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Creig Willams

Can't get loot to spawn in DS_houses for the love of me

Question

DS_HOUSES refuse to spawn items. and i need some help please. 

heres all my files in my exile_server_config

CfgBuildings_Chernarus.h  https://pastebin.com/HYu6yq9m

chernarusreduxloot.cpp     https://pastebin.com/tP3pb89k   

config.cpp   (THIS FILE IS TO BIG FOR ANY TEXT PASTE PLEASE DOWNLOAD)  https://drive.google.com/file/d/1sgKxAclmpAp0AXK2H3pIEtf6B_kN__vp/view?usp=sharing

loot.hpp  https://pastebin.com/HDR8Dq1m

 

 

Edited by Creig Willams

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5 answers to this question

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27 minutes ago, Beowulfv said:

I don't see any DS houses in your CfgBuildings_Chernarus.h file

Yes they are in there search for ds you will find (//my custom ds spawns) i was fiddling around with spawning thats why i have nother file (loot.hpp) with ds spawns as well. i wanted to see if it would spawn if it had another but no luck

Edited by Creig Willams

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Another thing I'm noticing is your setup for your CfgBuildings_Chernarus.h is wrong. You are already defining table at the top, but then define the table for each entry. If you are defining it at the top you should be using a colon to determine what table type it is. Example

 

Spoiler

class Industrial {
    table = "Industrial";
};
   
        class Land_Studstage3 : Industrial
    {
        positions[]=
        {
            {-2.00391, -3.69531, 0.0121841},
            {4.56641, 6.44434, 0.0121841},
            {6.125, -1.08496, 0.0121841},
            {-8.17578, 5.98242, 0.0121822}
        };
    };

And then in your loot.hpp file you don't have the tables defined as classes but you are using the above format to declare your loot type for each building.

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3 hours ago, Beowulfv said:

Another thing I'm noticing is your setup for your CfgBuildings_Chernarus.h is wrong. You are already defining table at the top, but then define the table for each entry. If you are defining it at the top you should be using a colon to determine what table type it is. Example

 

  Reveal hidden contents

2class Industrial {
    table = "Industrial";
};
   
        class Land_Studstage3 : Industrial
    {
        positions[]=
        {
            {-2.00391, -3.69531, 0.0121841},
            {4.56641, 6.44434, 0.0121841},
            {6.125, -1.08496, 0.0121841},
            {-8.17578, 5.98242, 0.0121822}
        };
    };

And then in your loot.hpp file you don't have the tables defined as classes but you are using the above format to declare your loot type for each building.

Hey this is me just made a account steam is down. 

Anyways would you be able to help me edit it.

Im not the best at coding. 

So how would i do that ?

Edited by ARGION

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Hey buddy.  I just took a quick glance.   in your hpp.. look at lines 195-199. 

class Land_Shed_M03 : CivillianLowerClass {
 positions[] = {
  {-0.28418, 2.23047, -1.03253},
  {1.77588, -0.592773, -1.03256}
 };

This is the newer style to use, based on the way your class are defined at the very top of the sheet.

Now, what you have appended, and i'll just point out the lines immediately below (201-205)

class Land_Army_hut3_long_int
{
    table = "Military";
    positions[] = {{-2.14648, -4.26807, -1.12421}, {-2.96875, -0.339355, -0.755859}, {-0.933594, 0.912109, -1.27536}, {1.18262, -2.34619, -0.811951}, {-2.61914, 3.95605, -1.27536}, {0.325195, 2.55908, -1.27533}};
};

This is the OLD way to do it.. and won't work with the way you've defined tables at the top of the sheet..

Here is the good news... You can edit it to match.. No biggie.

class Land_Army_hut3_long_int: Military {
    positions[] = {{-2.14648, -4.26807, -1.12421}, {-2.96875, -0.339355, -0.755859}, {-0.933594, 0.912109, -1.27536}, {1.18262, -2.34619, -0.811951}, {-2.61914, 3.95605, -1.27536}, {0.325195, 2.55908, -1.27533}};
};

This will work!  all i did was cut the text between Miltiary and the end of the class name.. added a ":" and then after military made a space and added a "{"

By doing this, you can convert any old formatted loot pos to the new format.  You can also automate this with a search and replace in notepad++ if you are clever. 

Probably someone else can explain this better, or had a better way than the way my brain works.. but thought i'd take a stab.

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