cGs! mIKE

New Patch / Lootable Buildings?

12 posts in this topic

Hello Community,

So I've merged and listed all buildings for Chernarus with our config.    The buildings defined and added to the existing building list provided with the fresh install are NOT able to spawn loot.  But then there are buildings not even defined on the config (exile_server_config) that are spawning loot.    The "common" areas are spawning loot, but anything extra is not,  so it seems like the buildings are not listed like they used to be.  

My question,  where do we define building loot positions now with the new patch?  the config.cpp inside exile_server_config.pbo is not making any changes to our loot issues.    The format is exactly how the "fresh" install config looks,  so now I am stumped.

here is a fresh install defined building: 


class land_1
        table = "Industrial";
        positions[] = {{14.0977, 9.27832, -5.30631},{-6.3584, 8.4375, -5.30632},{-14.2788, 8.0957, -5.30632}};


Here is how we format our chernarus buildings we want to add:


class Land_i_Barracks_V2_F
    table = "Military";
    positions[] = {{-0.505859, 3.2168, 0.605521}, {-0.601563, 3.07617, 3.9395}, {-11.0234, -2.65625, 0.60552}, {-11.1328, -3.58398, 3.9395}, {-12.377, 0.271484, 3.9395}, {-2.39453, -3.92773, 0.605342}, {-5.09766, -4.89844, 3.93943}, {-8.69922, 3.24414, 3.9395}, {-9.12695, 3.73047, 0.60552}, {10.3711, 3.51367, 0.605521}, {10.6484, 2.85156, 3.9395}, {13.0684, -3.30469, 0.605521}, {13.1934, -3.42383, 3.9395}, {3.28711, -3.98633, 0.605521}, {3.4707, -3.55469, 3.9395}, {6.22852, 3.50391, 3.9395}, {6.39258, 3.05664, 0.605521}};


Yet,  we have a building not even listed in the config.cpp called "Land_Housev_2_T1" that IS IN FACT spawning loot, even though it isn't shown anywhere in our config.cpp.      Seems like building positions are supposed to be pulled from somewhere else now.  please advise.

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Seems like a large issue for most server operators.   

Is there some sort of documentation made by the developers we can thumb through?   I can fix problems myself,  but I have no idea why my loot doesn't spawn in military buildings when it is exactly shown/matches a Civilian base that IS in fact spawning loot.  It should work in theory.   

My ultimate feeling is that maybe we need to list the building loot positions in a new area?  maybe mission file?  no idea.     If I can find documentation on loot positions by the developers, I can get this working instantly. 

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No change to the loot format, I have found the best way to do it is to make a new file with the buildings in, a new file with the loot in. Remove buildings from the config.cpp and loot. then just include them.



class CfgPatches
	class exile_server_config
		requiredVersion = 0.1;
		requiredAddons[] = {};
		units[] = {};
		weapons[] = {};
		magazines[] = {};
		ammo[] = {};

class CfgBuildings
  #include "CfgBuildings.h"
class CfgLootTables
  #include "CfgLoot_Chernarus.h"

class CfgSettings


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Yeah, I did that already.    Its blowing my mind.   

Are your military buildings and everything spawning loot like they did before?  did you have to make any changes? 

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temp solution....


open image in winrar or rename the .jpg to .rar


Edited by wasti

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I was able to get loot to spawn in the buildings I wanted,  however to do so I had to move all buildings server side. which was no problem.  But now,  only one person can connect to the server,  all other players sit in the "loading" screen until they disconnect.

Anyone else have this issue?

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I get loot spawning,  just not in my custom buildings.



After working on it all day,  the LOOT started to spawn when I moved all custom placed buildings to server side.  The unfortunately part, was that by doing that... it was pure luck to actually logon.  The server would load the mission file, but you would sit there on the waiting screen until the server disconnected you.


So my answer to original question is "move buildings to server side will make loot spawn"... but now my problem is, why wont my server let anyone in when I move files to server side?   The second I remove the server side scripting for the custom building, the server lets you in.

in the server side PBO,   here is the init. inside the pbo:


diag_log "## Starting Custom Content PBO";

[] execVM "a3_custom\mapcontent\WestBoat.sqf";

diag_log "## Custom Content PBO Loaded";
systemchat("Custom Content PBO Loaded");


and here are the buildings being pulled out of WestBoat.sqf


_objects =
    private ["_object"];
    _object = (_x select 0) createVehicle [0,0,0];
    _object setDir (_x select 2);
    _object setPosATL (_x select 1);
    _object allowDamage false;
    _object enableSimulationGlobal true;
forEach _objects;

Like I said,   doing buildings server side allow loot to spawn the "chance" i get into the server to look.  But unfortunately 99% of the time, the connection times out.  This happened to 40 other players when I reloaded with the server side settings in place, no one could come in the server. 

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