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Hi guys, I hereby present you my tutorial to set up your loot crates. I have done this tutorial in good belief and based on how I got information from Wildcard and my own understanding. Please do

Well, today is a good day. For the last couple weeks I have been asking the Devs to give us some answers... all to no avail. Today, I ended up in a chance conversation with @Mezzo who, withi

@Tom  Been playing around with NumItemSetsPower & NumItemsPower    NumItemsPower   Is a Multiplier against Items quality within the following ItemEntries=(). NumItemSetsPower    Is

Posted Images

An attempt at explaining %chances a little clearer with an example...

 

<?php          //ignore this tag... its there to help the colouring in the example//

ConfigOverrideSupplyCrateItems=(
	/* Name of supply crate  */
	SupplyCrateClassString="NameOFSupplyCrateToBeOverridden",
	
	/* Minimum and Maximimum Sets you wish to be in the crate */
	/* Sets will be defined further below */
	MinItemSet=1,
	MaxItemSet=1,
	
	/* See top post for explanation */
	NumItemSetsPower=1.0,
	
	/* see top post for explanation */
	bSetsRandomWithoutReplacement=true,
	
	/* This is where you start to define the Sets */
	ItemSets=(
	
		/* SET1 */ 
		/* Each SET must be contained within its own bracket */
		(	

			/* Minimum and Maximum number if ENTRIES you wish to have in this SET */
			/* ENTRIES for this set will be defined Below */
			MinNumItems=1,	
			MaxNumItems=1,														
			
			/* Same as NumItemSetsPower but limited to ENTRIES within this set */
			NumItemsPower=1.0,													
			
			/* The %chance this SET will be used in the CRATE */
			SetWeight=0.5,														
			
			/* see top Post for explanation */
			bItemsRandomWithoutReplacement=true,								
			
			/* This is where you start to define ENTRIES you wish to have in SET1 */
			ItemEntries=(														
				
					/* SET1 ENTRY1 */
					/* Each ENTRY must be contained within its own brackets */
					(															
																				
					
						/* the %chance this ENTRY will be used within this SET */
						/* Muliply this with SetWeight to give your ACTUAL %chance */
						EntryWeight=0.8,										
																				
					
						/* list of ITEMS you wish to use in this ENTRY */
						/* must be contained within brackets even if only using 1 ITEM */
						/* each item must be in "quotes" and seperated with a ,comma */
						ItemClassStrings=(										
							"Clothshirt",										
							"ClothPants",										
							"ClothHat"
						)															
						
						
						/* %chance for ITEMS to be used in ENTRY1 */
						/* must be contained within brackets even if only using 1 ITEM */
						/* Each listed weight correspondes to the listed strings above */
						/* Muliply this with ENTRYWeight AND SETWeight to give your ACTUAL %chance */
						ItemsWeights=(											
							0.7,												
							0.2,												
							0.1,												
						)															
																								
						/* Minimum and Maximum Number of ITEMS in ENTRY1  */
						MinQuantity=1.0,										
						MaxQuantity=1.0,
						
						/* Minimum and Maximum Quaility of ITEMS in ENTRY1 */
						MinQuality=1.0,											
						MaxQuality=1.0,
					
						/* Blueprint Chance/settings  see top post for details */
						bForceBlueprint=false,									
						ChanceToBeBlueprintOverride=0.0	

					/* Cloing Bracket for SET1 ENTRY1 */
					)
              			
					/* Multiple ENTRIES must be seperated by a comma */
					,
              		
              			 	 /* SET1 ENTRY2 */
					/* Each ENTRY must be contained within its own brackets */
					(

						/* the %chance ENTRY2 will be used within SET1 */
						/* Muliply this with SetWeight to give your ACTUAL %chance */
						EntryWeight=0.2,										
																				
						/* list of ITEMS you wish to use in ENTRY2 */
						ItemClassStrings=(										
							"Hideshirt",										
							"HidePants",										
							"HideHat"
						)															

						/* %chance for ITEMS to be used in this ENTRY */
						/* Muliply this with ENTRYWeight AND SETWeight to give your ACTUAL %chance */
						ItemsWeights=(											
							0.7,												
							0.2,												
							0.1,												
						)															
						
						/* Minimum and Maximum Number of ITEMS in ENTRY2  */
						MinQuantity=1.0,										
						MaxQuantity=1.0,
					
						/* Minimum and Maximum Quaility of ITEMS in ENTRY2 */
						MinQuality=1.0,											
						MaxQuality=1.0,
					
						/* Blueprint Chance/settings  see top post for details */
						bForceBlueprint=false,									
						ChanceToBeBlueprintOverride=0.0	

					/* Closing Bracket for SET1 ENTRY2  */
					)
					
			/* Closing brackey for ItemEntries= */ 		
			)																	
	
		/* Closing Bracket For SET1 */
		)
      
      	 	/* Multiple SETS must be separated by a comma */
      	 	,

		/* SET2 */ 
		/* Each SET must be contained within its own bracket */
		(	

			/* Minimum and Maximum number if ENTRIES you wish to have in this SET */
			/* ENTRIES for this set will be defined Below */
			MinNumItems=1,	
			MaxNumItems=1,														
			
			/* Same as NumItemSetsPower but limited to ENTRIES within this set */
			NumItemsPower=1.0,													
			
			/* The %chance this SET will be used in the CRATE */
			SetWeight=0.5,														
			
			/* see top Post for explanation */
			bItemsRandomWithoutReplacement=true,								
			
			/* This is where you start to define ENTRIES you wish to have in SET2 */
			ItemEntries=(														
				
					/* SET2 ENTRY1 */
					/* Each ENTRY must be contained within its own brackets */
					(															
																				
					
						/* the %chance this ENTRY will be used within this SET */
						/* Muliply this with SetWeight to give your ACTUAL %chance */
						EntryWeight=0.9,										
																				
					
						/* list of ITEMS you wish to use in this ENTRY */
						/* must be contained within brackets even if only using 1 ITEM */
						/* each item must be in "quotes" and seperated with a ,comma */
						ItemClassStrings=(										
							"StoneHatchet",										
							"StonePick",										
						)															
						
						
						/* %chance for ITEMS to be used in ENTRY1 */
						/* must be contained within brackets even if only using 1 ITEM */
						/* Each listed weight correspondes to the listed strings above */
						/* Muliply this with ENTRYWeight AND SETWeight to give your ACTUAL %chance */
						ItemsWeights=(											
							0.5,												
							0.5,												
						)															
																								
						/* Minimum and Maximum Number of ITEMS in ENTRY1  */
						MinQuantity=1.0,										
						MaxQuantity=1.0,
						
						/* Minimum and Maximum Quaility of ITEMS in ENTRY1 */
						MinQuality=1.0,											
						MaxQuality=1.0,
					
						/* Blueprint Chance/settings  see top post for details */
						bForceBlueprint=false,									
						ChanceToBeBlueprintOverride=0.0	

					/* Cloing Bracket for SET1 ENTRY1 */
					)															
					
					/* SET2 ENTRY2 */
					/* Each ENTRY must be contained within its own brackets */
					(

						/* the %chance ENTRY2 will be used within SET2 */
						/* Muliply this with SetWeight to give your ACTUAL %chance */
						EntryWeight=0.1,										
																				
						/* list of ITEMS you wish to use in ENTRY2 */
						ItemClassStrings=(										
							"MetalHatchet",										
							"MetalPick",										
						)															

						/* %chance for ITEMS to be used in this ENTRY */
						/* Muliply this with ENTRYWeight AND SETWeight to give your ACTUAL %chance */
						ItemsWeights=(											
							0.5,												
							0.5,												
						)															
						
						/* Minimum and Maximum Number of ITEMS in ENTRY2  */
						MinQuantity=1.0,										
						MaxQuantity=1.0,
					
						/* Minimum and Maximum Quaility of ITEMS in ENTRY2 */
						MinQuality=1.0,											
						MaxQuality=1.0,
					
						/* Blueprint Chance/settings  see top post for details */
						bForceBlueprint=false,									
						ChanceToBeBlueprintOverride=0.0	

					/* Closing Bracket for SET2 ENTRY2  */
					)
					
			/* Closing brackey for ItemEntries= */ 		
			)																	
	
		/* Closing Bracket For SET2 */
		)	
	
/* Final Closing Bracket For command */
)													

As you can see, we have declared the crate will  only contain 1 SET MinNumItems=1,MaxNumItems=1,

We stated SET1 will have a 50% chance and SET2 a 50% to be used ( SetWeight=0.5 & SetWeight=0.5)

If SET1 is chosen...

We stated  SET1 ENTRY1 would have a 80% chance and SET1 ENTRY2 a 20% to be used ( EntryWeight=0.8 & EntryWeight=0.2) (in actual terms, there is only a 40% and 10% chance of these being chosen as there was a 50% chance for the SET1 to be used).

If SET1 ENTRY1 is chosen ...

We stated 3 options, (Clothshirt,Cloth Pants & Cloth Hat)  with %chances of 70%, 20% and 10% respectivly to be chosen. ( ItemsWeights=(0.7,0.2,0.1,) )

 

The overall chances could be reported as...

A piece of armour..50%

A tool ..50%

 

or further down the tree...

A piece of cloth..40%

A piece of hide 10%

A stone tool 45%

A metal tool 5%

 

The Actual chance of each Item Appearing would be .....

Clothshirt 28% (0.5x0.8x0.7 = 0.28)

clothpants  8% (0.5x0.8x0.2 = 0.08)

clothhat 4% (0.5x0.8x0.2 = 0.04)

Hideshirt 7% (0.5x0.2x0.7=0.07)

Hidepants 2% (0.5x0.2x0.2=0.02)

Hidehat 1% (0.5x0.2x0.1=0.01)

Stone Pick 22.5% (0.5x0.9x0.5=0.225)

Stone Hatchet 22.5% (0.5x0.9x0.5=0.225)

Metal Pick 2.5% (0.5x0.1x0.5=0.025)

Metal Pick 2.5% (0.5x0.1x0.5=0.025)

 

This of course is a guesstimation as we don't know how the randomisation is calculated and can throw things out somewhat (stone tool v piece of cloth  && cloth shirt V stonepick as an example)

 

hope it helps anyway

 

Edited by Gumballz
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3 hours ago, ShadowFR said:

ConfigOverrideSupplyCrateItems=
(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=2,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Veggie_Savoroot_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_BugRepellant_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))

 

That should be good then ?

doesn't work for me

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4 minutes ago, Gumballz said:

@ShadowFR

your putting it in the [/script/shootergame.shootergamemode] section of your Game.ini ?

 

[/script/shootergame.shootergamemode]
EggHatchSpeedMultiplier=5
BabyMatureSpeedMultiplier=5
bPvEAllowTribeWarCancel=true
bPassiveDefensesDamageRiderlessDinos=true
ResourceNoReplenishRadiusPlayers=1
ResourceNoReplenishRadiusStructures=1
OverridePlayerLevelEngramPoints=8
OverridePlayerLevelEngramPoints=8
OverridePlayerLevelEngramPoints=8
OverridePlayerLevelEngramPoints=8
OverridePlayerLevelEngramPoints=8
OverridePlayerLevelEngramPoints=8
OverridePlayerLevelEngramPoints=8
OverridePlayerLevelEngramPoints=8
OverridePlayerLevelEngramPoints=12
OverridePlayerLevelEngramPoints=12
OverridePlayerLevelEngramPoints=12
OverridePlayerLevelEngramPoints=12
OverridePlayerLevelEngramPoints=12
OverridePlayerLevelEngramPoints=12
OverridePlayerLevelEngramPoints=12
OverridePlayerLevelEngramPoints=12
OverridePlayerLevelEngramPoints=12
OverridePlayerLevelEngramPoints=12
OverridePlayerLevelEngramPoints=16
OverridePlayerLevelEngramPoints=16
OverridePlayerLevelEngramPoints=16
OverridePlayerLevelEngramPoints=16
OverridePlayerLevelEngramPoints=16
OverridePlayerLevelEngramPoints=16
OverridePlayerLevelEngramPoints=16
OverridePlayerLevelEngramPoints=16
OverridePlayerLevelEngramPoints=16
OverridePlayerLevelEngramPoints=16
OverridePlayerLevelEngramPoints=20
OverridePlayerLevelEngramPoints=20
OverridePlayerLevelEngramPoints=20
OverridePlayerLevelEngramPoints=20
OverridePlayerLevelEngramPoints=20
OverridePlayerLevelEngramPoints=20
OverridePlayerLevelEngramPoints=20
OverridePlayerLevelEngramPoints=20
OverridePlayerLevelEngramPoints=20
OverridePlayerLevelEngramPoints=20
OverridePlayerLevelEngramPoints=24
OverridePlayerLevelEngramPoints=24
OverridePlayerLevelEngramPoints=24
OverridePlayerLevelEngramPoints=24
OverridePlayerLevelEngramPoints=24
OverridePlayerLevelEngramPoints=24
OverridePlayerLevelEngramPoints=24
OverridePlayerLevelEngramPoints=24
OverridePlayerLevelEngramPoints=24
OverridePlayerLevelEngramPoints=24
OverridePlayerLevelEngramPoints=28
OverridePlayerLevelEngramPoints=28
OverridePlayerLevelEngramPoints=28
OverridePlayerLevelEngramPoints=28
OverridePlayerLevelEngramPoints=28
OverridePlayerLevelEngramPoints=28
OverridePlayerLevelEngramPoints=28
OverridePlayerLevelEngramPoints=28
OverridePlayerLevelEngramPoints=28
OverridePlayerLevelEngramPoints=28
OverridePlayerLevelEngramPoints=40
OverridePlayerLevelEngramPoints=40
OverridePlayerLevelEngramPoints=40
OverridePlayerLevelEngramPoints=40
OverridePlayerLevelEngramPoints=40
OverridePlayerLevelEngramPoints=40
OverridePlayerLevelEngramPoints=40
OverridePlayerLevelEngramPoints=40
OverridePlayerLevelEngramPoints=40
OverridePlayerLevelEngramPoints=40
OverridePlayerLevelEngramPoints=40
OverridePlayerLevelEngramPoints=40
OverridePlayerLevelEngramPoints=40
OverridePlayerLevelEngramPoints=50
OverridePlayerLevelEngramPoints=50
OverridePlayerLevelEngramPoints=50
OverridePlayerLevelEngramPoints=50
OverridePlayerLevelEngramPoints=50
OverridePlayerLevelEngramPoints=50
OverridePlayerLevelEngramPoints=50
OverridePlayerLevelEngramPoints=50
OverridePlayerLevelEngramPoints=50
OverridePlayerLevelEngramPoints=50
OverridePlayerLevelEngramPoints=50
OverridePlayerLevelEngramPoints=50
OverridePlayerLevelEngramPoints=50
OverridePlayerLevelEngramPoints=50
OverridePlayerLevelEngramPoints=60
OverridePlayerLevelEngramPoints=60
OverridePlayerLevelEngramPoints=60
OverridePlayerLevelEngramPoints=60
OverridePlayerLevelEngramPoints=60
OverridePlayerLevelEngramPoints=60
OverridePlayerLevelEngramPoints=60
OverridePlayerLevelEngramPoints=60
OverridePlayerLevelEngramPoints=5000
ConfigOverrideSupplyCrateItems=
(SupplyCrateClassString=SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=2,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Veggie_Savoroot_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_BugRepellant_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))


 

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ConfigOverrideSupplyCrateItems=
(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=2,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Veggie_Savoroot_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_BugRepellant_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
 

what about now ?

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same doesn't work :(

 

when the server restart, it shows that

 

ConfigOverrideSupplyCrateItems=
ConfigOverrideSupplyCrateItems=
(SupplyCrateClassString=SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=2,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Veggie_Savoroot_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_BugRepellant_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
(SupplyCrateClassString=SupplyCrate_Level1

Edited by ShadowFR
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1 minute ago, Tamaster said:

Could someone provide a working example of multiple overwritten beacons? Do them solo works but doing multiple together isn't working properly..

Each beacon your overwriting goes on a seperate line starting with  ConfigOverrideSupplyCrateItems=(crate settings)

Same as you would do for engram overwriting

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i've turn it back like that :

ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=2,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Veggie_Savoroot_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_BugRepellant_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
 

i will see at the next restart

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52 minutes ago, Tamaster said:

Could someone provide a working example of multiple overwritten beacons? Do them solo works but doing multiple together isn't working properly..

Should be like this. There will me one more brackets with a comma, before the second "SupplyCrateClassString" starts - please give it a try and modify it to your needs. I am actually quite sure that this should work:

 

 

Edited by Tom
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[/script/shootergame.shootergamemode]
ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=1,MaxNumItems=1,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_Stone_C", "PrimalItemResource_Thatch_C"),ItemsWeights=(0.5,0.5),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level15_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=1,MaxNumItems=1,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_Stone_C", "PrimalItemResource_Thatch_C"),ItemsWeights=(0.5,0.5),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level25_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=1,MaxNumItems=1,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_Stone_C", "PrimalItemResource_Thatch_C"),ItemsWeights=(0.5,0.5),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level35_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=1,MaxNumItems=1,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_Stone_C", "PrimalItemResource_Thatch_C"),ItemsWeights=(0.5,0.5),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level45_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=1,MaxNumItems=1,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_Stone_C", "PrimalItemResource_Thatch_C"),ItemsWeights=(0.5,0.5),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level60_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=1,MaxNumItems=1,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_Stone_C", "PrimalItemResource_Thatch_C"),ItemsWeights=(0.5,0.5),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))

Yarp

 

Edited by Gumballz
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ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=2,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Veggie_Savoroot_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_BugRepellant_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=2,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=(" PrimalItemArmor_ClothGloves _C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=(" PrimalItemArmor_ClothShirt _C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))

That will be for two set of items in the same supply right ?

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