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I did not realize lootPosSmall positions can only fit small objects like soda cans etc., so it is not okay to merge them with the main lootPos arrays. This separates them back out. This solution will work like 1.0.5.1 CfgLootSmall. <GroupName>Small is used to spawn additional loot if the building type has lootPosSmall positions available. It is not necessary to add a <GroupName>Small for types that do not have lootPosSmall positions. Some of these objects may still be too big or too small (knife, binoculars, matchbox, etc.) for the positions and look out of place. If that is the case please submit a pull with any problematic ones removed from the <GroupName>Small groups (check if they aren't in 1051 CfgLootSmall first). Balance and rates may need adjustment as I just took the normal groups and removed large objects from them while trying to keep similar items to 1.0.5.1 CfgLootSmall.
38 lines
821 B
C++
38 lines
821 B
C++
Church[] =
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{
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//Tools
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{Loot_WEAPON, 3, ItemFlashlight},
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//Weapons
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{Loot_WEAPON, 3, M1911_DZ},
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{Loot_WEAPON, 3, MeleeBaseBallBat},
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//Backpacks
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{Loot_GROUP, 4, backpacks},
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//Items
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{Loot_MAGAZINE, 1, equip_Crossbow_Kit},
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{Loot_MAGAZINE, 4, ItemBookBible},
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{Loot_MAGAZINE, 2, equip_rag},
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//Groups
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{Loot_GROUP, 10, Trash},
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{Loot_GROUP, 5, AmmoCivilian},
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{Loot_GROUP, 2, AttachmentsGeneric},
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{Loot_GROUP, 4, Generic},
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{Loot_WEAPON, 3, ItemMatchbox},
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{Loot_GROUP, 8, Consumable}
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};
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ChurchSmall[] =
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{
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//Tools
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{Loot_WEAPON, 3, ItemCompass},
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{Loot_WEAPON, 3, ItemMatchbox},
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{Loot_GROUP, 3, pistols},
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{Loot_GROUP, 10, Trash},
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{Loot_GROUP, 5, AmmoCivilian},
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{Loot_GROUP, 2, AttachmentsGeneric},
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{Loot_GROUP, 4, GenericSmall},
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{Loot_GROUP, 8, Consumable}
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}; |