dodzh 28 Posted October 13, 2018 (edited) #Lootsystem Script: This script creates random loot on buildings based on predefined settings #Installation: Add the following line to your init.sqf: // init lootsystem [] execVM "lootsystem\init.sqf"; Add the following line to your description.ext: //lootsystem config #include "lootsystem\config.cpp" Move the lootsystem folder to your mission folder #Customization: Edit the config file: lootsystem\config.cpp #Functions: LSS_fnc_cleanup Usage: [] spawn LSS_fnc_cleanup; Notes: Manually cleans expired generated loot LSS_fnc_cleanup_auto Usage: [] call LSS_fnc_cleanup_auto; Notes: Starts a thread and does cleanup based on config.cpp LSS_fnc_spawn_loot Usage: [<pos>,<range>] spawn LSS_fnc_spawn_loot; example: [getpos player,80] spawn LSS_fnc_spawn_loot; Notes: Generates loot based on a given position and radius LSS_fnc_spawn_loot_auto Usage: [] call LSS_fnc_spawn_loot_auto; Notes: Generates loot based on a given position and radius LSS_fnc_spawn_loot_inBulding Usage: [<building_object>] call LSS_fnc_spawn_loot_inBulding; Returns: the building object where the loot was created Notes: Generates loot based on a given building object #Downloadhttps://github.com/dodzh/lootsystem #Problems Issueshttps://github.com/dodzh/lootsystem/issues #Steamhttps://steamcommunity.com/sharedfiles/filedetails/?id=1537485467 #Positions Creator Toolhttps://steamcommunity.com/sharedfiles/filedetails/?id=1560677855 This my first actual script posted :( hope you all like it enjoy Edited November 9, 2018 by dodzh added link to "Positions Creator Tool" 3 4 Share this post Link to post Share on other sites
Guest Posted October 13, 2018 Thanks for sending us the release :) An Armaholic mirror is now available: Lootsystem Script v1.0 Share this post Link to post Share on other sites
LSValmont 789 Posted October 13, 2018 Believe it or not but even now (almost 2019) there wasn't a public script made for this purpose before so your work is filling a nice empty niche here! Anyways, it fills my exact needs so I will be testing it out and giving feedback! Thanks and please keep improving it if it is needed! Share this post Link to post Share on other sites
dodzh 28 Posted October 13, 2018 1 hour ago, LSValmont said: Believe it or not but even now (almost 2019) there wasn't a public script made for this purpose before so your work is filling a nice empty niche here! Anyways, it fills my exact needs so I will be testing it out and giving feedback! Thanks and please keep improving it if it is needed! thanks, let me know how it goes, i have more ideas on this that ill be implementing but need to see if the core works under a stress test, dont have many people to test in multiplayer, was only able to test it with 2 people on coop and dedicated server and dont looks like there is much fps drop, unless you go crazy with the settings 1 Share this post Link to post Share on other sites
LSValmont 789 Posted October 13, 2018 17 minutes ago, dodzh said: thanks, let me know how it goes, i have more ideas on this that ill be implementing but need to see if the core works under a stress test, dont have many people to test in multiplayer, was only able to test it with 2 people on coop and dedicated server and dont looks like there is much fps drop, unless you go crazy with the settings Don't worry I will be testing in multiplayer with lots of players. Yeah, even default settings spawns a lot of items because buildings have so many possible locations. With the Ravage mod that spawns furniture for you there might be some issues of clipping but I will report later on that. Share this post Link to post Share on other sites
dodzh 28 Posted October 13, 2018 19 minutes ago, LSValmont said: Don't worry I will be testing in multiplayer with lots of players. Yeah, even default settings spawns a lot of items because buildings have so many possible locations. With the Ravage mod that spawns furniture for you there might be some issues of clipping but I will report later on that. play with the settings, can limit all of that, can also set where smaller building get less than bigger ones as well as a cap overall Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 14, 2018 Well done dodzh and congratulations ! Share this post Link to post Share on other sites
Weapon-Fetish 26 Posted November 4, 2018 Hi i have a Problem to config the script . Wen i put cup content in the script ist says ervery time : lootsystem\config.cpp, line 47 (or whatever): Config:"" after 2(or whatever) EDIT: My Bad im sorry i found a wrong line .... Have looking more then 3 times before i say this but found it now But really good work !love this script Share this post Link to post Share on other sites
dodzh 28 Posted November 5, 2018 8 hours ago, WaffenFetisch said: Hi i have a Problem to config the script . Wen i put cup content in the script ist says ervery time : lootsystem\config.cpp, line 47 (or whatever): Config:"" after 2(or whatever) EDIT: My Bad im sorry i found a wrong line .... Have looking more then 3 times before i say this but found it now But really good work !love this script lol np, glad you find it useful. let me know any problems i'll try to help im planning to go back and rework this a bit better as well adding some new things to it. at the moment im working on a new release that should be done soon, think you might like this one too 1 Share this post Link to post Share on other sites
Weapon-Fetish 26 Posted November 5, 2018 19 minutes ago, dodzh said: lol np, glad you find it useful. let me know any problems i'll try to help im planning to go back and rework this a bit better as well adding some new things to it. at the moment im working on a new release that should be done soon, think you might like this one too Cant wait ^^ Share this post Link to post Share on other sites
KevsNoTrev 44 Posted November 5, 2018 this is great! I love the ability to change the spawn occurence so quickyl and with the debug markers see the changes. Share this post Link to post Share on other sites
LSValmont 789 Posted November 5, 2018 I am loving this script! If you improve it even further please tweak the height the items spawn in certain buildings specially the CUP ones they spawn floating too high and it looks weird but other than that it is an almost perfect implementation that perhaps BI should be using on DAYZ Stand Alone! Share this post Link to post Share on other sites
dodzh 28 Posted November 6, 2018 @LSValmont ill try to look at this, can you provide me with the names of the buildings having this issues, ill try creating custom position for them, sometimes when using model positions this can happen. im almost done with my the new script im working on and ill be able to look at this fully, in any rate ill try looking at this as soon as i can ty 1 Share this post Link to post Share on other sites
dodzh 28 Posted November 9, 2018 Update: Ive created a small mod to help deal with some of the problems with positions. using the builtin positions in building is not always the best thing, is why i also provided a way to deal with that. this mod will help you create custom positions for any building you want. https://steamcommunity.com/sharedfiles/filedetails/?id=1560677855 note: this mod is very simple and i did not put a lot of time to test it so is entirely possible some things might not work thank you 1 1 Share this post Link to post Share on other sites
KevsNoTrev 44 Posted November 10, 2018 hey dodzh. the mod works really well thanks for that. I have managed to stop the items spawning on the barracks roof by using this. is there an option to spawn just ammo magazines and not the weapons with them? Share this post Link to post Share on other sites
dodzh 28 Posted November 10, 2018 @KevsNoTrev, yeah is easy. on your config under the section ratio, remove "weapons" line from it ratio[] = { "backpacks",1, "uniforms",1, "items",2 }; then on "items[] =" add the magazines you want like items[] = { "11Rnd_45ACP_Mag",10, or whatever magazines you want, just need the class names. the number after is weight meaning how likely is to spawn based on the weight or the other ones on the list 1 Share this post Link to post Share on other sites
KevsNoTrev 44 Posted November 10, 2018 i knew I should have just tried that, thanks. it makes total sense now. cheers. Share this post Link to post Share on other sites
Chuc 83 Posted January 10, 2019 very nice scripts. Been looking for years for a loot spawner that spawns loot around player then deletes it. Loot spawning was always something i could never figure out. Quick question. With the class names in your script, this bit Spoiler class CfgLootTables { class Military { ratio[] = The class military. Is it possible that after all that code we could put in a new class with a different loot list? Then if we use your #Positions Creator Tool on buildings define them with the new class name? If that makes any sense at all. Like this Spoiler class CfgLootTables { class Military { ratio[] = { }; weapons[] = { }; backpacks[] = { }; items[] = { }; uniforms[] = { }; class Civilian { ratio[] = { }; weapons[] = { }; backpacks[] = { }; items[] = { }; uniforms[] = { }; }; Would be handy to know because one of the maps i like to make missions on doesnt have loot positions inside 90% of its buildings, one of the reasons i stopped using it. This would make that map a heap more useful. Also its to big to have loot always on the map anyway so your script will improve it even more Share this post Link to post Share on other sites
dodzh 28 Posted January 10, 2019 @Chuc Yes you can change the "Military" to w/e you want but cant change the class names as those are provided by the game/mods, with the position creator tool i provided you can edit create any positions you want. i was working on an update for this but been really busy.https://pastebin.com/w7s8LM3k that file buildings_a3.cpp, was something i was working on, have more classifications as well all (i think :P) a3 buildings can look at it and use as you wish. you'll have to create/edit loot tables to match building category names or simple make the position files less detailed for w/e you want. #Positions Creator Toolhttps://steamcommunity.com/sharedfiles/filedetails/?id=1560677855 that tool i created will help you create customize positions hope this helps let me know if you have any other questions 1 Share this post Link to post Share on other sites
Chuc 83 Posted January 11, 2019 Cool thanks for that. Now with your pastebin position list. Whats the difference with the civilian_a and civilian_b tables? Then i also see a heap of different tables set for industrial and food. Is this so you can make different loot lists for each position? If so that is pretty much exactly what i am looking at doing. Is Share this post Link to post Share on other sites
dodzh 28 Posted January 11, 2019 1 hour ago, Chuc said: Cool thanks for that. Now with your pastebin position list. Whats the difference with the civilian_a and civilian_b tables? Then i also see a heap of different tables set for industrial and food. Is this so you can make different loot lists for each position? If so that is pretty much exactly what i am looking at doing. Is Civ A and B are just to low class and high class areas, building that look rundown or poor are B and other A, and yes on that list also have other places like food and industrial. you dont have to keep this classifications as i have them there but i tried to make them as unique as possible. having them classified like that helps getting the right items into the right buildings. any question just let me know id be happy to help. 1 Share this post Link to post Share on other sites
LSValmont 789 Posted January 12, 2019 On 11/1/2019 at 9:03 AM, dodzh said: Civ A and B are just to low class and high class areas, building that look rundown or poor are B and other A, and yes on that list also have other places like food and industrial. you dont have to keep this classifications as i have them there but i tried to make them as unique as possible. having them classified like that helps getting the right items into the right buildings. any question just let me know id be happy to help. Hey Dodzh! I've been using you script in all my missions and I've used your Positions Creator Tool to improve some positions in some CUP buildings that were too high up in the air. But I am still waiting for an official update on the regular arma buildings or even the CUP ones so if you ever get the time to improve those we would be extremely thankful! Share this post Link to post Share on other sites
dodzh 28 Posted January 12, 2019 1 hour ago, LSValmont said: Hey Dodzh! I've been using you script in all my missions and I've used your Positions Creator Tool to improve some positions in some CUP buildings that were too high up in the air. But I am still waiting for an official update on the regular arma buildings or even the CUP ones so if you ever get the time to improve those we would be extremely thankful! hey man, there is no update for a3 buildings, i use positions within in the models but that wasn't designed for that is why some dont look right. if you want 100% control need to create custom positions, check on a previous post here i released a config for all a3 buildings, you have to look at them and change to your needs https://pastebin.com/w7s8LM3k ive mention few thing about that file above think you can find it useful let me know if you have any questions 1 Share this post Link to post Share on other sites
Chuc 83 Posted January 13, 2019 sweet i got everything working really well, the only problem is some loot floats and some sinks Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 13, 2019 1 hour ago, Chuc said: loot floats 13 hours ago, LSValmont said: were too high up in the air. Hello there guys + dodzh ! I don't know what's the code , because i haven't check it , but probably, you should change your code to "WeaponHolderSimulated" ex: _Loot = createVehicle ["WeaponHolderSimulated",[_Loot_Pos select 0, _Loot_Pos select 1,_Loot_Pos select 2], [], 0, "CAN_COLLIDE"]; I hope this helps ! 1 Share this post Link to post Share on other sites