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Wise Old Man

Posted

Didn't know if this would better fit in support, but completely unconfigured, I assume the plugin uses the base game's default tables?

  • Administrator
Steenamaroo

Posted

Hi,

It does not.

By default it spawns nothing and requires user customisation.
I'm considering including some example loottables in the near future.

Anzul

Posted

An example would be great. Me and my admin are currently trying to figure out what goes where and how.

  • Like 2
Alaric

Posted (edited)

Dose this support % like 0.5? like under 1%

Edited by Alaric
  • Administrator
Steenamaroo

Posted

Hi,

There are no percentages - It's relative probability.
If, for example, you set all weapons to 0 except for AK at 1 and LR at 199,
there'd be a 0.5% chance of getting the AK any time a weapon is chosen.

Alaric

Posted

Oh I'm not familiar with that... can you give a part of a config so i can see how it works.... I was thinking it was zero to a hundred.  

Alaric

Posted

so if i understand if i would like 0.01% i need to put 10.000 right? 100/0.01=10,000

  • Administrator
Steenamaroo

Posted

No, there's no fixed scale/percentages.

If you set some category to 2 and some other to 4 (and the rest 0) then the second category is twice as common as the first category.
Same deal if you chose 1 +2, or 3+6, or 100+200 - It's relative.

 

If all categories have the same probability (regardless of what it is) they all have the same chance of being picked.

I'd suggest setting all the categories (that you want to use) to some base number, say 10, then tweak individual values up or down from there.

The more extreme you want probability to be the higher that base number is going to have to be.

Specific item probabilities works exactly the same way
A category is picked first based on their probabilities, then an item is picked from that category based on all their probabilities.


There's a bit of a setup description here.

xxxtrigger50xxx

Posted

Im not sure if this is an issue, but there appears to be a problem with Elite Crates, I cant figure it out myself.

 

How to create the issue. enable the crate_elite, leave everything as default and simply load the plugin.

 

You will get the following.

Failed to call hook 'OnServerInitialized' on plugin 'CustomLoot v1.0.8' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.CustomLoot.ProcessContainer (LootContainer container, System.Boolean start) [0x00000] in <428286c110824686b8919f50103d48d5>:0                                                                              0b/s in, 0b/s out
  at Oxide.Plugins.CustomLoot.OnServerInitialized () [0x00214] in <428286c110824686b8919f50103d48d5>:0
  at Oxide.Plugins.CustomLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00118] in <428286c110824686b8919f50103d48d5>:0
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <80b90e8213db44b29ec2d4111764172c>:0
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <ec05e0208c9149bba43236ca58fea105>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <ec0

This happens even if you make a custom loot table and seems to be a unique case to only elite crates im not eniterly sure why. Any and all information would be appreciated.

 

Also on another note are the dm boxes supposed to work when you enable them in the config file? They appear to never get their loot populated or wiped. They do however have the inventory slots unlocked which is something that occurs to the other loot container that get modified by this plugin.

Fusion 3.64

Posted (edited)

Would it be possible to add in a couple more lines?
Name and SkinID.
This will allow for adding "custom loot" to CustomLoot.

Standard config

      "grenade.beancan": {
        "probability": 0,
        "name": null,
        "SkinID": 0,
        "minStack": 1,
        "maxStack": 1,
        "blueprintChancePercent": 0
      },

Custom item

      "grenade.beancan": {
        "probability": 0,
        "name": "Molotov Coctail",
        "SkinID": 1972822423,
        "minStack": 1,
        "maxStack": 1,
        "blueprintChancePercent": 0
      },

 

I totally understand there's more to it than just "adding a couple lines". But I think it would be a huge bonus to the plugin.

Edited by thepiercedweirdo
  • Administrator
Steenamaroo

Posted

Hey.
Skins is already there. It's a list, though, so you can add multiple to have one chosen randomly,
but you could still just have one there.

Name...I'm not sure. Is that a thing?

Fusion 3.64

Posted (edited)

I have several loot managers that have the name as an entry. They're a pretty sloppy layout though. I like how clean yours is.

There's also plugins with loot tables that allow for custom loot with these option as well.

I'm going on a wild assumption since I know nothing at all about coding. But maybe this plugin has something that will be helpful.
https://umod.org/plugins/general-item-modifier
It lets you change the names and skins of vanilla items. Maybe the name changing aspect will be useful.

Edited by thepiercedweirdo
  • Administrator
Steenamaroo

Posted

Ah, ok. I wasn't aware that item name could be set but since it can clearly be done I don't see why I couldn't add it.
I'll keep it in mind. Thanks! 🙂

Fusion 3.64

Posted

Thank you for the consideration.

PlatypusMuerte

Posted

Hey there, is there a way to control the respawn of loot? For example if I place a container at a location, and players loot it. How do I control when the container respawns?

Mark

Posted

I don't think this plugin has an option to respawn Loot Boxes. I think it only controls what is in it you might be looking for SpawnControl | CHAOS_CODE or something that does the same on uMod

MaykenPlay

Posted

Приветствую всех. Хочу сделать несколько профилей ботов, на AIRFIELD. Но как сделать через плагин CustomLoot каждому профилю, отдельный лут? то есть что бы с одних выпадала только еда, а с других другой лут, примеру патроны оружие, и.т.д

MaykenPlay

Posted

"BotSpawn": {
      "enabled": true,
      "lootTable": "Airfield, airfood",
      "maxItems": 10,
      "minItems": 6,
      "gunsWithAmmo": false,
      "noGuns": false,
      "MaxBps": 3,
      "WaterPreFillPercent": 1,
      "ClearContainerFirst": false

Можно ли как то прописать две группы лута?

MaykenPlay

Posted

41 minutes ago, P4R4N0RM4L said:

@MaykenPlay Английский пожалуйста, мы не понимаем русский язык!

 

Can you add two groups of loot somehow?

Greetings to all. I want to make some bot profiles on AIRFIELD. But how to make a separate loot for each profile through the CustomLoot plugin? that is, so that only food would drop from some, while others would drop another loot, for example, ammunition, weapons, etc.

 

I'm sorry google translator

 

  • Administrator
Steenamaroo

Posted (edited)

Hi,

No; there's no provision for multiple loot tables per corpse/container type.
If it's BotSpawn you could just make an additional custom profile and place it at the airfield, then halve your profile numbers.

That would achieve the same thing.

 

Since categories are picked per-item in the loot, what you're proposing would be the same as just setting food/weapons/ammunition to the same probability.
You still end up with a mix of food + weapons/ammo, unless you're asking for only 1 item per container.

Edited by Steenamaroo
  • Like 1
TheBot

Posted

Since wipe I have had reports from players that they are finding 5.56 ammo in loot that does not have a name. This in turn caused my stacking plugin to spam console

  • Administrator
Steenamaroo

Posted

Are you sure CustomLoot is causing that? Doesn't sound like something it would/could do.

Rust2021

Posted

Steenamarro, Thanks for such an awesome plugin!(BotSpawn)

  • Like 2
Hakkai

Posted

i second that. its one of the most important mods for me too.

  • Like 3

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