class EconomyMapStringsSource
Constructors 2
private void EconomyMapStrings()private void ~EconomyMapStrings()Constants 10
const string ALL_ALL = "all:all"Everything
const string ALL_LOOT = "all:loot"All loot
const string ALL_VEHICLE = "all:vehicle"All vehicles
const string ALL_INFECTED = "all:infected"All infected
const string ALL_ANIMAL = "all:animal"All animals
const string ALL_PLAYER = "all:player"All players
const string ALL_PROXY = "all:proxy"All proxies
const string ALL_PROXY_STATIC = "all:proxystatic"All static loot spawns
const string ALL_PROXY_DYNAMIC = "all:proxydynamic"All dynamic loot spawns
const string ALL_PROXY_ABANDONED = "all:proxyabandoned"All abandoned loot spawns
Methods 2
Generates string that will make CEApi.EconomyMap use all items with this category
categorystringThe desired loot category
Returns: string The string to pass into CEApi.EconomyMap
NoteThis is refering to the CE categories of loot defined in cfglimitsdefinition.xml
WarningThis is persistent per session, when you set it, it will persist until it is set to something else
GetCEApi().EconomyMap(EconomyMapStrings.Category("food"));References string.Format()
Generates string that will make CEApi.EconomyMap use all items with this tag
categorystringThe desired loot tag
Returns: string The string to pass into CEApi.EconomyMap
NoteThis is refering to the CE tags of loot defined in cfglimitsdefinition.xml
WarningThis is persistent per session, when you set it, it will persist until it is set to something else
GetCEApi().EconomyMap(EconomyMapStrings.Tag("floor"));References string.Format()