#define Loot_NONE 0 /* Has no standard functionality. Can be used to leverage the weighted selection system for other purposes. */ #define Loot_GROUP 1 /* Picks another definition from the specified group. Syntax: {Loot_GROUP, Chance, Group} Example: {Loot_GROUP, 2, Generic} */ #define Loot_WEAPON 2 #define Loot_TOOL Loot_WEAPON /* Spawns a weapon with the given classname. Syntax: {Loot_WEAPON, Chance, Class} Example: {Loot_WEAPON, 0.8, AKM_DZ} */ #define Loot_MAGAZINE 3 /* Spawns a magazine with the given classnane. Syntax: {Loot_MAGAZINE, Chance, Class} Example: {Loot_MAGAZINE, 4, ItemWaterBottle} */ #define Loot_PILE 4 /* Spawns a pile of loot with a random number of items in the range [min,max]. Items are picked from the specified loot group. Specified group should only contain Loot_WEAPON or Loot_MAGAZINE definitions. Syntax: {Loot_PILE, Chance, Group, Min, Max} Example: {Loot_PILE, 1, Consumable, 1, 3} */ #define Loot_BACKPACK 5 /* Spawns a backpack on the ground, or inserts into object cargo. Syntax: {Loot_BACKPACK, Chance, Class} Example: {Loot_BACKPACK, 0.1, DZ_BP_Czech} */ #define Loot_VEHICLE 6 /* Spawns a vehicle with the given classname. Syntax: {Loot_VEHICLE, Chance, Class} Example: {Loot_VEHICLE, 0.8, WeaponHolder_ItemCamoNet} */ #define Loot_CONTAINER 7 /* Spawns a vehicle with the given classname. Fills with [min,max] items from given group. Syntax: {Loot_CONTAINER, Chance, Class, Group, Min, Max} Example: {Loot_CONTAINER, 0.5, MedBox, Medical, 5, 10} */ #define Loot_CUSTOM 8 /* Executes given script. Script must return an object reference. Syntax: {Loot_CUSTOM, Chance, Script} Example: {Loot_CUSTOM, 0.5, "call MyFunction"} */