ 0, [ // CIVIL ]],[ 1, [ // MILITARY ]],[ 2, [ // INDUSTRIAL ]],[ 3, [ // RESEARCH ]]]; Edited May 4, 2014 by Desai92 Share this post Link to post Share on other sites
na_palm 19 Posted May 5, 2014 Hi Desai92, Remove the ending komma at line 16. greetings Na_Palm Share this post Link to post Share on other sites
desai92 1 Posted May 5, 2014 (edited) Hi Desai92,Remove the ending komma at line 16. greetings Na_Palm that worked thankyou, but it doesnt spawn in the map, radio or compas, it just has a blank spot where they would have spawned in the inventory... :/ Edited May 5, 2014 by Desai92 Share this post Link to post Share on other sites
Tannerson 10 Posted May 23, 2014 Hi, Im trying to use your script in Chernaus not from the AiA mod but the version of A3MP, but nothing spawns anywhere, is it a problem with the builidingpositions? Share this post Link to post Share on other sites
Mikederel 10 Posted July 21, 2014 (edited) Is there any way to make loot spawn higher in a specific building? i added some new buildings, works great, but some of them spawn stuff halfway into the floor. Update: Nvm found it ; change in Lootspawner.sqf swSpZadjust = false; #define LOOT_Z_ADJUST -0.1 needed for ArmA 2 and older Maps/Buildings Edited July 27, 2014 by Mikederel Share this post Link to post Share on other sites
Mikederel 10 Posted July 31, 2014 (edited) solved Edited August 1, 2014 by Mikederel Share this post Link to post Share on other sites
Behemoth 10 Posted August 7, 2014 The normal spawn script works on my Altis test bed, but when I download the fix for floating items, nothing spawns. Is there a way to fix this? Share this post Link to post Share on other sites
Rabbit35 122 Posted August 20, 2014 we're trying to use this on our server and it doesn't seem to work that well. loot takes forever to spawn and only seems to do so if everyone is in the same area. If anyone has a solution that'd be great, but until then I recommend you find another script Share this post Link to post Share on other sites
kremator 1065 Posted August 20, 2014 Could loot spawner be used to place furniture inside buildings? So specific types of buildings would have certain compositions of furniture inside? Share this post Link to post Share on other sites
NXDSigma 10 Posted December 15, 2014 Kicked off game battleye: createvehicle restriction #0 Anyone know the filter/solution im not very good with filters ect.... thanks in advance Share this post Link to post Share on other sites
brent65622 10 Posted December 31, 2014 Has any one made this work with A3 epoch if so how? Share this post Link to post Share on other sites
BlackPlague_R2 10 Posted January 1, 2015 (edited) Na_Palm, I've noticed that for Chernarus, most - if not all - loot is in the air at certain places, and some loot is in the ground. Construction buildings usually have *some* loot in the ground, but about 90% of it you can pick up. Most loot in the hangars at NWAF, or NEAF, are in the air and people can't really pick them up. I've changed the following: //Variables //local _spawnradius = 80; //Radius (in meter) around players to spawn loot _spInterval = 1600; //Time (in sec.) to pass before an building spawns new loot _chfullfuel = 35; //Chance (in %) of a spawned fuelcan to be full instead of empty _genZadjust = -0.5; //High adjustment (in engine units) thats generally added to every spawnpoint _tmpTstPlace = [5070, 9297, 0]; //Coord's, in [x,y,z] of a preferably flat and unocupied piece of land //global old //chBuildhasloot = 60; //The odds that a building is selected to place loot. //chSpothasloot = 30; //The odds that the selected building's spots will have loot(almost like odds per room). To represent the adjustable height, however, most loot is still in the ground. Is there a way to have all loot spawn at a specific height, and then drop for physics? Specifically in Arma 3. PS - I've already updated the fix files as needed. Thanks, Black Edited January 1, 2015 by BlackPlague_R2 Share this post Link to post Share on other sites
brent65622 10 Posted January 1, 2015 How about altis? script seems to run loot just does not seem to spawn. Share this post Link to post Share on other sites
BlackPlague_R2 10 Posted January 5, 2015 Updated the files with the following: https://github.com/pumpkinpieman/LSpawner Share this post Link to post Share on other sites
katipo66 94 Posted January 5, 2015 This looks great, note for self to collect later! Share this post Link to post Share on other sites
prone 10 Posted January 6, 2015 (edited) I'm a bit new to implementing scripts for arma3, can anyone lend a hand for the battleye filters used for this? Loot spawns, but certain items i get restriction kicks for. Any help is greatly appreciated, great work on the script! edit: never mind, i read the tutorials and such. Sorry for the spam Edited January 6, 2015 by prone Share this post Link to post Share on other sites
thebuddhistman 10 Posted January 8, 2015 Hey first of all id like to say thank you for your time and dedication, your script works very well except the loot still spawns up in the air. I have already downloaded the new files that copy over 3 files but the loot still spawns air born. Also the higher you go like when you climb up the high towers the higher the loot spawns from the floor. I also tried messing with the _genZadjust = -0.1; ive changed it all the way down to 0.01 and still 90% of the loot is still in the air. I only am giving feedback in hopes someone will fix this. Thanks Share this post Link to post Share on other sites
iceman77 19 Posted January 8, 2015 your script works very well except the loot still spawns up in the air. If the author is using weaponHolders he needs to use weaponHolderSimulated. Share this post Link to post Share on other sites
das attorney 858 Posted January 8, 2015 (edited) Hey first of all id like to say thank you for your time and dedication, your script works very well except the loot still spawns up in the air. I have already downloaded the new files that copy over 3 files but the loot still spawns air born. Also the higher you go like when you climb up the high towers the higher the loot spawns from the floor. Hi, Good first post - if the loot is spawning higher, the higher you are then that would be indicative of an ASL problem. Sounds like the position is calculated to ASL but is spawned to ATL so then appears in the air, and further up as you get higher. ...Or maybe the other way round (ATL > ASL) - I can't figure it out in my head at the mo as it's late here. Good spot :) Edited January 8, 2015 by Das Attorney Share this post Link to post Share on other sites
thebuddhistman 10 Posted January 8, 2015 Hello and welcome to the Lootspawner system!I'am not great at writing long text so to make it short... The LS system here at hand evolved from the loot spawn system used in 404's and GOT's older Wasteland versions. This version however is completly rewriten and evolves around the idea to spawn the loot as near as possible to the player position and therefore gain speed and reduce lag. It is compatible with every island/map that uses buildings that have buildingpositions. It is configurable to a great degree and almost, NOT completly ofcourse, Lag and FPS neutral. The last part, about Lag and FPS for high player counts, has to be tested as i have only a few friends that play ArmA, but here you all can help me! For small playercounts on Altis, with my PC running client and server simultan on an Phenom X4 965, it is almost unnoticeable even with a bit edited A3Wasteland dev. build i use. DOWNLOADS MultiPlayer example maps for Altis and AiA/Chernarus are available at: Testmission for Altis and Testmission for AiA/Chernarus SinglePlayer example maps for Altis and AiA/Chernarus are available at: Testmission for Altis(SP) and Testmission for AiA/Chernarus(SP) Fix for flying loot as of ArmA 3 v1.12 REUPLOADED LSUpdf112.zip (replace existing file with this new version) The download is replacing following files: - fn_LSgetBuildingstospawnLoot.sqf - Lootspawner.sqf - Lootspawner_SP.sqf Script as Zip: LootSpawner_v101.zip old Version's: Lootspawner as ZIP HOWTO: MultiPlayer: create a init.sqf file in your mission folder and paste this code inside: if (isServer) then { fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "fn_LSgetBuildingstospawnLoot.sqf"; LSdeleter = compile preProcessFileLineNumbers "LSdeleter.sqf"; execVM "Lootspawner.sqf"; }; SinglePlayer: create a init.sqf file in your mission folder and paste this code inside: fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "fn_LSgetBuildingstospawnLoot.sqf"; LSdeleter = compile preProcessFileLineNumbers "LSdeleter.sqf"; execVM "Lootspawner_SP.sqf"; to configure the system, open: 1. 'Lootspawner.sqf' to change the available variables as needed. (ex. spawninterval, chance of loot, categories of loot...) 2. 'LSlootLists.sqf' to customize the items inside the categories 3. 'LSlootBuildings.sqf' to change the lootcategory of a building or add/remove buildings credits go to: Ed! (404Forums) and [GoT] JoSchaap (GoT2DayZ.nl) for the initial spawnsystem for Wasteland greetings Na_Palm Hello again, I wanted to provide some more feedback on you really great script. Well Id like to let you know that your script is one of my favorites on my sever it really has much potential and its almost perfect. I have been doing trial and error with the numbers and just cant seem to get the loot to come down after a certain point. Like i said in my previous post, the loot spawn great and the script works awesome, the only issue is the floating loot that gets worse as you climb up on tall buildings like the towers at the military bases. the higher you go the higher the loot spawns in the air. I have used your new upload which is supposed to help but it really hasnt made a difference except with the gas cans and the crates that spawn, these actually spawn perfectly lined up with the floor no matter how high you are, whether ground level or up on the snipping towers in the military base the gas cans and crates spawn perfectly lined up. I thought this information might help you solve the problem. Just so you know your script is being used in many many servers and not just arma but also the arma epoch servers and all of them are having the same issue with the floating loot. If you need help with the script im sure if you ask for help others here would be willing to help but i have confidence that with this new information youll be able to fix the issue cause its a brilliant script. Well im looking forward to your update, take care and again thanks so much for your time and dedication you have invested. Your friend, Thebuddhistman Share this post Link to post Share on other sites