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[8.0] Loot Editing

Gormirn edited this page Apr 13, 2022 · 13 revisions

How to go to your Editor saves location?

Simultaneously press the Windows key and the R key

Write in the Execute tab %userprofile%\Documents\DayZ\ then press the enter key

Execute tab

You should now have the file explorer open with this path C:\Users\YourPCAccountName\Documents\DayZ

Go inside the "Editor" folder.

You should have a MapGroupProto.xml file, this is the config file for the Building loot spawn locations configuration.

in the editor folder

How to create your own Loot Spawn?

Find the building you want to change or add loot spawns inside the left object list panel. Right click on the building, then select Loot Editor.

edit loot spawns

You will then be teleported into the ocean with the building and its loot spawn positions will be shown. At this point double click anywhere in or on the building you wish to add a loot spawn to. You can move any of the circles to the exact spot you like, the same way you would normally move objects in the editor.

loot positions

One circle for every possible loot spawn position. Once you are happy with spawn location press esc. You will then be taken back where you were before you started editing loot spawns.

Changing or adding the loot changes you made to the mapgroupproto?

Upon leaving the loot editor (Escape) your clipboard will be populated with all of the positions of the loot spawns (for that building). Open a new text editor (notepad ++) page and paste that building loot info into it, drop down a couple lines and paste in the next building you edit or add loot to. This has to be done one building at a time, or you will loose the data from the last one. You can use this data to add loot spawns to your mapgroupproto.xml (we are currently working on a better, easier UI driven Loot Editor.)

If you need a more in depth guide on loot editing. You can find that here : [8.1] Manual Loot Editing of MapGroupProto.xml

How to make loot spawn on your server?


Temporary exporting workaround

Exporting loot on server is very inconsistent right now. The most reliable loot exporting is done from inside the Editor. Make a new file that will only be used to export loot if you have more than one file for your build(s). Import ALL builds that have deletions and buildings that you want loot to spawn into this file. Then when ready Export > Mapgrouppos.xml name it as Mapgrouppos aswell. Ignore the notification for deletions, that doesnt apply to this export. Find the exported file and replace the old one inside the missions folder on your server.


Now that you have the new loot spawn positions, you will want loot spawning your server with map edits and the new loot locations.

If your using our mod Editor Loader and .dze files, you will need to add this line EditorLoaderModule.ExportLootData = true; to your init.c located in mpmissions/dayzOffline.yourmapsname.

IF you arent getting the desired results from the exports, add in the new EditorLoaderModule.ExportLootExperimental = true; The additional experimental line forces the full export of the map. The loot exporting will also now just overwrite the existing mapgroup file if this line is enabled.

Open the file with notepad ++ go down the page to right below //INIT ECONOMY section (see example)

Note this is a vanilla Chernarus init.c EditorLoaderModule.ExportLootData = true; EditorLoaderModule.ExportLootExperimental = true;

editor loader initc

Now that you have added that and saved the file, restart your server. Dont try to join your server when exporting loot. Go to (storage_1) inside the same mission folder, then open the (export) folder. Wait for it to populate with a new mapgroupos.xml. This does not take long to create. editor loader initc

Copy the mapgrouppos.xml it generates there then replace it in your mission folder comment out //EditorLoaderModule.ExportLootData = true;

editor loader initc

Save the file, restart server, and loot will start spawning in the buildings you added. Note it may take some time for loot to cycle fully.

If you are exporting for Namalsk, the location for EditorLoaderModule.ExportLootData = true; is moved to the bottom of the Main function. namalsk editor loader initc

If your adding map edits to init.c and not using the editor loader mod you will need to use a different line.

Follow the same steps above, but use this line instead of EditorLoaderModule.ExportLootData = true;

GetCEApi().ExportProxyData(Vector(7500, GetGame().SurfaceY(7500, 7500), 7500), 20000);

initc export data

Once you have exported loot, be sure to comment out the line by adding // GetCEApi().ExportProxyData(Vector(7500, GetGame().SurfaceY(7500, 7500), 7500), 20000); before restarting the server for players to join.