Shady1 Posted November 27, 2021 Share Posted November 27, 2021 (edited) When I place loot inside the interiors, the loots do not appear, I can't find the codes for it, can you help? function createItemLoot(lootPlace,x,y,z) setElementData(col,"itemloot",true) Edited November 27, 2021 by eoL|Shady Link to comment
Administrators Tut Posted November 27, 2021 Administrators Share Posted November 27, 2021 setElementInterior should do the job, although I'm not much of a coder so hopefully someone knows! As you're working in an interior and with an element, it can sometimes help to search interior and element on the wiki. Link to comment
The_GTA Posted November 27, 2021 Share Posted November 27, 2021 I am sorry that I have no direct answer to your inquiry as it seems difficult based on the little amount of information provided by you. Could you share more details about the code that you are looking for? Did you previously find the resource at community.multitheftauto.com? Who was the creator of the code? Link to comment
Shady1 Posted November 27, 2021 Author Share Posted November 27, 2021 (edited) I have a dayz server and the code to create items on dayz server is "function createItemLoot(lootPlace,x,y,z)" I am opening the interior system, I will place loot in the interior and when I place it, the loot does not appear, I want the loots to appear in the interior : function createItemLoot(lootPlace,x,y,z) local theItemTable = itemTable local theItemTableLootPlaceTable = theItemTable[lootPlace] local theItemTableLootPlaceTableSize = #theItemTableLootPlaceTable local col = createColSphere(x,y,z,1.25) local lootMarker = createMarker(x,y,(z-1),"cylinder",0.5,255,255,255,30) local hasLoot = false lootPilesDataTable[col] = {} setElementData(col,"unknownlootpile",true) setElementData(col,"itemloot",true) setElementData(col,"parent",lootPlace) setElementData(col,"marker",lootMarker) setElementData(col,"MAX_Slots",100) for i = 1,theItemTableLootPlaceTableSize do local item = theItemTableLootPlaceTable if not ((hasLoot or 0) >= 3) then local item5 = item[5] local value = 0 local number = math.random(1,10000)/100 if number <= item5 then value = 1 end if (value > 0) then local item1 = item[1] local ammoName = weaponAmmoNames(item1) if ammoName then hasLoot = ((hasLoot or 0)+1) setElementData(col,ammoName,math.random(1,3)) end hasLoot = ((hasLoot or 0)+1) setElementData(col,item1,value) end else break end end if not hasLoot then local itemData = theItemTableLootPlaceTable[math.random(1,theItemTableLootPlaceTableSize)][1] local ammoName = weaponAmmoNames(itemData) if ammoName then setElementData(col,ammoName,math.random(1,3)) end setElementData(col,itemData,1) end refre:~emLoot(col) end function createlootpilegroups(pickupPositionsTableTypesIndex) local pickupPositionsTableTypes = {"residential","industrial","farm","supermarket","military"} local pickupPositionsTableType = pickupPositionsTableTypes[pickupPositionsTableTypesIndex] if not pickupPositionsTableType then return end local pickupPositionsTableTypeTable = pickupPositions[pickupPositionsTableType] local pickupPositionsTableTypeTableSize = #pickupPositionsTableTypeTable for i = 1,pickupPositionsTableTypeTableSize do local pos = pickupPositionsTableTypeTable createItemLoot(pickupPositionsTableType,pos[1],pos[2],pos[3]) if (i == pickupPositionsTableTypeTableSize) then createlootpilegroups(pickupPositionsTableTypesIndex+1) return end end end Edited November 27, 2021 by eoL|Shady Link to comment
The_GTA Posted November 27, 2021 Share Posted November 27, 2021 (edited) 5 hours ago, eoL|Shady said: opening the interior system Have you considered the possibility that your "interior system" has no support for assigning interior values to your "item loot"? I suggest you to extend the createItemLoot function with an "interior" parameter and then put the following... ... local col = createColSphere(x,y,z,1.25) local lootMarker = createMarker(x,y,(z-1),"cylinder",0.5,255,255,255,30) local hasLoot = false setElementInterior(col, interior) setElementInterior(lootMarker, interior) lootPilesDataTable[col] = {} ... Have you been looking at what @Tut has suggested to you? What I have summarized here is what he wanted to tell you anyway so I wonder why you have not responded to him. In the GTA SA engine an interior is an integer index of the original game world to display. The world with index zero is the main game world with all the buildings. Every other index is special because it has an empty atmosphere. You can only see those elements through the game camera whose interior value matches the one of the camera. Edited November 27, 2021 by The_GTA 1 Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now