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Every infected in DayZ carries its own loot table. Pick a zombie, change what it drops, and download the two files your server needs. No mod, no scripting, works on console servers too.
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Download both files
cfgspawnabletypes.xml says which infected gets which loot group. cfgrandompresets.xml says what is inside a group. You need both, otherwise a group points at nothing.
Put them into the mission folder
Both files sit directly next to init.c in your mission folder, not in the db subfolder. Overwrite the existing ones. Which mission your server runs is written in serverDZ.cfg under template.
Restart the server
Both files are only read while the server starts. A reload is not enough. After the restart only newly spawned infected use the new tables, the ones already walking around keep what they got.
Check it in game
Kill a few of the infected you edited. With a chance of 0.10 you need roughly 30 kills before you can trust the result, single kills say nothing about probabilities.
Yes. Both files belong to the vanilla central economy, no mod is involved. Console servers read them exactly like PC servers do.
Because Bohemia ships a separate cfgrandompresets.xml per mission. 31 of the 78 vanilla groups really do differ between Chernarus, Livonia and Sakhal, for example hatsArmy and ammoPolice. The editor keeps them apart so an export never carries the wrong variant into your mission.
Yes, but it has to fit. A rifle in the pockets needs an inventory that is big enough, and the infected shown here mostly carry 3 by 4 fields. As a hand attachment it works on any infected. Melee weapons like the machete are attached exactly that way in vanilla.
In your browser only, separately per map. Nothing is sent to us and no account is needed. Clearing your browser data removes it, so download the files once you are happy.
No. Load your own cfgspawnabletypes.xml and cfgrandompresets.xml with the button in the toolbar and the editor continues from your state, including mod items it does not know.
Three usual reasons: the server was not restarted, the infected you killed already existed before the restart, or the item is missing from types.xml. Also remember that a chance of 0.05 needs many kills before you see it at all.
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