1. Weights determine *relative* drop chance, relative to other items in the same list.

    If you have a list like this:

    Leather Boots (weight 3)
    Large Medkit (weight 2)
    Kevlar Vest (weight 1)

    Then Kevlar Vest will drop 16.6% of the time (not very rare), even though it is only 'weight 1'. If this list is 'min 1 max 2', that chance goes up to 25% (1 in 4 drops will contain Kevlar Vest). So you see that 'weight 1' can still drop a lot.

    But if you change it like this:

    Leather Boots (weight 50)
    Large Medkit (weight 10)
    Kevlar Vest (weight 1)

    Then, the Kevlar Vest will only drop about 1.6% of the time (or come up in 2.4% of the drops for a min1/max2 list). So it is the same 'weight', but because the total weight for that list is larger, the chance for that item/sublist to drop is smaller. You can work out the chance of drop by this calculation:

    ((Wi÷Wt) × ((min+max)÷2)) × 100 = % chance that an item will appear in that drop

    Where "Wi" is the weight of the item, "Wt" is the total weight of all items in that list/sublist, and min and max are the min/max values for the total list.

    So, with your example:

    Code:
    "ZombieLootList":
    {
    "min": 1, "max": 2,
    "oneofeach": false, "nodupes": false,
    "packages":
    {
    "0": { "min": 1, "max": 1, "weight": 25, "object": "FoodList" },
    "1": { "min": 1, "max": 1, "weight": 20, "object": "RessourceSpawnList" },
    "2": { "min": 1, "max": 1, "weight": 15, "object": "AmmoSpawnList" },
    "3": { "min": 1, "max": 1, "weight": 10, "object": "RadSuitList" },
    "4": { "min": 1, "max": 1, "weight": 8, "object": "WeaponSpawnList" },
    "5": { "min": 1, "max": 1, "weight": 4, "object": "LeatherList" },
    "6": { "min": 1, "max": 1, "weight": 3, "object": "ArmorWeaponResearchChance" },
    "7": { "min": 1, "max": 1, "weight": 2, "object": "MilitaryWeaponList2" },
    "8": { "min": 1, "max": 1, "weight": 2, "object": "KevlarList2" },
    "9": { "min": 1, "max": 1, "weight": 1, "object": "ResearchKitListDropZombie" }
    }
    }
    The chance of, for example, AmmoSpawnList being chosen in this droplist, is:

    ((15 ÷ 90) × ((1+2)÷2)) × 100
    = 0.1666 × (3÷2) × 100
    = 0.1666 × 1.5 × 100
    = 25
    (25% chance that a drop from Zombie will contain ammo from this list)

    And the chance for KevlarList2 is:

    ((2 ÷ 90) × ((1+2)÷2)) × 100
    = 0.0222 × (3÷2) × 100
    = 0.0222 × 1.5 × 100
    = 3.33
    (3.33% chance, or 1 in 30, that a drop from Zombie will contain KevlarList2 items)

    And that's still pretty common - it's not hard to kill 30 zombies in 15-20 mins even with just a bow. But, if you make some of the other items more common (just quadrupling the weights)...

    Code:
    "ZombieLootList":
    {
    "min": 1, "max": 2,
    "oneofeach": false, "nodupes": false,
    "packages":
    {
    "0": { "min": 1, "max": 1, "weight": 100, "object": "FoodList" },
    "1": { "min": 1, "max": 1, "weight": 80, "object": "RessourceSpawnList" },
    "2": { "min": 1, "max": 1, "weight": 60, "object": "AmmoSpawnList" },
    "3": { "min": 1, "max": 1, "weight": 40, "object": "RadSuitList" },
    "4": { "min": 1, "max": 1, "weight": 32, "object": "WeaponSpawnList" },
    "5": { "min": 1, "max": 1, "weight": 16, "object": "LeatherList" },
    "6": { "min": 1, "max": 1, "weight": 3, "object": "ArmorWeaponResearchChance" },
    "7": { "min": 1, "max": 1, "weight": 2, "object": "MilitaryWeaponList2" },
    "8": { "min": 1, "max": 1, "weight": 2, "object": "KevlarList2" },
    "9": { "min": 1, "max": 1, "weight": 1, "object": "ResearchKitListDropZombie" }
    }
    }
    Now it changes the sums a bit:

    ((2 ÷ 336) × ((1+2)÷2)) × 100
    = 0.0059 × (3÷2) × 100
    = 0.0059 × 1.5 × 100
    = 0.89
    (0.89% chance, or about 1 in 112, that a drop from Zombie will contain KevlarList2 items)

    It's a lot harder to kill 112 zombies than 30 ;) It seems that the post above mine (posted after I started writing this umm.. thesis..) may hint that you won't have to do much maths anymore soon though :p

    Hope I've helped someone! :)
     
  2. DG2

    DG2

    Can any1 provide me with default loot with this coding style please?. (see the attached file)
     

    Attached Files:

  3. Wulf

    Wulf Community Admin

    I believe this is what you want...
     

    Attached Files:

  4. I have a problem...it's not loading my loot tables anymore.

    I tried to re-load the plugin but when I check the log it merely says

    reloading oxide plugin...

    My loot tables were working fine before... http://pastebin.com/CjKQc1uc

    How come it's not working anymore? :/ already tried replacing the .lua but it still doesn't seem to be working.
     
  5. I have a question, could anyone possibly make me a loot table to which no metal objects, no military weapons (including c4 and explosives), no kevlar, and no ammo drops?
     
  6. The only problem is that I can't get the SupplyDropSpawnListMaster to work like I want. No matter how much I set the min and max values it always drop a random number of crates between 1 and 3.
    Also the SupplyDropA, B, C... doesn't seem to respect the nodupe: true, it keeps getting me two of the same package. [2]

    Anyone?
     
  7. I have a question and im afraid to start my server up before i get this cleared This is the "default =" looting table http://pastebin.com/EJGThhWf . I have made and calculated a few minor changes. My question is what drops the "ArmorPartSpawnList" and the "WeaponBlueprintSpawnList" and LeatherArmorLootList because its not under the zombiedroplist or any of the crates/boxes lists? please help!!! there is a few lists but i dont under stand how they are implemented into the drops or what even drops them?
     
  8. Yeah some lists aren't used at all, you don't have to worry about them. Actually you should just delete them.
     
  9. Do the min/max values for each List have to come at the start of the code? Ever since I modified my lists, boxes and zombies only drop 1 item each, even though I set max to 2 or 3 for most of the lists. However, my code looks like this:
    Code:
    "LeatherArmorLootList":{
        "packages":{
          "1":{
            "object":"Leather Helmet",
            "min":1,
            "weight":10,
            "max":1
          },
          "2":{
            "object":"Leather Pants",
            "min":1,
            "weight":45,
            "max":1
          },
          "3":{
            "object":"Leather Vest",
            "min":1,
            "weight":5,
            "max":1
          },
          "0":{
            "object":"Leather Boots",
            "min":1,
            "weight":40,
            "max":1
          }
        },
        "nodupes":false,
        "max":2,
        "oneofeach":false,
        "min":1
      },
    and I notice most people seem to have the min, max, oneofeach, and nodupe at the start of each list.[DOUBLEPOST=1390914636][/DOUBLEPOST]
    Just take the lines for explosive charges right out of the list. The weight: 0 seems to not do anything when all the items in the list have weight 0. If you look at your supply drop master list, those are the drops that can come from an airdrop. So go to each of those lists (DropA, DropB, etc.) and anywhere there is a mention of explosive charges just delete those lines and renumber the list accordingly.
     
  10. Right now Oxide generates default configs in such a manner that stuff is never in the same order. As long as min/max/etc. are in the same package, the order doesn't seem to matter.
     
  11. Hi there,

    I found a modified table for this addon on the internet and it worked fine. I changed some information though in the script to add more wood walls etc to the aidrops.

    After i applied this i noticed that the airdrops do drop their original loot again ( c4/F1 grenades etc ) and i want those to be removed from my server in airdrop packages /zombie loot and crates.

    I uploaded the config file. Can anyone check what the problem might be? i have 0% experience with this kind of stuff. Thanks a lot !
     

    Attached Files:

  12. I managed to clean up your errors in the file man. There was some bits of code missing after you edited, hence why your server didn't load it. Just be careful in the future!
     

    Attached Files:

  13. Hey Makin,

    Thanks a lot man ! i tried with the JSON stuff first but i did not get anything of it. il check your modified with my upload so i maybe finally understand what i did wrong
     
  14. Hey guys i configured a loot table and loaded it 2 server.. http://pastebin.com/6msdgY1t no where in ammo crate spawns are explosive charges but they drop on the server.. also the airdops spawn wooden stuff which shouldnt be.. thx 4 help ;)

    ////////////////// could fix it by my own in rly hard work if u have no idea what 2 do rly xD
     
    Last edited by a moderator: Jan 28, 2014
  15. No problem!

    Your main issue was missing values in the airdrop packages and a few closes here and there.

    Hope everything is resolved for you.
     

  16. AWESOME. I will try this when I get home.
     
  17. I just thought I'd mention I am getting different combinations and numbers to what is actually set in my airdrop packages.

    Can you guys see any problems?

    Here is my code for airdrops..

    Code:
    "SupplyDropSpawnListMaster":
            {
                    "min": 1, "max": 1,
                    "oneofeach": false, "nodupes": false,
                    "packages":
                    {
                            "0": { "min": 1, "max": 1, "weight": 40, "object": "SupplyDropA" },
                            "1": { "min": 1, "max": 1, "weight": 20, "object": "SupplyDropB" },
                            "2": { "min": 1, "max": 1, "weight": 40, "object": "SupplyDropC" }
                    }
            },

    Code:
     "SupplyDropA":
            {
                    "min": 3, "max": 4,
                    "oneofeach": false, "nodupes": true,
                    "packages":
                    {
                            "0": { "min": 1, "max": 1, "weight": 20, "object": "AirdropWeaponList" },
                            "1": { "min": 50, "max": 50, "weight": 20, "object": "556 Ammo" },
                            "2": { "min": 50, "max": 50, "weight": 20, "object": "9mm Ammo" },
                            "3": { "min": 50, "max": 50, "weight": 20, "object": "Shotgun Shells" },
                            "4": { "min": 1, "max": 2, "weight": 20, "object": "WeaponModList" }
                    }
            },
            "SupplyDropB":
            {
                    "min": 3, "max": 4,
                    "oneofeach": false, "nodupes": true,
                    "packages":
                    {
                            "0": { "min": 1, "max": 1, "weight": 15, "object": "Explosive Charge" },
                            "1": { "min": 2, "max": 5, "weight": 15, "object": "F1 Grenade" },
                            "2": { "min": 1, "max": 1, "weight": 10, "object": "Explosives" },
                            "3": { "min": 1, "max": 1, "weight": 15, "object": "KevlarList" },
                            "4": { "min": 50, "max": 50, "weight": 15, "object": "556 Ammo" },
                            "5": { "min": 50, "max": 50, "weight": 15, "object": "Shotgun Shells" },
                            "6": { "min": 50, "max": 50, "weight": 15, "object": "9mm Ammo" }
                    }
            },
            "SupplyDropC":
            {
                    "min": 3, "max": 4,
                    "oneofeach": false, "nodupes": true,
                    "packages":
                    {
                            "0": { "min": 2, "max": 2, "weight": 25, "object": "MetalBuildingList" },
                            "1": { "min": 40, "max": 90, "weight": 25, "object": "Low Quality Metal" },
                            "2": { "min": 10, "max": 10, "weight": 25, "object": "Large Medkit" },
                            "3": { "min": 1, "max": 2, "weight": 20, "object": "ModBlueprintLootList" },
                            "4": { "min": 1, "max": 1, "weight": 5, "object": "WeaponBlueprintLootList" }
                    }
    },
     
  18. DG2

    DG2

    Hi here is my loot list. I wish to completely disable Explosive charge and F1 grenade from drop. However it seems to drop them by 1 each from supply drop and zombies.
    Can any1 help me out with this?.
     

    Attached Files:

  19. Can someone look this over and explain why I only ever get 1 item per box or killed zombie? It is stumping me.
    http://pastebin.com/fTfJTPvz