I have set up a whitelist for items and set things to whitelist only. Yet the spin the box thing creates non-whitelisted items.
/**
* editMe
*
* Defines all global config for the mission
*
* Domain: Client, Server
**/
/* Attacker Waves */
// List_Bandits, List_ParaBandits, List_OPFOR, List_INDEP, List_NATO, List_Viper
HOSTILE_LEVEL_1 = List_Bandits; // Wave 0 >
HOSTILE_LEVEL_2 = List_OPFOR; // Wave 5 >
HOSTILE_LEVEL_3 = List_Viper; // Wave 10 >
HOSTILE_ARMED_CARS = List_Armour;//expects vehicles
HOSTILE_ARMOUR = List_ArmedCars; //expects vehicles
HOSTILE_MULTIPLIER = ("HOSTILE_MULTIPLIER" call BIS_fnc_getParamValue); // How many hostiles per wave (waveCount x HOSTILE_MULTIPLIER)
HOSTILE_TEAM_MULTIPLIER = ("HOSTILE_TEAM_MULTIPLIER" call BIS_fnc_getParamValue) / 100; // How many extra units are added per player
PISTOL_HOSTILES = ("PISTOL_HOSTILES" call BIS_fnc_getParamValue); //What wave enemies stop only using pistols
/* LOCATION LIST OPTIONS */
// List_AllCities - for any random City
// List_SpecificPoint - will start the mission on the "Specific Bulwark Pos" marker (move with mission editor). Location must meet BULWARK_LANDRATIO and LOOT_HOUSE_DENSITY, BULWARK_MINSIZE, etc requirements
// List_LocationMarkers - for a location selected randomly from the Bulwark Zones in editor (Currently broken)
// *IMPORTANT* If you get an error using List_SpecificPoint it means that there isn't a building that qualifies. Turning down the "Minimum spawn room size" parameter might help.
BULWARK_LOCATIONS = List_AllCities;
BULWARK_RADIUS = ("BULWARK_RADIUS" call BIS_fnc_getParamValue);
BULWARK_MINSIZE = ("BULWARK_MINSIZE" call BIS_fnc_getParamValue); // Spawn room must be bigger than x square metres
BULWARK_LANDRATIO = ("BULWARK_LANDRATIO" call BIS_fnc_getParamValue);
LOOT_HOUSE_DENSITY = ("LOOT_HOUSE_DENSITY" call BIS_fnc_getParamValue);
PLAYER_STARTWEAPON = if ("PLAYER_STARTWEAPON" call BIS_fnc_getParamValue == 1) then {true} else {false};
PLAYER_STARTMAP = if ("PLAYER_STARTMAP" call BIS_fnc_getParamValue == 1) then {true} else {false};
PLAYER_STARTNVG = if ("PLAYER_STARTNVG" call BIS_fnc_getParamValue == 1) then {true} else {false};
/* Respawn */
RESPAWN_TIME = ("RESPAWN_TIME" call BIS_fnc_getParamValue);
RESPAWN_TICKETS = ("RESPAWN_TICKETS" call BIS_fnc_getParamValue);
/* Loot Blacklist */
LOOT_BLACKLIST = [
"O_Static_Designator_02_weapon_F", // If players find and place CSAT UAVs they count as hostile units and round will not progress
"O_UAV_06_backpack_F",
"O_UAV_06_medical_backpack_F",
"O_UAV_01_backpack_F",
"B_IR_Grenade",
"O_IR_Grenade",
"I_IR_Grenade",
"Item_rhsusf_100Rnd_762x51_m82_blank",
"Item_rhs_mag_20Rnd_556x45_M200_Stanag",
"Item_rhs_mag_30Rnd_556x45_M200_Stanag",
"Item_rhsusf_50Rnd_762x51_m82_blank"
];
/* Whitelist modes */
/* 0 = Off */
/* 1 = Only Whitelist Items will spawn as loot */
/* 2 = Whitelist items get added to existing loot (increases the chance of loot spawning */
LOOT_WHITELIST_MODE = 1;
/* Loot Whitelists */
/* Fill with classname arrays: ["example_item_1", "example_item_2"] */
/* To use Whitelisting there MUST be at least one applicaple item in each LOOT_WHITELIST array*/
LOOT_WHITELIST_WEAPON = [
// assault rifles
"Item_rhs_weap_mk18",
"Item_rhs_weap_hk416d145",
"Item_rhs_weap_hk416d10",
"Item_rhs_weap_m4",
"Item_rhs_weap_m4a1_blockII_bk",
// assault rifles w grenade launcher
"Item_rhs_weap_mk18_m320",
"Item_rhs_weap_hk416d145_m320",
"Item_rhs_weap_hk416d10_m320",
"Item_rhs_weap_m4_m320",
"Item_rhs_weap_m4a1_m320",
// scar-h
"Item_rhs_weap_mk17_LB",
"Item_rhs_weap_mk17_CQC",
"Item_rhs_weap_mk17_STD",
// machine guns
"Item_rhs_weap_m240B",
"Item_rhs_weap_m240G",
"Item_rhs_weap_m249",
// pistols
"Item_rhsusf_weap_glock17g4",
"Item_rhsusf_weap_m9",
// DMR
"Item_rhs_weap_m14_rail",
"Item_rhs_weap_m16a4",
"Item_rhs_weap_sr25",
// launchers
"Item_rhs_weap_M136",
"Item_rhs_weap_maaws"
];
LOOT_WHITELIST_APPAREL = [
"Headgear_H_MilCap_mcamo",
"Headgear_H_Booniehat_mcamo",
"Headgear_H_Bandanna_mcamo",
"Headgear_H_HelmetB_sand",
"Headgear_H_HelmetSpecB_paint2",
"Headgear_H_HelmetB_light_sand",
"Item_U_B_CombatUniform_mcam",
"Item_U_B_CombatUniform_mcam_vest",
"Vest_V_PlateCarrierGL_mtp",
"Vest_V_PlateCarrierSpec_mtp",
"Item_rhsusf_spcs_ucp",
"Item_U_B_GhillieSuit"
];
LOOT_WHITELIST_ITEM = [
// ace medical
"ACE_fieldDressingItem",
"ACE_elasticBandageItem",
"ACE_packingBandageItem",
"ACE_quikClotItem",
"ACE_epinephrineItem",
"ACE_bloodIVItem",
"ACE_adenosineItem",
"ACE_morphineItem",
"ACE_personalAidKitItem",
"ACE_salineIVItem",
"ACE_splintItem",
"ACE_surgicalKitItem",
"ACE_tourniquetItem",
"ACE_plasmaIVItem",
// items
"Item_NVGogglesB_gry_F",
"ACE_Item_MX2A",
// misc
"Item_ToolKit",
// weapon attachments
// accessories
"Item_rhsusf_acc_anpeq15side",
"Item_acc_flashlight_pistol",
// grips & bipods
"Item_rhsusf_acc_grip1",
"Item_rhsusf_acc_harris_swivel",
"Item_rhsusf_acc_m14_bipod",
"Item_rhsusf_acc_grip4_bipod",
// optics
"Item_rhsusf_acc_mrds",
"Item_optic_DMS",
"Item_optic_LRPS",
"Item_optic_MRCO",
"Item_rhsusf_acc_ACOG_RMR",
// supressors
"Item_rhsusf_acc_rotex5_tan",
"Item_muzzle_snds_M",
// magazines
// scar magazines
"Item_rhs_mag_20Rnd_SCAR_762x51_m80_ball",
"Item_rhs_mag_20Rnd_SCAR_762x51_m61_ap",
// 5.56 stanag magazines
"Item_rhs_mag_30Rnd_556x45_M855A1_Stanag",
"Item_rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red",
// m249 magazines
"Item_rhsusf_100Rnd_556x45_M995_soft_pouch",
"Item_rhsusf_100Rnd_556x45_M855_mixed_soft_pouch_coyote",
// m240 magazines
"Item_rhsusf_100Rnd_762x51_m61_ap",
"Item_rhsusf_100Rnd_762x51_m62_tracer",
// dmr magazines
"Item_rhsusf_20Rnd_762x51_SR25_m993_Mag",
"Item_rhsusf_20Rnd_762x51_SR25_m62_Mag",
"Item_rhsusf_20Rnd_762x51_SR25_m118_special_Mag",
"Item_rhsusf_20Rnd_762x51_m62_Mag",
"Item_rhsusf_20Rnd_762x51_m993_Mag",
// pistol magazines
"Item_rhsusf_mag_15Rnd_9x19_FMJ",
"Item_rhsusf_mag_15Rnd_9x19_JHP",
"Item_rhsusf_mag_17Rnd_9x19_FMJ",
"Item_rhsusf_mag_17Rnd_9x19_JHP",
// launcher magazines
"Item_rhs_mag_maaws_HE",
"Item_rhs_mag_maaws_HEAT",
"Item_rhs_mag_maaws_HEDP"
];
LOOT_WHITELIST_EXPLOSIVE = [
"Item_rhs_mag_m67",
"Item_rhsusf_m112_mag",
"Item_rhsusf_m112x4_mag",
"Item_rhs_mag_m18_green",
"Item_rhs_mag_m18_purple",
"Item_rhs_mag_m18_red",
"Item_rhs_mag_m18_yellow",
"Item_rhs_mag_m713_Red",
"Item_rhs_mag_m714_White",
"Item_rhs_mag_m715_Green",
"Item_rhs_mag_m716_yellow",
"rhssaf_magazine_rhssaf_mag_brd_m83_white",
"Item_rhs_mag_M441_HE",
"SLAMDirectionalMine_Wire_Mag"
];
LOOT_WHITELIST_STORAGE = [
"B_AssaultPack_mcamo",
"B_Carryall_mcamo",
"B_FieldPack_cbr",
"B_Kitbag_mcamo",
"B_TacticalPack_mcamo",
"B_AssaultPack_Kerry"
];
/* Loot Spawn */
LOOT_WEAPON_POOL = List_AllWeapons - LOOT_BLACKLIST; // Classnames of Loot items as an array
LOOT_APPAREL_POOL = List_AllClothes + List_Vests - LOOT_BLACKLIST;
LOOT_ITEM_POOL = List_Optics + List_Items - LOOT_BLACKLIST;
LOOT_EXPLOSIVE_POOL = List_Mines + List_Grenades + List_Charges - LOOT_BLACKLIST;
LOOT_STORAGE_POOL = List_Backpacks - LOOT_BLACKLIST;
/* Random Loot */
LOOT_HOUSE_DISTRIBUTION = ("LOOT_HOUSE_DISTRIBUTION" call BIS_fnc_getParamValue); // Every *th house will spwan loot.
LOOT_ROOM_DISTRIBUTION = ("LOOT_ROOM_DISTRIBUTION" call BIS_fnc_getParamValue); // Every *th position, within that house will spawn loot.
LOOT_DISTRIBUTION_OFFSET = 0; // Offset the position by this number.
LOOT_SUPPLYDROP = ("LOOT_SUPPLYDROP" call BIS_fnc_getParamValue) / 100; // Radius of supply drop
PARATROOP_COUNT = ("PARATROOP_COUNT" call BIS_fnc_getParamValue);
PARATROOP_CLASS = List_NATO;
DEFECTOR_CLASS = List_NATO;
/* Points */
SCORE_KILL = ("SCORE_KILL" call BIS_fnc_getParamValue); // Base Points for a kill
SCORE_HIT = ("SCORE_HIT" call BIS_fnc_getParamValue); // Every Bullet hit that doesn't result in a kill
SCORE_DAMAGE_BASE = ("SCORE_DAMAGE_BASE" call BIS_fnc_getParamValue); // Extra points awarded for damage. 100% = SCORE_DAMAGE_BASE. 50% = SCORE_DAMAGE_BASE/2
SCORE_RANDOMBOX = 950; // Cost to spin the box
/*Point multipliers of SCORE_KILL for different waves */
HOSTILE_LEVEL_1_POINT_SCORE = 0.75;
HOSTILE_LEVEL_2_POINT_SCORE = 1;
HOSTILE_LEVEL_3_POINT_SCORE = 1.50;
HOSTILE_CAR_POINT_SCORE = 2;
HOSTILE_ARMOUR_POINT_SCORE = 4;
/* Comment out or delete the below support items to prevent the player from buying them */
BULWARK_SUPPORTITEMS = [
[800, "Recon UAV", "reconUAV"],
[1680, "Emergency Teleport", "telePlode"],
[1950, "Paratroopers", "paraDrop"],
[3850, "Missile CAS", "airStrike"],
[4220, "Mine Cluster Shell", "mineField"],
[4690, "Rage Stimpack", "ragePack"],
[5930, "Mind Control Gas", "mindConGas"],
[6666, "ARMAKART TM", "armaKart"],
[7500, "Predator Drone", "droneControl"]
];
/* Objects the Player can buy */
/* Radius prevents hostiles walking through objects */
/* Price - Display Name - Class Name - Rotation When Bought - Object Radius (meters) *prevents AI glitching through object and triggers suicide bombers - Has AI true/false (for objects with AI like autonomous turrests) */
BULWARK_BUILDITEMS = [
// misc
[85, "Flat Triangle (1m)", "Land_DomeDebris_01_hex_green_F", 180, 1.5, false],
[50, "Portable Light", "Land_PortableLight_double_F", 180, 1, false],
[200, "Hallogen Lamp", "Land_LampHalogen_F", 90, 1, false],
[100, "Ladder", "Land_PierLadder_F", 0, 1, false],
[300, "Storage box small", "Box_NATO_Support_F", 0, 1, false],
[600, "Storage box large", "Box_NATO_AmmoVeh_F", 0, 1, false],
// tank trap
[25, "Tank Trap", "Land_CzechHedgehog_01_new_F", 0, 1, false],
[50, "Dragons Teeth", "Land_DragonsTeeth_01_4x2_new_F", 0, 12, false],
// junk tier
[15, "Long Plank (4m)", "Land_Plank_01_4m_F", 0, 4, false],
[25, "Long Plank (8m)", "Land_Plank_01_8m_F", 0, 8, false],
[50, "Junk Barricade (Short)", "Land_Barricade_01_4m_F", 0, 4, false],
[100, "Junk Barricade (Long)", "Land_Barricade_01_10m_F", 0, 10, false],
// sandbag tier
[50, "Sandbag Wall (Short)", "Land_BagFence_Short_F", 0, 1.5, false],
[50, "Sandbag Wall (Round)", "Land_BagFence_Round_F", 180, 1.5, false],
[75, "Sandbag Wall (Long)", "Land_BagFence_Long_F", 0, 2, false],
[60, "Sandbag Barricade (Half)", "Land_SandbagBarricade_01_half_F", 0, 2, false],
[100, "Sandbag Barricade (Hole)", "Land_SandbagBarricade_01_hole_F", 0, 2, false],
[100, "Sandbag Barricade (Full)", "Land_SandbagBarricade_01_F", 0, 2, false],
[350, "Sandbag Bunker (Small)", "Land_BagBunker_Small_F", 0, 6, false],
[1000, "Sandbag Bunker (Big)", "Land_BagBunker_Large_F", 0, 14, false],
// concrete tier
[250, "Long Concrete Barricade", "Land_CncBarrierMedium4_F", 0, 8, false],
[150, "Concrete Shelter", "Land_CncShelter_F", 0, 1.5, false],
[350, "Tall Concrete Wall", "Land_Mil_WallBig_4m_F", 0, 2, false],
// ramps & blocks & building
[75, "Small Ramp (1m)", "Land_Obstacle_Ramp_F", 180, 1.5, false],
[400, "Large Ramp (Shallow)", "Land_RampConcrete_F", 180, 10, false],
[400, "Large Ramp (Steep)", "Land_RampConcreteHigh_F", 180, 10, false],
[400, "Concrete Platform", "BlockConcrete_F", 0, 10, false],
[950, "Stairs", "Land_GH_Stairs_F", 180, 4, false],
// h-barrier tier
[120, "H Barrier (x1)", "Land_HBarrier_1_F", 0, 1.5, false],
[300, "H Barrier (x3)", "Land_HBarrier_3_F", 0, 3.5, false],
[480, "H Barrier (x5)", "Land_HBarrier_5_F", 0, 5.5, false],
[600, "H Barrier Big (x4)", "Land_HBarrier_Big_F", 0, 10, false],
[800, "H Barrier Wall (Short)", "Land_HBarrierWall4_F", 0, 4.5, false],
[950, "H Barrier Wall (Long)", "Land_HBarrierWall6_F", 0, 6.5, false],
[1200, "H Barrier Bunkertower", "Land_BagBunker_Tower_F", 0, 10, false],
[650, "H Barrier Watchtower", "Land_HBarrierTower_F", 0, 10, false],
// cargo tier
[6000, "Guard Tower (Small)", "Land_Cargo_Patrol_V3_F", 0, 10, false],
[12000, "Guard Tower (Large)", "Land_Cargo_Tower_V3_F", 0, 16, false],
// pillbox tier
[4500, "Pillbox (Hex)", "Land_PillboxBunker_01_hex_F", 90, 10, false],
[5000, "Pillbox (Rectangular)", "Land_PillboxBunker_01_rectangle_F",90, 10, false],
[8000, "Large Pillbox", "Land_PillboxBunker_01_big_F", 180, 16, false],
// bunker
[200, "Bunker Block (x1)", "Land_Bunker_01_blocks_1_F", 180, 2, false],
[500, "Bunker Block (x3)", "Land_Bunker_01_blocks_3_F", 180, 6, false],
[3000, "Bunker Small", "Land_Bunker_01_small_F", 180, 10, false],
[4000, "Bunker Tall", "Land_Bunker_01_tall_F", 180, 10, false],
[8000, "Bunker Big", "Land_Bunker_01_big_F", 180, 17, false],
// defenses
[1000, "Static HMG", "B_HMG_01_high_F", 0, 1, false],
[2000, "Autonomous HMG", "B_HMG_01_A_F", 180, 3.5, true]
];
/* Time of Day*/
DAY_TIME_FROM = ("DAY_TIME_FROM" call BIS_fnc_getParamValue);
DAY_TIME_TO = ("DAY_TIME_TO" call BIS_fnc_getParamValue);
// Check for sneaky inverted configuration. FROM should always be before TO.
if (DAY_TIME_FROM > DAY_TIME_TO) then {
DAY_TIME_FROM = DAY_TIME_TO - 2;
};
/* Starter MediKits */
BULWARK_MEDIKITS = ("BULWARK_MEDIKIT" call BIS_fnc_getParamValue);
I have set up a whitelist for items and set things to whitelist only. Yet the spin the box thing creates non-whitelisted items.