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
  1. Nogrod submitted a new resource:

    LootConfig - Adjust loot list

    Read more about this resource...
     
  2. 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 :)
     
  3. not easy :D 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
    [​IMG]
    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
     
  4. 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?
     
  5. Somebody has already set up the hard loot? Is there any configuration Fail? If not difficult, please share.
     
  6. after update i got this :
    NullReferenceException
    UnityEngine.Component.GetComponent[StorageContainer] () MiningQuarry.FuelCheck () MiningQuarry.ProcessResources ()
     
  7. 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.
     
  8. 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?
     
  9. 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 ;)
     
  10. 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...
     
  11. Nogrod updated LootConfig with a new update entry:

    1.0.1

     
  12. No errors this time :) It works like a charm. v1.0.1 is 1kb larger than the 1.0.0
     
  13. Code:
     SpawnSubCategory: This should never happen!
    This happens when you are trying to reveal BP from Blueprint fragmets/page/book/library . So the usable item dissapear and BP didn't appear. Players just lost their blueprints frags/etc , I forced to unload this plugin. Please fix that.
     
  14. 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.
     
  15. Nogrod updated LootConfig with a new update entry:

    1.0.2


    [DOUBLEPOST=1439216087][/DOUBLEPOST]
    just noticed that the reveal stuff simply use loot list, i've added them to the config...you should be able to keep your config when you copy the new blueprint entries over to the existing config...
     
  16. Plugin hooks works properly? Means category of loot crates (types of barrels, crates and trash piles)
     
  17. Nogrod updated LootConfig with a new update entry:

    1.0.3

     
  18. Code:
    [Oxide] 5:48 PM [Info] [LootConfig] Incorrect config version() move to .old
    First time loading the latest version. The .json file is empty
     
  19. @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!!!
     
  20. waited until server were fully initialized or are there any erros? tried it some times and it always got generated.

    the drop system goes through the categories and randomly chooses one from a category level until there is no subcategory anymore and then it will drop the items/blueprints in that category...(for reveal not the full list of items/blueprints is returned only the first)...
    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 :p
    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)