SteelShot 6 Posted August 10, 2018 So basically, I am writing my own loot script. It works completely fine, I just have now to populate the loot arrays. I am trying to make this 100% customizable, so every different item type has a different spawn chance. For basic things like Primaries, Handguns or Launchers is simple ie. _launchers = "getnumber (_x >> 'type') isEqualTo 4 AND getnumber (_x >> 'scope') isEqualTo 2" configClasses (configfile >> 'CfgWeapons'); But all items like for example uniform, vest or backpack share the same type 131072 But I would like to filter them out by their ItemInfo, because for example a Vest has ItemInfo >> Type = 701. So I was thinking of doing something like this, but it does not work :/ _vests = "getnumber (_x >> ItemInfo >> 'type') isEqualTo 701 AND getnumber (_x >> 'scope') isEqualTo 2" configClasses (configfile >> 'CfgWeapons'); Any help would be really appreciated, Thanks. 1 Share this post Link to post Share on other sites
gc8 970 Posted August 10, 2018 use BIS_fnc_itemType instead Share this post Link to post Share on other sites
SteelShot 6 Posted August 10, 2018 2 hours ago, gc8 said: use BIS_fnc_itemType instead Works perfectly, thanks @gc8 For the curious people Spoiler switch ((_item call BIS_fnc_itemType) select 1) do { case "Headgear": { _headgear_arr pushBack _item; }; case "Vest": { _vests_arr pushBack _item; }; case "Uniform": { _uniforms_arr pushBack _item; }; case "Backpack": { _backpack_arr pushBack _item; }; //And etc. etc... default { _other_arr pushBack _item; }; }; 1 Share this post Link to post Share on other sites