When deleting native objects on the map and then adding new buildings in it's place with the editor, we're not able to generate the loot positions using EditorLoaderModule.ExportLootData = true. I suspect that the deleted building is seen as invalid during the export process and are thus omitted from the generated mapgrouppos.xml...
11:49:00.781 !!! Object Land_Mil_Barracks4 at 4439.983398, 4872.725586 is not valid...
As a test, I've tried using EditorLoaderModule.ExportLootExperimental = true and it the result is that it generates the positions for both the new building as well as the deleted buildings. Upon entering the game, I can see loot for the new buildings, and then also see floating loot from the deleted building. Using EditorLoaderModule.ExportLootExperimental = true appears to export loot positions from deleted objects in editor, which seems like a bug. I would expect it not to generate loot positions for buildings that were deleted.
This seems like it may be an already known issue, and a workaround is to use the DayZ Editor to generate the mapgrouppos.xml instead of the server. I'll close the issue.
When deleting native objects on the map and then adding new buildings in it's place with the editor, we're not able to generate the loot positions using
EditorLoaderModule.ExportLootData = true
. I suspect that the deleted building is seen as invalid during the export process and are thus omitted from the generated mapgrouppos.xml...As a test, I've tried using
EditorLoaderModule.ExportLootExperimental = true
and it the result is that it generates the positions for both the new building as well as the deleted buildings. Upon entering the game, I can see loot for the new buildings, and then also see floating loot from the deleted building. UsingEditorLoaderModule.ExportLootExperimental = true
appears to export loot positions from deleted objects in editor, which seems like a bug. I would expect it not to generate loot positions for buildings that were deleted.