GolovaRaoul

Loot not spawning in added buildings

21 posts in this topic

Hello,

I added some loot positions to buildings which didn't have loot positions before.
However they are not spawning loot and I don't know why.

I added this to config.cpp in @ExileServer :

Spoiler

    class CampEast: Military
    {
        positions[] =
        {
            {-1.6543,1.83789,-1.21155},
            {1.77148,1.94043,-1.25452},
            {0.259277,-0.0732422,-1.25464},
            {1.62988,-1.83301,-1.25537},
            {0.154297,-2.47949,-1.26672},
            {-1.36523,-1.14746,-1.25635},
            {-1.8125,-2.90625,-1.2229}
        };
    };

    class MASH: Medical
    {
        positions[] =
        {
            {1.36426,-1.28125,-1.06946},
            {-0.35791,0.123047,-1.07166},
            {1.02295,1.40332,-1.08374}
        };
    };

And I packed the PBO again. Other buildings are working fine. Simulation is enabled, I tried both dynamic and non-dynamic.

Hope someone can help me out :)
GolovaRaoul

20170829170331_1.jpg

20170829170424_1.jpg

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You forgot to add what table they are using ? Military, Tourist, CivilianLowerClass etc etc.

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10 minutes ago, MetalHead said:

You forgot to add what table they are using ? Military, Tourist, CivilianLowerClass etc etc.

It says MASH: Medical
That should do the trick right?

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Posted (edited)

It needs to know which table to add the loot from. That is only the building type. Try this ?

class CampEast
    {

       table = "Military";
        positions[] =
        {
            {-1.6543,1.83789,-1.21155},
            {1.77148,1.94043,-1.25452},
            {0.259277,-0.0732422,-1.25464},
            {1.62988,-1.83301,-1.25537},
            {0.154297,-2.47949,-1.26672},
            {-1.36523,-1.14746,-1.25635},
            {-1.8125,-2.90625,-1.2229}
        };
    };

    class MASH
    {

       table = "Medical";
        positions[] =
        {
            {1.36426,-1.28125,-1.06946},
            {-0.35791,0.123047,-1.07166},
            {1.02295,1.40332,-1.08374}
        };
    };

Edited as it wasn't correct. The class should be the full name given to the object. I haven't edited the classname as I don't run CUP.

Edited by MetalHead

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12 hours ago, GolovaRaoul said:

It says MASH: Medical
That should do the trick right?

That will work if you have a separate class defined for Medical that sets the table as Medical.

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11 hours ago, kuplion said:

That will work if you have a separate class defined for Medical that sets the table as Medical.

Like this you mean:

Spoiler

class Tourist {
 table = "Tourist";
};
class Military {
 table = "Military";
};
class Medical {
 table = "Medical";
};
class VehicleService {
 table = "VehicleService";
};
class CivillianLowerClass {
 table = "CivillianLowerClass";
};
class CivillianUpperClass {
 table = "CivillianUpperClass";
};
class Shop {
 table = "Shop";
};
class Industrial {
 table = "Industrial";
};

Because I allready have that, I used the ExileMod Loot Position Creator, and like 80% of the loot positions actually worked...

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15 minutes ago, GolovaRaoul said:

Like this you mean:

  Reveal hidden contents

Because I allready have that, I used the ExileMod Loot Position Creator, and like 80% of the loot positions actually worked...

Yeah like that.

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1 hour ago, GolovaRaoul said:

Then what else could be interfering with loot spawn?

Which Exile Server version are you using? 1.0.3b or 1.0.3e? Did you use the loot table compiler and customize the loot?

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15 hours ago, Kurewe said:

Which Exile Server version are you using? 1.0.3b or 1.0.3e? Did you use the loot table compiler and customize the loot?

I think I'm still running 1.0.3b, but back at that time I remember there indeed was a bug with the loot. I think if you customised your loot table, then it would still spawn "default" loot. I did something back then to fix this. I can't remember what I did exactly, but is that what you're talking about?

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