Open NonovUrbizniz opened 11 years ago
So in going through the pastebin loot table Seven put in the OpenDayZ Thread I found some things.
class Land_benzina_schnell : Industrial { lootPos[] = {}; };
class Land_fuelstation : Industrial { lootPos[] = {}; };
[ ] No Loot percentage - Not sure if this is even an issue, but only the mil stuff has loot percentage and these looked weird:
class Land_army_hut_storrage : Industrial { //Military lootPos[] = {{0.847168,-2.55713,-1.96141},{0.608887,2.79443,-1.96141}}; };
class Land_hospoda_mesto: Residential { lootPos[] = {{5.33691,4.18164,-5.149056},{2.87451,-4.98828,-5.17222},{1.55518,-1.5293,-5.17846},{-6.48926,-3.0957,-5.17224},{-0.642578,-4.02344,-5.17224},{-6.15039,-4.04492,-1.22695},{2.83838,-1.31641,-1.24297},{5.75244,3.92773,-1.2485}}; };
Land_hospoda_mesto - Wouldn't load in editor. changing case of "land" didn't fix it for me.
Land_chilovej_dum_mini - Wouldn't load in editor
Loot percentage is defined in the main class. i.e. Residential class. It can then be added to specific buildings to change the value for that building but not the whole class.
So in going through the pastebin loot table Seven put in the OpenDayZ Thread I found some things.
class Land_benzina_schnell : Industrial { lootPos[] = {}; };
[ ] No Loot percentage - Not sure if this is even an issue, but only the mil stuff has loot percentage and these looked weird:
class Land_army_hut_storrage : Industrial { //Military lootPos[] = {{0.847168,-2.55713,-1.96141},{0.608887,2.79443,-1.96141}}; };
class Land_hospoda_mesto: Residential { lootPos[] = {{5.33691,4.18164,-5.149056},{2.87451,-4.98828,-5.17222},{1.55518,-1.5293,-5.17846},{-6.48926,-3.0957,-5.17224},{-0.642578,-4.02344,-5.17224},{-6.15039,-4.04492,-1.22695},{2.83838,-1.31641,-1.24297},{5.75244,3.92773,-1.2485}}; };
Land_hospoda_mesto - Wouldn't load in editor. changing case of "land" didn't fix it for me.
Land_chilovej_dum_mini - Wouldn't load in editor