You loottable looks fine
but M4 weight 30you want ppl to have free m4s ?
I think its something diffrent[DOUBLEPOST=1389208874][/DOUBLEPOST]Question!
Blueprints do the need to be in loot table to because they dont spawn anymore now![]()
Loot Spawn Lists [Unmaintained]
Discussion in 'Plugin Support' started by thomasfn, Jan 6, 2014.
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Only 100 Weight is not 100%
i have not figured that out yet how much weight is 100%[DOUBLEPOST=1389220012,1389210866][/DOUBLEPOST]Help me with Blueprints do they need to be on the Loot Table to ?
to spawn ? -
Sorry for the big post.. but so many people are asking questions that are so simple once you understand exactly how the weights work... and how the lists reference each other. so maybe my lecture will help....
OK the weight is how frequently that item will drop/spawn as compared to other items in the SAME list... Technically it is NOT a percentage, unless you change all of the weights in one set to equal 100. Then you could say it was a percentage...
EXAMPLE1--
Code:"KevlarArmorLootList":{ "oneofeach":false, "min":1, "max":1, "nodupes":false, "packages":{ "1":{ "weight":50, "max":1, "min":1, "object":"Kevlar Helmet" }, "2":{ "weight":50, "max":1, "min":1, "object":"Kevlar Pants" }, "3":{ "weight":50, "max":1, "min":1, "object":"Kevlar Vest" }, "0":{ "weight":50, "max":1, "min":1, "object":"Kevlar Boots" } } },
This simply means that when the Kevlar Armor Loot List is referenced for a drop, that each item in this list has an exactly equal chance of dropping... It doesn't matter what the weight is... It could be all 1's... It is just the weight of odds that that specific item will drop compared to other items in that same list... Now take the same list again...
EXAMPLE2-
Code:"KevlarArmorLootList":{ "oneofeach":false, "min":1, "max":1, "nodupes":false, "packages":{ "1":{ "weight":2, "max":1, "min":1, "object":"Kevlar Helmet" }, "2":{ "weight":3, "max":1, "min":1, "object":"Kevlar Pants" }, "3":{ "weight":1, "max":1, "min":1, "object":"Kevlar Vest" }, "0":{ "weight":4, "max":1, "min":1, "object":"Kevlar Boots" } } },
The most common item you will find from this list will be the Kevlar boots.
This does not effect the chance of you actually finding a piece of the Kevlar armor set... You MUST LOOK AT THE LIST THAT IS SPAWNING THE ARMOR FROM THAT LIST..
In my case it would only be found from a zombie drop...
EXAMPLE3-
Code:"ZombieLootList":{ "oneofeach":false, "min":1, "max":1, "nodupes":false, "packages":{ "1":{ "weight":10, "max":1, "min":1, "object":"AmmoSpawnList" }, "2":{ "weight":20, "max":1, "min":1, "object":"ConsumableSpawnList" }, "3":{ "weight":25, "max":1, "min":1, "object":"JunkSpawnList" }, "4":{ "weight":3, "max":1, "min":1, "object":"KevlarArmorLootList" }, "5":{ "weight":7, "max":1, "min":1, "object":"Pick Axe" }, "6":{ "weight":5, "max":1, "min":1, "object":"ResearchKitSpawnList" }, "7":{ "weight":4, "max":1, "min":1, "object":"WeaponSpawnList" }, "8":{ "weight":13, "max":1, "min":1, "object":"MetalBuildingPartsList" }, "0":{ "weight":13, "max":1, "min":1, "object":"LeatherArmorLootList" } } },
If you add all of the weights in EXAMPLE3 up... It will equal 100.
A percentage is defined as something out of 100... so 10 percent is the same as 10 out of 100.
So in this case, you can say that the drop rates are in percentages... ONLY because I made all of the weights in this one list add up to 100. You DO NOT need to do this... The weights in EXAMPLE2 Will work just fine for specific items list... I ONLY MADE THEM EQUAL TO 100 so that if someone asks me, "Hey how rare is it to find a weapon on a zombie" I would know to tell them there is a 4% chance.
According to EXAMPLE3
If I kill a zombie there is exactly a 7% chance to drop a pick axe. Simple right?
So for each zombie killed, there will be a 3% chance that it will drop something from the Kevlar Armor Loot List.
THEN the game looks at the next list... It references the "KevlarArmorLootList"
That is where that specific list weight will come into play... In EXAMPLE1, they were all 50... That means there will be an equal chance for any single piece to drop.
In the second example it would be much harder to find a Kevlar vest then it would be to find the Kevlar helmet... Because the weight is higher on the Helmet versus the Vest.
BUT STILL... Overall... There is only a 3 out of 100 chance that one of those zombies killed will even DROP the Kevlar in the first place.
Putting everything together is a matter of logic... You have to be able to tell what drop list *zombie drop, supply drop, box drop* will spawn what items from what list.
I hope this makes sense... I am writing a program in Visual Basic as we speak that should make this quite a bit easier for everyone to modify the loot to exactly how they want it. -
Good explanation. Thank you
Still need to know about the blueprint -
Nice explanation!
Blueprints are standard items and need to be included on the loot tables in order to be dropped, just like any other items. -
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how blueprints are correctly spelled?
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I checked and some are diffrently "M4 Blueprint" but holo sight = "Holo sight BP"
so check them ingame -
The patch today, even after updating Oxide, has somehow broke this mod as it is not functioning in game. Loot table that worked before does not function at all as the game as gone back to default loot tables. I had turn my server off ASAP. Does this mod need a update or is there a change that needs to be made in the loot table txt?
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What does this mean
ERROR: Lua error (lootspawnlists: [string "C:\TCAFiles\Users\reu_koster694\108\save\oxid..."]:48: attempt to index field 'obj' (a nil value)
ERROR: at NLua.Lua.ThrowExceptionFromError (Int32 oldTop) [0x00000] in <filename unknown>:0
at NLua.Lua.CallFunction (System.Object function, System.Object[] args, System.Type[] returnTypes) [0x00000] in <filename unknown>:0
at NLua.Lua.CallFunction (System.Object function, System.Object[] args) [0x00000] in <filename unknown>:0
at NLua.LuaFunction.Call (System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Main.CallPlugin (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
it was working before the update now the lootspawnlist isnt working
even when i put in a JSON file i know works i get that error -
Really plugin broken? :O
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Also all my other oxide plugins are working, just not the custom loot table!
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may @thomasfn need to take a look...
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Code:
ERROR: Lua error (lootspawnlists:): [string "C:\TCAFiles\Users\KevinJ\763\save\oxide\plugi..."]:48: attempt to index field 'obj' (a nil value) ERROR: at NLua.Lua.ThrowExceptionFromError (Int32 oldTop) [0x00000] in <filename unknown>:0 at NLua.Lua.CallFunction (System.Object function, System.Object[] args, System.Type[] returnTypes) [0x00000] in <filename unknown>:0 at NLua.Lua.CallFunction (System.Object function, System.Object[] args) [0x00000] in <filename unknown>:0 at NLua.LuaFunction.Call (System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Main.CallPlugin (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
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Update this as fast as you can guys, thank you
[DOUBLEPOST=1389307232][/DOUBLEPOST]Update this as fast as possible please:3
Last edited by a moderator: Jan 9, 2014