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Loot fields ​

Each item’s loot entry in a types file is a <type> block. This page lists each field, how it appears in LootEngine, and what it does.

xml
<type name="ACOGOptic">
    <nominal>15</nominal>
    <lifetime>14400</lifetime>
    <restock>1800</restock>
    <min>8</min>
    <quantmin>-1</quantmin>
    <quantmax>-1</quantmax>
    <cost>100</cost>
    <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/>
    <category name="weapons"/>
    <usage name="Military"/>
    <value name="Tier3"/>
    <value name="Tier4"/>
</type>

Spawning ​

In LootEngineIn the XMLWhat it does
Nominal<nominal>Target number of this item in the world. The economy spawns more while there are fewer
Min<min>When the count drops below this, the economy restocks up to nominal
Lifetime<lifetime>Seconds an untouched item stays in the world before it’s cleaned up
Restock<restock>Seconds to wait before respawning after the count drops below min. 0 means respawn straight away

Quantity and cost ​

In LootEngineIn the XMLWhat it does
Quant min<quantmin>Minimum fill (0–100%) for items with a quantity, like bottles or magazines. -1 means not applicable
Quant max<quantmax>Maximum fill (0–100%). -1 means not applicable
Cost<cost>Spawn priority. Rarely changed from 100

Flags ​

All flags are on (1) or off (0), in one <flags> element.

In LootEngineIn the XMLWhen it’s on
Count in mapcount_in_mapItems lying in the world count toward nominal
Count in cargocount_in_cargoItems inside containers (backpacks, crates, vehicles) count toward nominal
Count in hoardercount_in_hoarderItems in stashes, tents and barrels count toward nominal
Count in playercount_in_playerItems in player inventories count toward nominal
CraftedcraftedThe item is made by crafting and isn’t spawned by the economy
Dynamic event lootdelootSpawns only at dynamic events, such as helicopter crashes

Where it spawns ​

These take names defined in the mission’s limits files. An item has at most one category, and any number of usages, values and tags.

In LootEngineIn the XMLWhat it doesNames come from
Category<category name="…"/>The kind of loot, such as weapons, food or tools<categories> in cfglimitsdefinition.xml
Usage<usage name="…"/>The kinds of places it spawns, such as Military, Police or Farm<usageflags> in cfglimitsdefinition.xml
Value (map tier)<value name="…"/>The map tiers it spawns in, such as Tier1 to Tier4<valueflags> in cfglimitsdefinition.xml
Tag (placement)<tag name="…"/>Where in a building it’s placed, such as floor or shelves<tags> in cfglimitsdefinition.xml

User groups ​

cfglimitsdefinitionuser.xml defines named groups of usages or values, such as a TownVillage group that means both Town and Village. In the XML, an entry uses a group with user in place of name:

xml
<usage user="TownVillage"/>

LootEngine shows groups with a people icon, and lists the names in each group when you add one.

How LootEngine writes them ​

  • When you set a field an entry doesn’t have yet, LootEngine adds it in the usual order (nominal, lifetime, restock, min and so on), with the file’s own indentation.
  • Choosing No category removes the <category> element.
  • Removing a usage, value or tag chip removes its element from the entry.

LootEngine is an independent tool, not affiliated with or endorsed by Bohemia Interactive. DayZ is a trademark of Bohemia Interactive a.s.