LOOT

ZONES

Integer.LootZones = {
    ["Zone_1"] = {   
        coords = vector3(2797.1,1475.8,24.5),
        lootTable = "loot_1",
    }
}

here you can configure the zones. The script will automatically create a marker with which you can interact using the E key. Once you open the menu containing the items, you can pick them up.

Integer.LootableProps = {
    ["prop_barrel_01a"] = "loot_1",
    ["gr_prop_gr_rsply_crate04b"] = "loot_1",
    ["prop_drop_crate_01_set"] = "loot_2",
    ["ex_prop_crate_ammo_bc"] = "loot_weapon",
    ['prop_dumpster_3a'] = "trash",
    ['prop_skip_05a'] = "trash",
    ['prop_dumpster_4b'] = "trash",
    ['prop_bin_14a'] = "trash",
    ['prop_dumpster_4a'] = "trash",
    ['prop_dumpster_01a'] = "trash",
    ['prop_dumpster_02a'] = "trash",
    ['prop_dumpster_02b'] = "trash",
    ['prop_rub_binbag_sd_01'] = "trash",
    ['prop_ld_rub_binbag_01'] = "trash",
    ['prop_rub_binbag_sd_02'] = "trash",
    ['prop_ld_binbag_01'] = "trash",
    ['prop_cs_rub_binbag_01'] = "trash",
    ['prop_cs_street_binbag_01'] = "trash",
    ['prop_rub_binbag_03b'] = "trash",
    ['prop_rub_binbag_04'] = "trash",
    ['prop_rub_binbag_01'] = "trash",
    ['prop_rub_binbag_08'] = "trash",
    ['prop_rub_binbag_05'] = "trash",
    ['p_rub_binbag_test'] = "trash",
    ['prop_rub_binbag_06'] = "trash",
    ['prop_rub_binbag_03'] = "trash",
    ['prop_rub_binbag_01b'] = "trash",
    ['hei_prop_heist_binbag'] = "trash",
    ['ng_proc_binbag_01a'] = "trash",
    ['p_binbag_01_s'] = "trash",
}

Here, instead, you can decide for each prop which loot table to use.

In Integer.LootType, you can configure the loot tables. Each table will contain a list of items with their probabilities of being selected. Each prop has its own probability, not cumulative. The loop determines how many times the extraction of items will occur in the selected table.

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