BetterDeadThanZed

Loot isn't spawning in one building

6 posts in this topic

I just noticed that Land_Barracks_01_camo_F doesn't seem to be spawning loot. It's in the loot table:

	class Land_Barracks_01_camo_F
	{
		table = "Military";
		positions[] = {{-2.03223, -4.17578, 0.518449},{-12.3308, 3.25293, 0.518449},{-8.06128, -2.79688, 0.518449},{-13.0491, -3.41699, 0.518449},{-5.89697, 2.90039, 0.518449},{-0.161133, 3.46387, 0.518449},{6.76074, -3.37207, 0.518448},{3.97217, -3.37793, 0.518448},{3.79028, 3.08203, 0.518449},{13.0432, 2.82031, 0.518449},{10.2876, -2.74316, 0.518448},{-2.78931, -5.56543, 3.85143},{-12.4595, 3.32813, 3.85143},{-9.40015, -2.75, 3.85143},{-3.89746, 2.83496, 3.85143},{6.83984, -3.45605, 3.85143},{3.69678, 3.21973, 3.85143},{13.5459, 3.05859, 3.85143},{10.2222, -2.88086, 3.85143},{15.8203, 4.68457, 3.85143},{5.03662, 5.58203, 3.85143},{-11.1951, 5.7002, 3.85143}};
	};

If you look at this screenshot where I have loot ESP turned on, that loot is spawning in the shed behind the barracks, but no loot in the barracks. I went to other locations with these buildings as well and no loot in those either.

Spoiler

20170325220157_1.jpg

Has anyone else had any experience with this before? I even tried changing the loot positions to the same as the barracks that is like this, but grey (Land_Barracks_01_grey_F) but that made no difference. Anyone else running Tanoa that can confirm if they are getting loot spawning in these barracks?

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ExileClient_system_lootManager_thread_spawn

Spoiler

/**
 * ExileClient_system_lootManager_thread_spawn
 *
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
private["_spawnRadius","_minimumDistanceToTraderZones","_minimumDistanceToTerritories","_lootLifeTime","_buildings","_buildingNetIdsToSpawnLootIn","_building","_lastTimeSentToServer"];
if !(alive player) exitWith {false};
if !((vehicle player) isEqualTo player) exitWith {false};
_spawnRadius = getNumber (missionConfigFile >> "CfgExileLootSettings" >> "spawnRadius");
_minimumDistanceToTraderZones = getNumber (missionConfigFile >> "CfgExileLootSettings" >> "minimumDistanceToTraderZones");
_minimumDistanceToTerritories = getNumber (missionConfigFile >> "CfgExileLootSettings" >> "minimumDistanceToTerritories");
_lootLifeTime = getNumber (missionConfigFile >> "CfgExileLootSettings" >> "lifeTime") * 60;
_buildings = nearestObjects [player, ["Building","House"], _spawnRadius];
_buildingNetIdsToSpawnLootIn = [];
{
    _building = _x;
    try 
    {
        if (isObjectHidden _building) throw false;
        _lastTimeSentToServer = _building getVariable ["ExileLastLootRequestedAt", -99999];
        if ((time - _lastTimeSentToServer) < _lootLifeTime) throw false;
        if (_minimumDistanceToTraderZones > 0) then
        {
            if ([_building, _minimumDistanceToTraderZones] call ExileClient_util_world_isTraderZoneInRange) then
            {
                throw false;
            };
        };
        if (_minimumDistanceToTerritories > 0) then
        {
            if ([_building, _minimumDistanceToTerritories] call ExileClient_util_world_isTerritoryInRange) then
            {
                throw false;
            };
        };
        _buildingNetIdsToSpawnLootIn pushBack (netId _building);
        _building setVariable ["ExileLastLootRequestedAt", time];
    }
    catch 
    {
    };
}
forEach _buildings;
if ((count _buildingNetIdsToSpawnLootIn) > 0) then 
{
    ["spawnLootRequest", [_buildingNetIdsToSpawnLootIn]] call ExileClient_system_network_send;
};

That was a fix... Tested on Australia -Exile 1.0.2 -Arma 1.66

  • Like 1

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I'm guessing that changes to the loot manager thread spawn is what caused me to start having this issue after the update to 1.0.3. I can't get any of these type of barracks buildings to spawn loot after 1.0.3 on Isla Abramia.

These buildings aren't used on Abramia by default, I'm using them for custom areas so it's no massive issue but still odd.

I'll compare the 1.0.3 loot manager app with this one and see how I can modify it as I believe this script underwent changes for 1.0.3.

Update: No, stupid me was using EBM's buildings in my custom areas and after the update to EBM post 1.0.3, I had a typo in the custom code override so the loot wasn't spawning in EBM building. *facepalm*

Edited by Riker2335
Updated info

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