Re: AI Bandit Spawns
Posted by
Stormforge on
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/AI-Bandit-Spawns-tp5249p5282.html
class Military: Default {
zombieChance = 0.3;
maxRoaming = 6;
zombieClass[] = {"z_soldier","z_soldier_heavy","z_policeman"};
lootChance = 0.4;
lootPos[] = {};
itemType[] = {
{"UZI_SD_EP1","weapon"},
{"M9","weapon"},
{"M16A2","weapon"},
};
itemChance[] = {
0.03,
0.05,
0.05,
};
Ok let me see if I understand this
lootChance = 0.4 //40% chance loot will appear
Then under itemChance after it determines that loot will appear 0.03 = 3% chance and corresponds to the Uzi, 1st 0.05 = 5% and corresponds to the M9, with the 2nd 0.05 going to the M16A2?
Then how would I link this to the weapon pack, or do I just need it active? Under //class CfgMods, //class CfgAddons, or some other way?
Sorry for all the questions and appreciate the help.