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Found 4 results

  1. wetNreckless

    Chernarus Redux Loot Spawns

    So after switching over to the Chernarus Redux map, I was having problems with loot spawning in the new buildings that where opened up. I used the Exilemod Loot Position Creator mod to manually add positions but was still having no luck. Luckily for me, I was able to get a fix to this after working with NiiRoZz from the Chernarus Redux team. This is a override that needs to be added to your custom code in your configs in your mission folder: class CfgExileCustomCode { //Loot Manager ExileClient_system_lootManager_thread_spawn = "Overrides\ExileClient_system_lootManager_thread_spawn.sqf"; }; Here is the actually override file that you will need to place in your override folder in your mission folder. If you do not have an override folder just create one. https://pastebin.com/EtQXgztu If you find more buildings that do not spawn loot even after using the position creator mod, just add that building class name to line 19 and you will be golden. This by no means is my fix and all create goes to NiiRoZz from the Chernarus Redux team. I only tested it to see if it worked. THREAD UPDATED 10/01/17 TO INCLUDE ALL MEDICAL TENTS, IF I MISSED ONE, PLEASE LET ME KNOW AND I WILL UPDATE. THANK YOU ALSO MAKE SURE THAT YOU HAVE LOOT POSITIONS FOR THE NEW BUILDINGS ADDED TO SERVER_CONFIG\CONFIG.CPP IF YOU HAVEN'T DONE THAT, THEN YOU WILL NEED TO ADD THEM BY MAKING THEM YOURSELF.
  2. thecodemonger

    Esseker Loot Spawns

    That's right, another no loot thread - except it isn't 'no-loot' so much as 'wtf is going on here?' I'm working on assembling an Exile Esseker server with a friend, and we followed this post as a general guideline. We did modify a few steps along the way while we were setting everything up; using A2OP rather than AIA, assembled a list of buildings and loot spawns on our own instead of using Hollow's, disabled loot spawn restrictions around trader cities in Exile.Esseker's config.cpp for testing, etc. At first we thought it was a full-on no-loot issue, then we decided to use infiSTAR's loot esp and broaden the search. After a while we found a few buildings that spawn loot, but it seems limited to specific buildings / locations. Yes, same building class name when compared to other locations, not a _dam version. Confirmed using infiSTAR hud. Can anyone shed some light on what may be going on here or where to look in order to fix this? Can provide code snipets as requested. It's also noteworthy to mention this is on a Linux server, everything is latest version, and Exile Esseker is completely vanilla right now apart from infi. Here are the only buildings we've been able to find loot in so far, and the location they spawn it. Outside the listed towns the buildings don't seem to spawn anything. I'm guessing it could be something to do with defined map/town/trader areas, but we disabled spawn restrictions, so I dunno - I'm still learning some of this stuff, heh. Thanks in advance to anyone who can provide useful direction or feedback. -TCM
  3. Sporkyzz

    Takistan loot

    Hello, anyone know how to fix loot in buildings in takistan?! no loot spawns
  4. Hello, We successfully updated our servers to 0.9.6, updated the loot tables and cfgbuildings and it seems like the loot spawner (initServer.sqf) doesn't recognize our placed buildings in our custom military bases, so no loot spawns there. I tested so the loot tables are working since when I spawn something using the adminconsole (eg when i execute the following: _veh = "Land_Farm_WTower" createVehicle position player; _veh setVariable ["BIS_enableRandomization", false]; the tower I spawn correctly spawns loot from the defined loot table. Edit: FIXED Moved all clientside object spawning scripts server side.