// Format & Help:
// Lootable->Position - Position of spawn for create lootable object
// Lootable->SpawnTimeMin - Minimum time in seconds to re-spawn a lootable object
// Lootable->SpawnTimeMax - Maximum time in seconds to re-spawn a lootable object
// Lootable->SpawnOnStart - Enable/disable for spawn after server start
// Lootable->SpawnObject = Name, Weight, LifeTime, LootCycle
// Lootable->SpawnObject->Name - Name of object to spawn, can be only (BoxLoot, AmmoLootBox, MedicalLootBox, WeaponLootBox)
// Lootable->SpawnObject->Weight - Weight as chance for creation, in relation to other objects in list
// Lootable->SpawnObject->LifeTime - Time of life of loot, loot will be removed after the expiration of time
// Lootable->SpawnObject->LootCycle - Changes loot after specified time, regular
// Generic->Position - Position of generic spawner for create objects around him
// Generic->SpawnRadius - Spawn radius around current position of generic spawner
// Generic->UpdateDelay - Delay in seconds to update spawns around generic spawner
// Generic->SpawnObject = Prefab, TargetPopulation, NumToSpawnPerTick, UseNavmeshSample
// Generic->SpawnObject->Prefab - Prefab name of object to spawn
// Generic->SpawnObject->TargetPopulation - Maximum count of objects to spawn around spawner
// Generic->SpawnObject->NumToSpawnPerTick - Amount of objects to spawn per time (specified in UpdateDelay)
// Generic->SpawnObject->StaticInstantiate - Mark as static instantiated (when object is not movable: boxes, resources and etc.)
// Generic->SpawnObject->UseNavmeshSample - Using navmesh checks of position, where spawn will be created
[Lootable]
Position=5217.1, 368.8, -4829.5
SpawnTimeMin=10
SpawnTimeMax=20
SpawnOnStart=True
SpawnObject=BoxLoot, 30, -1, 0
SpawnObject=AmmoLootBox, 10, 0, 0
SpawnObject=MedicalLootBox, 10, 0, 0
SpawnObject=WeaponLootBox, 5, 0, 0