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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?
122 lines
2.9 KiB
C++
122 lines
2.9 KiB
C++
#include "LootDefines.hpp"
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class CfgLoot
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{
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class Groups
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{
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//Not renamed yet
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#define DZ_BP_VestPouch DZ_Czech_Vest_Puch
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#define DZ_BP_Patrol DZ_Patrol_Pack_EP1
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#define DZ_BP_Assault DZ_Assault_Pack_EP1
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#define DZ_BP_Survival DZ_TK_Assault_Pack_EP1
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#define DZ_BP_Alice DZ_ALICE_Pack_EP1
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#define DZ_BP_British DZ_British_ACU
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#define DZ_BP_Czech DZ_CivilBackpack_EP1
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#define DZ_BP_Coyote DZ_Backpack_EP1
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#define ItemBloodbagAPos bloodBagAPos
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#define ItemBloodbagANeg bloodBagANeg
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#define ItemBloodbagBPos bloodBagBPos
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#define ItemBloodbagBNeg bloodBagBNeg
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#define ItemBloodbagABPos bloodBagABPos
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#define ItemBloodbagABNeg bloodBagABNeg
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#define ItemBloodbagOPos bloodBagOPos
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#define ItemBloodbagONeg bloodBagONeg
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#define ItemBloodTester bloodTester
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#define ItemTransfusionKit transfusionKit
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#define ItemBloodbagEmpty emptyBloodBag
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// General groups
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#include "Groups\Ammo.hpp"
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#include "Groups\AmmoBox.hpp"
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#include "Groups\Attachments.hpp"
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#include "Groups\Medical.hpp"
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#include "Groups\Generic.hpp"
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#include "Groups\Trash.hpp"
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#include "Groups\Consumable.hpp"
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#include "Groups\ConsumableItems.hpp"
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#include "Groups\Parts.hpp"
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//DZE
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#include "Groups\Weapons.hpp"
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#include "Groups\Clothes.hpp"
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#include "Groups\Backpacks.hpp"
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// Points of interest
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#include "Groups\CrashSite.hpp"
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#include "Groups\CarePackage.hpp"
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#include "Groups\InfectedCamp.hpp"
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// Buildings
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#include "CfgBuildingLoot.hpp"
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// Zombies
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#include "Groups\Zombies\Civilian.hpp"
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#include "Groups\Zombies\Hunter.hpp"
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#include "Groups\Zombies\Police.hpp"
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#include "Groups\Zombies\Military.hpp"
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#include "Groups\Zombies\Worker.hpp" //DZE
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#undef DZ_BP_VestPouch
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#undef DZ_BP_Patrol
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#undef DZ_BP_Assault
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#undef DZ_BP_Survival
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#undef DZ_BP_Alice
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#undef DZ_BP_British
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#undef DZ_BP_Czech
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#undef DZ_BP_Coyote
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#undef ItemBloodbagAPos
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#undef ItemBloodbagANeg
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#undef ItemBloodbagBPos
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#undef ItemBloodbagBNeg
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#undef ItemBloodbagABPos
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#undef ItemBloodbagABNeg
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#undef ItemBloodbagOPos
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#undef ItemBloodbagONeg
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#undef ItemBloodTester
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#undef ItemTransfusionKit
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#undef ItemBloodbagEmpty
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};
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class Buildings
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{
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class Default
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{
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zombieChance = 0.2;
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minRoaming = 0;
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maxRoaming = 2;
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zombieClass[] =
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{
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// "zZombie_Base",
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"z_hunter",
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"z_teacher",
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"z_suit1",
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"z_suit2",
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"z_worker1",
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"z_worker2",
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"z_worker3",
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"z_villager1",
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"z_villager2",
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"z_villager3"
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};
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lootChance = 0;
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lootGroup = "";
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lootPos[] = {};
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};
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// Buildings
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#include "CfgBuildingPos.hpp"
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/*
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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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};
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};
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#include "CfgLootSmall.hpp" // Can be removed if not using legacy loot tables
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#include "CfgLootLegacy.hpp" // Can be removed if not using legacy loot tables
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