Nogrod submitted a new resource:
LootConfig - Adjust loot list
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LootConfig
Allows you to adjust the server's loot list
Total Downloads: 14,928 - First Release: Mar 27, 2015 - Last Update: May 20, 2018
- 5/5, 21 likes
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I really want to use this plugin but this is one config I don't understand at all. Any further explanation would be greatly appreciated. Thank you for all your hard work
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not easy i've already simplified it, but still not easy...it's made like a tree, a category is a branch, system chooses only one from a level by random a number (between 0 and sum of weights) and goes deeper until there is no subcategory left and adds the items & blueprints from it
lootDefinition contains 7 categories, all their weights were summed and the 1. random number between 0 and sum will be choosen. than it will go through the list and check if the random number is larger than the sum reduced by weights from beginning until current list entry, so it's going from lowest chance to highest...match on index 5 it will go on with the same if it has a category, otherwise it adds items to the loot...
the whole procedure will be repeated for "maxDefinitionsToSpawn" times -
I still can't figure this out, I just want all sign and barricade blueprints only, to not drop.. I don't mind if the items drop. But there are so many different parts that have the same item names in the config, could anyone show me how I could go about disabling all sign and barricade blueprint drops?
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Somebody has already set up the hard loot? Is there any configuration Fail? If not difficult, please share.
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after update i got this :
NullReferenceException
UnityEngine.Component.GetComponent[StorageContainer] () MiningQuarry.FuelCheck () MiningQuarry.ProcessResources () -
I have a server, I want to use this script, but this script has 20632 lines of code... I really don't want to edit this... But thanks for making it none the less. The amount of control for the item drops is so precise. Some would say WAY to precise.
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So for example, if I never wanted a rocket launcher to drop, what would I have to put?
Also is this just just loot like rad towns and barrels or with airdrops too? -
For the people above complaining about the "complexity" -> http://www.jsoneditoronline.org/
Just dump the config file, hit the ">" button. Edit the way you want it. After that hit the "<" button, copy the text and paste it in your config file.
It should be a lot easier to edit that way -
Code:
[BUNDLE] Not found: itemcmd FileSystem.LoadPrefab - should start with assets/ - jaw [BUNDLE] Not found: jaw FileSystem.LoadPrefab - should start with assets/ - jaw_connection [BUNDLE] Not found: jaw_connection FileSystem.LoadPrefab - should start with assets/ - jaw_ctrl [BUNDLE] Not found: jaw_ctrl FileSystem.LoadPrefab - should start with assets/ - jaw_end [BUNDLE] Not found: jaw_end FileSystem.LoadPrefab - should start with assets/ - jaw_rotate [BUNDLE] Not found: jaw_rotate FileSystem.LoadPrefab - should start with assets/ - joint10 [BUNDLE] Not found: joint10 FileSystem.LoadPrefab - should start with assets/ - joint11 [BUNDLE] Not found: joint11 FileSystem.LoadPrefab - should start with assets/ - joint2 [BUNDLE] Not found: joint2 FileSystem.LoadPrefab - should start with assets/ - joint23 [BUNDLE] Not found: joint23 FileSystem.LoadPrefab - should start with assets/ - joint24 [BUNDLE] Not found: joint24 FileSystem.LoadPrefab - should start with assets/ - joint25 [BUNDLE] Not found: joint25 FileSystem.LoadPrefab - should start with assets/ - joint3 [BUNDLE] Not found: joint3 FileSystem.LoadPrefab - should start with assets/ - joint32 [BUNDLE] Not found: joint32 FileSystem.LoadPrefab - should start with assets/ - joint34 [BUNDLE] Not found: joint34 FileSystem.LoadPrefab - should start with assets/ - joint34_ [BUNDLE] Not found: joint34_ FileSystem.LoadPrefab - should start with assets/ - joint35 [BUNDLE] Not found: joint35 FileSystem.LoadPrefab - should start with assets/ - joint36 [BUNDLE] Not found: joint36 FileSystem.LoadPrefab - should start with assets/ - joint38 [BUNDLE] Not found: joint38 FileSystem.LoadPrefab - should start with assets/ - joint4 [BUNDLE] Not found: joint4 FileSystem.LoadPrefab - should start with assets/ - joint40 [BUNDLE] Not found: joint40 FileSystem.LoadPrefab - should start with assets/ - joint5 [BUNDLE] Not found: joint5 FileSystem.LoadPrefab - should start with assets/ - joint6 [BUNDLE] Not found: joint6 FileSystem.LoadPrefab - should start with assets/ - joint7 [BUNDLE] Not found: joint7 FileSystem.LoadPrefab - should start with assets/ - joint8 [BUNDLE] Not found: joint8 FileSystem.LoadPrefab - should start with assets/ - joint9 [BUNDLE] Not found: joint9 FileSystem.LoadPrefab - should start with assets/ - l_ankle_scale [BUNDLE] Not found: l_ankle_scale FileSystem.LoadPrefab - should start with assets/ - l_arm_polevector [BUNDLE] Not found: l_arm_polevector FileSystem.LoadPrefab - should start with assets/ - l_chin [BUNDLE] Not found: l_chin FileSystem.LoadPrefab - should start with assets/ - l_chin_end [BUNDLE] Not found: l_chin_end FileSystem.LoadPrefab - should start with assets/ - l_clavicle [BUNDLE] Not found: l_clavicle FileSystem.LoadPrefab - should start with assets/ - l_ear [BUNDLE] Not found: l_ear FileSystem.LoadPrefab - should start with assets/ - l_ear_end [BUNDLE] Not found: l_ear_end FileSystem.LoadPrefab - should start with assets/ - l_eye [BUNDLE] Not found: l_eye FileSystem.LoadPrefab - should start with assets/ - l_eyelid [BUNDLE] Not found: l_eyelid FileSystem.LoadPrefab - should start with assets/ - l_eyelid_end [BUNDLE] Not found: l_eyelid_end FileSystem.LoadPrefab - should start with assets/ - l_foot [BUNDLE] Not found: l_foot FileSystem.LoadPrefab - should start with assets/ - l_foot_rotate_ctrl [BUNDLE] Not found: l_foot_rotate_ctrl FileSystem.LoadPrefab - should start with assets/ - l_foot_settings [BUNDLE] Not found: l_foot_settings FileSystem.LoadPrefab - should start with assets/ - l_foot_translate_ctrl [BUNDLE] Not found: l_foot_translate_ctrl FileSystem.LoadPrefab - should start with assets/ - l_fore_foot [BUNDLE] Not found: l_fore_foot FileSystem.LoadPrefab - should start with assets/ - l_fore_foot_end [BUNDLE] Not found: l_fore_foot_end FileSystem.LoadPrefab - should start with assets/ - l_fore_shin [BUNDLE] Not found: l_fore_shin FileSystem.LoadPrefab - should start with assets/ - l_fore_thigh [BUNDLE] Not found: l_fore_thigh FileSystem.LoadPrefab - should start with assets/ - l_forearm [BUNDLE] Not found: l_forearm FileSystem.LoadPrefab - should start with assets/ - l_hand [BUNDLE] Not found: l_hand FileSystem.LoadPrefab - should start with assets/ - l_hand_settings [BUNDLE] Not found: l_hand_settings FileSystem.LoadPrefab - should start with assets/ - l_hand_translate_ctrl [BUNDLE] Not found: l_hand_translate_ctrl FileSystem.LoadPrefab - should start with assets/ - l_hip [BUNDLE] Not found: l_hip FileSystem.LoadPrefab - should start with assets/ - l_index1 [BUNDLE] Not found: l_index1 FileSystem.LoadPrefab - should start with assets/ - l_index2 [BUNDLE] Not found: l_index2 FileSystem.LoadPrefab - should start with assets/ - l_index3 [BUNDLE] Not found: l_index3 FileSystem.LoadPrefab - should start with assets/ - l_knee [BUNDLE] Not found: l_knee FileSystem.LoadPrefab - should start with assets/ - l_leg [BUNDLE] Not found: l_leg FileSystem.LoadPrefab - should start with assets/ - l_leg_polevector [BUNDLE] Not found: l_leg_polevector FileSystem.LoadPrefab - should start with assets/ - l_little1 [BUNDLE] Not found: l_little1 FileSystem.LoadPrefab - should start with assets/ - l_little2 [BUNDLE] Not found: l_little2 FileSystem.LoadPrefab - should start with assets/ - l_little3 [BUNDLE] Not found: l_little3 FileSystem.LoadPrefab - should start with assets/ - l_mane_1a [BUNDLE] Not found: l_mane_1a FileSystem.LoadPrefab - should start with assets/ - l_mane_1b [BUNDLE] Not found: l_mane_1b FileSystem.LoadPrefab - should start with assets/ - l_mane_1c [BUNDLE] Not found: l_mane_1c FileSystem.LoadPrefab - should start with assets/ - l_mane_2a [BUNDLE] Not found: l_mane_2a FileSystem.LoadPrefab - should start with assets/ - l_mane_2b [BUNDLE] Not found: l_mane_2b FileSystem.LoadPrefab - should start with assets/ - l_mane_2c [BUNDLE] Not found: l_mane_2c FileSystem.LoadPrefab - should start with assets/ - l_mane_3a [BUNDLE] Not found: l_mane_3a FileSystem.LoadPrefab - should start with assets/ - l_mane_3b [BUNDLE] Not found: l_mane_3b FileSystem.LoadPrefab - should start with assets/ - l_mane_3c [BUNDLE] Not found: l_mane_3c FileSystem.LoadPrefab - should start with assets/ - l_mane_4a [BUNDLE] Not found: l_mane_4a FileSystem.LoadPrefab - should start with assets/ - l_mane_4b [BUNDLE] Not found: l_mane_4b FileSystem.LoadPrefab - should start with assets/ - l_mane_4c [BUNDLE] Not found: l_mane_4c FileSystem.LoadPrefab - should start with assets/ - l_middle1 [BUNDLE] Not found: l_middle1 FileSystem.LoadPrefab - should start with assets/ - l_middle2 [BUNDLE] Not found: l_middle2 FileSystem.LoadPrefab - should start with assets/ - l_middle3 [BUNDLE] Not found: l_middle3 FileSystem.LoadPrefab - should start with assets/ - l_nostril [BUNDLE] Not found: l_nostril FileSystem.LoadPrefab - should start with assets/ - l_prop [BUNDLE] Not found: l_prop FileSystem.LoadPrefab - should start with assets/ - l_rear_foot [BUNDLE] Not found: l_rear_foot FileSystem.LoadPrefab - should start with assets/ - l_rear_foot_end [BUNDLE] Not found: l_rear_foot_end FileSystem.LoadPrefab - should start with assets/ - l_rear_shin [BUNDLE] Not found: l_rear_shin FileSystem.LoadPrefab - should start with assets/ - l_rear_thigh [BUNDLE] Not found: l_rear_thigh FileSystem.LoadPrefab - should start with assets/ - l_ring1 [BUNDLE] Not found: l_ring1 FileSystem.LoadPrefab - should start with assets/ - l_ring2 [BUNDLE] Not found: l_ring2 FileSystem.LoadPrefab - should start with assets/ - l_ring3 [BUNDLE] Not found: l_ring3 FileSystem.LoadPrefab - should start with assets/ - l_shin [BUNDLE] Not found: l_shin FileSystem.LoadPrefab - should start with assets/ - l_shoulder [BUNDLE] Not found: l_shoulder FileSystem.LoadPrefab - should start with assets/ - l_thumb1 [BUNDLE] Not found: l_thumb1 FileSystem.LoadPrefab - should start with assets/ - l_thumb2 [BUNDLE] Not found: l_thumb2 FileSystem.LoadPrefab - should start with assets/ - l_thumb3 [BUNDLE] Not found: l_thumb3 FileSystem.LoadPrefab - should start with assets/ - l_toe [BUNDLE] Not found: l_toe FileSystem.LoadPrefab - should start with assets/ - l_ulna [BUNDLE] Not found: l_ulna FileSystem.LoadPrefab - should start with assets/ - l_upperarm [BUNDLE] Not found: l_upperarm FileSystem.LoadPrefab - should start with assets/ - l_wing [BUNDLE] Not found: l_wing FileSystem.LoadPrefab - should start with assets/ - l_wing_end [BUNDLE] Not found: l_wing_end FileSystem.LoadPrefab - should start with assets/ - l_wing_feather1_0 [BUNDLE] Not found: l_wing_feather1_0 FileSystem.LoadPrefab - should start with assets/ - l_wing_feather1_1 [BUNDLE] Not found: l_wing_feather1_1 FileSystem.LoadPrefab - should start with assets/ - l_wing_feather1_2 [BUNDLE] Not found: l_wing_feather1_2 FileSystem.LoadPrefab - should start with assets/ - l_wing_feather2_0 [BUNDLE] Not found: l_wing_feather2_0 FileSystem.LoadPrefab - should start with assets/ - l_wing_feather2_1 [BUNDLE] Not found: l_wing_feather2_1 FileSystem.LoadPrefab - should start with assets/ - l_wing_feather2_end
Getting this error... -
Nogrod updated LootConfig with a new update entry:
1.0.1
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No errors this time It works like a charm. v1.0.1 is 1kb larger than the 1.0.0
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Code:
SpawnSubCategory: This should never happen!
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Does this plugin allow admins to control the amount of guns, C4 ... we can find in rad town, airfield inside boxes ? thx
I would like to low the amount of those on the ground and make airdrop more attractive. -
Nogrod updated LootConfig with a new update entry:
1.0.2
[DOUBLEPOST=1439216087][/DOUBLEPOST] -
Plugin hooks works properly? Means category of loot crates (types of barrels, crates and trash piles)
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Nogrod updated LootConfig with a new update entry:
1.0.3
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Code:
[Oxide] 5:48 PM [Info] [LootConfig] Incorrect config version() move to .old
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@Nogrod
So much more powerful than BetterLoot... Thank you for making this!!!!!
Can you elaborate a little on how the Reveal list of the Blueprints work? Does that control which blueprints are allowed to spawn within each rarity tier? What does the numForReveal line affect? relealedItemOverride? Also, will you be adding control for loot dropped by helicopters? They do not appear to be grouped the same as SupplyDrop containers.
A little worried as well about the prospect of re-doing the config after each update, as items are added. Any comment on this aspect?
Excellent tool so far!!! -
numForReveal is the count of items to use for one reveal/drop...
revealedItemOverride can be a shortname to override the whole list to a static drop...when set to an item the revealedItemAmount & asBlueprint were used to create that item...
havn't checked what exactly is spawned from the heli, i'll have a look when there is time
your config is backuped to .old so you can compare new and old to merge or if nothing really changed take over your old (it is moved just in case there are new drop containers)