BetterDeadThanZed

Tons more loot with 0.9.61?

7 posts in this topic

Did something change in 0.9.61 that causes more loot to spawn? I seem to be having a ton more loot spawning with the update.

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did not notice this. Maybe the engine is a bit smoother so checks are parced faster?

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I noticed same... And there is no class LootSettings in the 9.6 server config file... How do we adjust the amount of loot we want to spawn?

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39 minutes ago, CameraChick said:

I noticed same... And there is no class LootSettings in the 9.6 server config file... How do we adjust the amount of loot we want to spawn?

You mean the one that is in your client config.cpp since loot is now on the client? 

Spoiler

class CfgExileLootSettings
{
    /**
     * Lifetime of loot in minutes. Synchronize this with
     * the garbage collector settings of your server
     * CfgSettings!
     */
    lifeTime = 8;

    /**
     * Interval in seconds when the client searches for
     * new buildings to spawn loot in
     */
    spawnInterval = 30;

    /**
     * This is a percentage value to determine how many loot
     * positions should contain loot when the system spawns loot.
     *
     * If a building has 20 positions defined, Exile will
     * spawn loot in 10 random positions of them.
     *
     * This means smaller buildings spawn less loot and larger
     * ones spawn more loot.
     *
     * You can also cap it at a maximum value. See below.
     */
    maximumPositionCoverage = 30;

     /**
      * Limit the number of loot positions per building. If the
      * above percentage value exceeds this value, it will be capped.
      *
      * Example: Coverage is 50%. Building has 60 loot positions defined.
      * This results in 30 loot positions and that is too much. So we
      * cap this at 10
      */
    maximumNumberOfLootSpotsPerBuilding = 3;

    /**
     * Exile spawns a random number of items per loot spot. This
     * is the upper cap for that. So 3 means it could spawn 1, 2
     * or 3.
     */
    maximumNumberOfItemsPerLootSpot = 2;

    /**
     * Radius in meter to spawn loot AROUND each player.
     * Do NOT touch this value if you dont know what you do.
     * The higher the number, the higher the drop rates, the
     * easier your server will lag.
     *
     * 50m  = Minimum
     * 200m = Maximum
     */
    spawnRadius = 60;

    /**
     * Defines the radius around trader cities where the system should
     * not spawn loot. Set this to 0 if you want to have loot spawning
     * in trader citites, ugh.
     */
    minimumDistanceToTraderZones = 500;

    /**
     * Defines the radius around territories where no loot spawns.
     * This does not regard the actual size of a territory. So do not
     * set this to a lower value than the maximum radius of a territory,
     * which is 150m by default.
     */
    minimumDistanceToTerritories = 150;
};

 

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27 minutes ago, WolfkillArcadia said:

You mean the one that is in your client config.cpp since loot is now on the client? 

  Hide contents

class CfgExileLootSettings

Thats the one. Ty :) 

 

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Posted (edited)

Hello guys.

I have same problem.I did position on one of new map but have tons loot on places where i not place lootspawn position....i dont know why.

They are somewhere else written down position loot?Becouse my config.cpp looks fine....

Edited by bombajack

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