• 0
NukeInMyPantz

Contamination Item Spawns Help

Question

Hi I have a quick question about the Contamination Zones. If I go in to 3den and make a small to medium sized military base at the NW Airfield in Chernarus would the Items spawn normally when I start the server and log in ? If not what would I have to do.

Share this post


Link to post
Share on other sites

11 answers to this question

  • 0

You could add a radiation class with coordinates for that area within the contamination zone. Edit the cfgbuildings and set it for military loot within config.cpp under exile_server_config.

  • Like 1

Share this post


Link to post
Share on other sites
  • 0

@tinboye I really do appreciate you for helping me, I am new to how to do just that. Is there a tutorial video I could watch to get an idea on how to do this so I don't mess it up ? I remember someone made a very nice outpost and I am kinda trying to remake it but I have never messed with the loot tables before, any help is appreciated!

Share this post


Link to post
Share on other sites
Advertisement
  • 0

@tinboye If I understand what you said would this be the correct way ? 

Make the outpost as anyone would normally do then when done place down weapons or any other object all around the outpost and where I want them to spawn then generate the object code and place that in to the Radiation class inside the exile_server_config > config.cpp ?

Share this post


Link to post
Share on other sites
  • 0

all lootspawns inside the contaminade Zone are the same class all you need if the radiation effect working is too add the Radiation Lootclass too your Loottable.

In example. add this too your loottable.h

> Radiation
1, Explosives
25, MedicalItems
5, SniperAttachments
10, Snipers
8, SniperAmmo
2, LMG
2, LMGAmmo
1, MilitaryItems
1, Ghillies
15, Rifles
15, RifleAmmo
15, RifleAttachments
20, MilitaryBackpacks
2, HighMillitaryWeapons
15, APEXWeapons
10, APEXHeadgear
10, APEXUniforms
10, APEXVest
10, APEXBackpacks

there is from our custom loottable so you need too define the loot himself

Share this post


Link to post
Share on other sites
  • 0

inside your @exileserver\addons folder is exile_server_config.pbo

depbo

edit config.cpp

there you will see a section CfgBuildings {

and a bunch of building classes with coordinates.

you would add the building classnames into that section.

example

Spoiler

	class Land_GH_Gazebo_F
	{
		table = "Radiation";
		positions[] = {{-5.93945, 2.15894, -1.77238},{-5.90332, -0.724121, -1.77238},{5.104, 2.22534, -1.77238},{5.26807, -0.790771, -1.77238}};
	};
	
	class Land_GH_House_1_F
	{
		table = "Radiation";
		positions[] = {{-3.49902, -6.07056, 1.39883},{-3.23633, 0.0153809, 1.39883},{3.36963, 0.337891, 1.39883},{3.39404, -5.21753, 1.39883},{-3.65332, -3.97876, -2.10117},{-3.35889, 0.632324, -2.10117},{3.23438, -5.31934, -2.10117}};
	};
	
	class Land_GH_House_2_F
	{
		table = "Radiation";
		positions[] = {{3.26563, -5.11426, -0.336174},{-3.23242, -5.51929, -0.336174},{-3.59033, 0.983643, -0.336174},{3.69287, 0.738281, -0.336174}};
	};
	
	class Land_GH_House_ruins_F
	{
		table = "Radiation";
		positions[] = {{3.16553, -1.15942, 5.97215},{-3.26416, -0.868408, 5.97215}};
	};

 

then within the CfgLootTables {

you would add

Spoiler

class Radiation
	{
		count = 167;
		half = 8941.6128511025;
		halfIndex = 83;
		sum = 10000;
		items[] = 
		{
			{317.460317460317, "srifle_DMR_01_F"}, // 3.17%
			{634.920634920635, "srifle_EBR_F"}, // 3.17%
			{952.380952380952, "Exile_Item_ZipTie"}, // 3.17%
			{1209.78120978121, "srifle_DMR_05_hex_F"}, // 2.57%
			{1467.18146718147, "srifle_DMR_05_tan_F"}, // 2.57%
			{1724.58172458172, "srifle_DMR_05_blk_F"}, // 2.57%
			{1974.01483115769, "srifle_LRR_tna_F"}, // 2.49%
			{2223.44793773365, "srifle_GM6_F"}, // 2.49%
			{2472.88104430962, "srifle_LRR_F"}, // 2.49%
			{2722.31415088558, "srifle_DMR_07_ghex_F"}, // 2.49%
			{2971.74725746154, "srifle_DMR_07_hex_F"}, // 2.49%
			{3221.18036403751, "srifle_DMR_07_blk_F"}, // 2.49%
			{3470.61347061347, "srifle_GM6_ghex_F"}, // 2.49%
			{3695.8386958387, "srifle_DMR_04_F"}, // 2.25%
			{3921.06392106392, "srifle_DMR_04_Tan_F"}, // 2.25%
			{4114.11411411411, "srifle_DMR_02_F"}, // 1.93%
			{4307.16430716431, "srifle_DMR_02_sniper_F"}, // 1.93%
			{4500.2145002145, "srifle_DMR_02_camo_F"}, // 1.93%
			{4658.94465894466, "APERSMine_Range_Mag"}, // 1.59%
			{4817.67481767482, "APERSBoundingMine_Range_Mag"}, // 1.59%
			{4976.40497640498, "APERSTripMine_Wire_Mag"}, // 1.59%
			{5135.13513513514, "MiniGrenade"}, // 1.59%
			{5293.8652938653, "HandGrenade"}, // 1.59%
			{5426.14042614043, "U_I_GhillieSuit"}, // 1.32%
			{5558.41555841556, "U_B_GhillieSuit"}, // 1.32%
			{5690.69069069069, "U_O_GhillieSuit"}, // 1.32%
			{5808.26858604636, "Exile_Item_Vishpirin"}, // 1.18%
			{5925.84648140204, "Exile_Item_Heatpack"}, // 1.18%
			{6027.050273881, "B_Carryall_cbr"}, // 1.01%
			{6128.25406635996, "B_Carryall_ghex_F"}, // 1.01%
			{6224.77916288505, "srifle_DMR_06_camo_F"}, // 0.97%
			{6321.30425941015, "srifle_DMR_03_woodland_F"}, // 0.97%
			{6417.82935593525, "srifle_DMR_03_tan_F"}, // 0.97%
			{6514.35445246034, "srifle_DMR_03_khaki_F"}, // 0.97%
			{6610.87954898544, "srifle_DMR_03_F"}, // 0.97%
			{6707.40464551053, "srifle_DMR_06_olive_F"}, // 0.97%
			{6803.28192259587, "B_Carryall_oli"}, // 0.96%
			{6899.1591996812, "B_Carryall_khk"}, // 0.96%
			{6994.39729491929, "IEDLandSmall_Remote_Mag"}, // 0.95%
			{7089.63539015739, "IEDUrbanSmall_Remote_Mag"}, // 0.95%
			{7184.87348539548, "DemoCharge_Remote_Mag"}, // 0.95%
			{7264.77121629993, "B_Carryall_mcamo"}, // 0.80%
			{7344.66894720437, "B_Carryall_oucamo"}, // 0.80%
			{7424.56667810881, "B_Carryall_ocamo"}, // 0.80%
			{7497.82675136888, "MMG_02_camo_F"}, // 0.73%
			{7571.08682462896, "MMG_02_black_F"}, // 0.73%
			{7644.34689788903, "MMG_02_sand_F"}, // 0.73%
			{7703.13584556687, "Exile_Item_Bandage"}, // 0.59%
			{7761.4925215706, "U_O_T_FullGhillie_tna_F"}, // 0.58%
			{7819.84919757433, "U_O_T_Sniper_F"}, // 0.58%
			{7878.20587357807, "U_B_T_FullGhillie_tna_F"}, // 0.58%
			{7936.5625495818, "U_B_T_Soldier_F"}, // 0.58%
			{7994.91922558554, "U_B_T_Sniper_F"}, // 0.58%
			{8043.75927442559, "MMG_01_tan_F"}, // 0.49%
			{8092.59932326564, "MMG_01_hex_F"}, // 0.49%
			{8137.15515729515, "10Rnd_93x64_DMR_05_Mag"}, // 0.45%
			{8181.71099132467, "10Rnd_338_Mag"}, // 0.45%
			{8220.6973461005, "10Rnd_127x54_Mag"}, // 0.39%
			{8254.03067943383, "20Rnd_650x39_Cased_Mag_F"}, // 0.33%
			{8285.98977179561, "B_Bergen_hex_F"}, // 0.32%
			{8317.94886415739, "B_Bergen_tna_F"}, // 0.32%
			{8349.90795651916, "B_Bergen_mcamo_F"}, // 0.32%
			{8381.86704888094, "B_Bergen_Base_F"}, // 0.32%
			{8413.82614124271, "B_Bergen_dgtl_F"}, // 0.32%
			{8445.57217298875, "SatchelCharge_Remote_Mag"}, // 0.32%
			{8476.20430888404, "20Rnd_762x51_Mag"}, // 0.31%
			{8506.36303904277, "20Rnd_762x51_Mag"}, // 0.30%
			{8533.3471660269, "10Rnd_762x54_Mag"}, // 0.27%
			{8559.80219248192, "muzzle_snds_338_green"}, // 0.26%
			{8586.25721893695, "muzzle_snds_93mmg_tan"}, // 0.26%
			{8612.71224539198, "muzzle_snds_93mmg"}, // 0.26%
			{8639.16727184701, "muzzle_snds_B"}, // 0.26%
			{8665.62229830203, "muzzle_snds_338_sand"}, // 0.26%
			{8692.07732475706, "muzzle_snds_338_black"}, // 0.26%
			{8717.8871066644, "H_MilCap_blue"}, // 0.26%
			{8743.69688857175, "H_MilCap_oucamo"}, // 0.26%
			{8769.50667047909, "H_MilCap_mcamo"}, // 0.26%
			{8795.31645238643, "H_MilCap_ocamo"}, // 0.26%
			{8821.12623429377, "Exile_Headgear_GasMask"}, // 0.26%
			{8846.93601620112, "H_MilCap_dgtl"}, // 0.26%
			{8872.74579810846, "H_MilCap_rucamo"}, // 0.26%
			{8896.26137717959, "Exile_Item_InstaDoc"}, // 0.24%
			{8918.93711414104, "optic_AMS_snd"}, // 0.23%
			{8941.6128511025, "optic_KHS_blk"}, // 0.23%
			{8964.28858806395, "optic_KHS_hex"}, // 0.23%
			{8986.9643250254, "optic_KHS_old"}, // 0.23%
			{9009.64006198685, "optic_KHS_tan"}, // 0.23%
			{9032.3157989483, "optic_AMS_khk"}, // 0.23%
			{9054.99153590975, "optic_AMS"}, // 0.23%
			{9076.85742512258, "optic_DMS"}, // 0.22%
			{9097.91346658679, "optic_SOS"}, // 0.21%
			{9118.96950805099, "optic_SOS_khk_F"}, // 0.21%
			{9140.02554951519, "optic_LRPS"}, // 0.21%
			{9161.0815909794, "optic_LRPS_tna_F"}, // 0.21%
			{9182.1376324436, "optic_LRPS_ghex_F"}, // 0.21%
			{9201.49496887411, "H_HelmetB"}, // 0.19%
			{9220.85230530462, "H_HelmetB_paint"}, // 0.19%
			{9240.20964173512, "H_HelmetB_light"}, // 0.19%
			{9259.56697816563, "H_HelmetB_plain_blk"}, // 0.19%
			{9278.92431459614, "H_HelmetSpecB_blk"}, // 0.19%
			{9298.28165102664, "H_HelmetSpecB_paint2"}, // 0.19%
			{9317.63898745715, "H_HelmetSpecB_paint1"}, // 0.19%
			{9336.99632388766, "H_HelmetIA"}, // 0.19%
			{9356.35366031816, "H_HelmetSpecB"}, // 0.19%
			{9372.22667619118, "5Rnd_127x108_Mag"}, // 0.16%
			{9388.09969206419, "7Rnd_408_Mag"}, // 0.16%
			{9403.48679928804, "muzzle_snds_B"}, // 0.15%
			{9416.39169024171, "H_HelmetB_desert"}, // 0.13%
			{9429.29658119538, "H_HelmetB_snakeskin"}, // 0.13%
			{9442.20147214905, "H_HelmetB_grass"}, // 0.13%
			{9455.10636310272, "H_HelmetIA_camo"}, // 0.13%
			{9468.0112540564, "H_HelmetIA_net"}, // 0.13%
			{9480.91614501007, "H_HelmetB_light_grass"}, // 0.13%
			{9493.82103596374, "H_HelmetB_light_sand"}, // 0.13%
			{9506.72592691741, "H_HelmetLeaderO_ghex_F"}, // 0.13%
			{9519.63081787109, "H_HelmetSpecO_ghex_F"}, // 0.13%
			{9532.53570882476, "H_HelmetB_tna_F"}, // 0.13%
			{9545.44059977843, "H_Beret_gen_F"}, // 0.13%
			{9558.3454907321, "H_HelmetB_Light_tna_F"}, // 0.13%
			{9571.25038168578, "H_HelmetB_Enh_tna_F"}, // 0.13%
			{9584.15527263945, "H_Helmet_Skate"}, // 0.13%
			{9597.06016359312, "H_BandMask_demon"}, // 0.13%
			{9609.96505454679, "H_HelmetCrew_O_ghex_F"}, // 0.13%
			{9622.86994550046, "H_HelmetB_light_black"}, // 0.13%
			{9635.77483645414, "H_HelmetB_light_desert"}, // 0.13%
			{9648.67972740781, "H_HelmetB_light_snakeskin"}, // 0.13%
			{9661.58461836148, "H_HelmetB_sand"}, // 0.13%
			{9674.48950931515, "H_HelmetB_black"}, // 0.13%
			{9687.39440026883, "H_BandMask_reaper"}, // 0.13%
			{9700.2992912225, "H_BandMask_khk"}, // 0.13%
			{9713.20418217617, "H_HelmetB_TI_tna_F"}, // 0.13%
			{9725.90259487458, "5Rnd_127x108_APDS_Mag"}, // 0.13%
			{9737.57393007533, "U_B_FullGhillie_sard"}, // 0.12%
			{9749.24526527608, "U_I_FullGhillie_sard"}, // 0.12%
			{9760.91660047682, "U_B_FullGhillie_lsh"}, // 0.12%
			{9772.58793567757, "U_O_FullGhillie_ard"}, // 0.12%
			{9784.25927087832, "U_O_FullGhillie_lsh"}, // 0.12%
			{9795.93060607906, "U_O_FullGhillie_sard"}, // 0.12%
			{9807.60194127981, "U_I_FullGhillie_ard"}, // 0.12%
			{9819.27327648056, "U_I_FullGhillie_lsh"}, // 0.12%
			{9830.9446116813, "U_B_FullGhillie_ard"}, // 0.12%
			{9839.04308916753, "muzzle_snds_B_snd_F"}, // 0.08%
			{9847.14156665377, "muzzle_snds_B_khk_F"}, // 0.08%
			{9855.07807459027, "Exile_Magazine_10Rnd_93x64_DMR_05_Bullet_Cam_Mag"}, // 0.08%
			{9863.01458252678, "Exile_Magazine_10Rnd_338_Bullet_Cam_Mag"}, // 0.08%
			{9869.46702800362, "H_PilotHelmetHeli_O"}, // 0.06%
			{9875.91947348045, "H_HelmetSpecO_blk"}, // 0.06%
			{9882.37191895729, "H_CrewHelmetHeli_B"}, // 0.06%
			{9888.82436443412, "H_CrewHelmetHeli_O"}, // 0.06%
			{9895.27680991096, "H_CrewHelmetHeli_I"}, // 0.06%
			{9901.7292553878, "H_HelmetO_oucamo"}, // 0.06%
			{9908.18170086463, "H_HelmetLeaderO_oucamo"}, // 0.06%
			{9914.63414634147, "H_HelmetSpecO_ocamo"}, // 0.06%
			{9921.0865918183, "H_PilotHelmetHeli_B"}, // 0.06%
			{9927.53903729514, "H_HelmetB_camo"}, // 0.06%
			{9933.99148277198, "H_HelmetO_ocamo"}, // 0.06%
			{9940.44392824881, "H_HelmetO_ghex_F"}, // 0.06%
			{9946.89637372565, "H_PilotHelmetFighter_I"}, // 0.06%
			{9953.34881920249, "H_PilotHelmetFighter_O"}, // 0.06%
			{9959.80126467932, "H_PilotHelmetFighter_B"}, // 0.06%
			{9966.25371015616, "H_HelmetCrew_I"}, // 0.06%
			{9972.70615563299, "H_HelmetCrew_O"}, // 0.06%
			{9979.15860110983, "H_HelmetCrew_B"}, // 0.06%
			{9985.61104658667, "H_HelmetLeaderO_ocamo"}, // 0.06%
			{9992.0634920635, "H_PilotHelmetHeli_I"}, // 0.06%
			{9996.82539682541, "Exile_Magazine_7Rnd_408_Bullet_Cam_Mag"}, // 0.05%
			{10000, "Exile_Magazine_5Rnd_127x108_Bullet_Cam_Mag"} // 0.03%
		};

 

if you wanted new loot types you would simply use the loot compiler at

http://www.exilemod.com/downloads/

and to find the buildings in the contamination area you can use

http://steamcommunity.com/sharedfiles/filedetails/?id=625259647

where you can place loot positions at certain places within the zone. then have it generate a file. and copy that into your CfgBuildings {

 

 

 

Share this post


Link to post
Share on other sites
  • 0

@Sgt. ScrapMetal @tinboye thanks for the reply. I will do that when I figure out the problem with ASL not working or me not doing the correct thing. Currently I have Enabled Radiation in MPMission > config.cpp and added the ContaminatedZone, ContaminatedZoneIcon inside the Mission.sqm. The Icon shows up in game on Chernarus at the NW Airfield but when I go inside the circle it doesn't affect me.

Here is my Mission Config.cpp & Mission.sqm

I saw that only ASL coords only work with this so I went into the editor and ran the code in the center of the circle at the airfield. I don't know what I did wrong.

I messed around with putting the coords in different sequences (1,2,3) (1,3,2) I remember you had to do this in the mission.sqm for the traders I believe.

2017-03-07 (1).png

2017-03-07.png

Edited by NukeInMyPantz

Share this post


Link to post
Share on other sites
  • 0

in the sqm your y and z are reversed  x, z, y

i had a similar issue on my namalsk server, 2 of the 3 contamination zones worked, even when all 3 sets were identical code except the coordinates.

I never did figure out the issue. All i could assume is that the texture or elevation, terrain was too bumpy to figure out elevation. and from my understanding the config.cpp contamination zones is not required anymore. it pulls it from the mission.sqm

Share this post


Link to post
Share on other sites
  • 0

If he were to set it to 
 

Quote

class Land_GH_Gazebo_F
	{
		table = "Radiation";
		positions[] = {{-5.93945, 2.15894, -1.77238},{-5.90332, -0.724121, -1.77238},{5.104, 2.22534, -1.77238},{5.26807, -0.790771, -1.77238}};
	};
	
	class Land_GH_House_1_F
	{
		table = "Radiation";
		positions[] = {{-3.49902, -6.07056, 1.39883},{-3.23633, 0.0153809, 1.39883},{3.36963, 0.337891, 1.39883},{3.39404, -5.21753, 1.39883},{-3.65332, -3.97876, -2.10117},{-3.35889, 0.632324, -2.10117},{3.23438, -5.31934, -2.10117}};
	};
	
	class Land_GH_House_2_F
	{
		table = "Radiation";
		positions[] = {{3.26563, -5.11426, -0.336174},{-3.23242, -5.51929, -0.336174},{-3.59033, 0.983643, -0.336174},{3.69287, 0.738281, -0.336174}};
	};
	
	class Land_GH_House_ruins_F
	{
		table = "Radiation";
		positions[] = {{3.16553, -1.15942, 5.97215},{-3.26416, -0.868408, 5.97215}};
	};

Wouldn't that mean that if any of those buildings were anywhere else on the map they would also spawn radiation zone loot table loot? 
How would you make the server differentiate between Land_GH_Gazebo_F in the radiation zone and Land_GH_Gazebo_F otuside the radiation zone?
@tinboye

Share this post


Link to post
Share on other sites
  • 0

If I recall correctly, Contaminated zone doesn't differentiate building classnames. Every building inside , if you did create a Contaminated area,  will spawn items from Radiation Loot Table.  So if you did set  Land_GH_Gazebo_F  loot spawn points and added it lets say to "Civil loot" any  Land_GH_Gazebo_F outside Contaminated/Radiated area will spawn Civil loot, anything inside will automatically spawn "Radiated loot". You don't need to configure the same building twice.

  • Like 2

Share this post


Link to post
Share on other sites
  • 0
22 hours ago, Chernaruski said:

If I recall correctly, Contaminated zone doesn't differentiate building classnames. Every building inside , if you did create a Contaminated area,  will spawn items from Radiation Loot Table.  So if you did set  Land_GH_Gazebo_F  loot spawn points and added it lets say to "Civil loot" any  Land_GH_Gazebo_F outside Contaminated/Radiated area will spawn Civil loot, anything inside will automatically spawn "Radiated loot". You don't need to configure the same building twice.

Awesome just the answer I was looking for thanks! I will test this out today hopefully and get back to you!

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.