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There is no point in having CfgBuildingPos.hpp in dayz_epoch_b too. It was identical to the one in dayz_code and can be included in the mission from there. @icomrade couple questions: 1. Why keep a CfgLootLegacy? I know they are very different formats, but it will just make things messier and more confusing. Also it will be a PITA to maintain and update two different sets of loot tables in the long run. I don't think catering to lazy admins is a good enough reason. It's not that hard to convert to the new format. 2. Why not use the new _DZ weapon classes in the loot tables like PDW_DZ, AKM_DZ, etc.? 3. Why not use the new box names like DZ_AmmoBoxRU, DZ_AmmoBoxUS, DZ_MedBox, etc. in the loot tables? 4. Why remove the attachments from the loot tables?
26 lines
869 B
C++
26 lines
869 B
C++
/*
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If using DZE_MissionLootTable = true; without changing anything in lootPos then use
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an include instead of copying the files to your mission.
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#include "\z\addons\dayz_code\Configs\CfgLoot\CfgBuildingPos.hpp"
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*/
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#include "Buildings\Residential.hpp"
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#include "Buildings\Boat.hpp"
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#include "Buildings\Castle.hpp"
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#include "Buildings\Church.hpp"
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#include "Buildings\Construction.hpp"
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#include "Buildings\CrashSite.hpp"
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#include "Buildings\Farm.hpp"
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#include "Buildings\Hospital.hpp"
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#include "Buildings\Hunting.hpp"
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#include "Buildings\Industrial.hpp"
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#include "Buildings\InfectedCamp.hpp"
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#include "Buildings\Military.hpp"
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#include "Buildings\Office.hpp"
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#include "Buildings\Powerlines.hpp"
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#include "Buildings\ResidentialRuins.hpp"
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#include "Buildings\Supermarket.hpp"
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#include "Buildings\Toilet.hpp"
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#include "Buildings\Roaming.hpp"
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#include "Buildings\Misc.hpp" |