I'm not sure if this ever made it into the ZScripted version of the Randomspawner class, but as it stands the Randomspawner will only ensure that an item's DROPPED flag is false if its own DROPPED flag is false
- it makes no attempt otherwise to pass the DROPPED flag onto a spawned item. This is problematic in the case that you want to replace ammo enemies drop and expect them to be affected by the DropAmmoFactor.
See example file, wherein clips have been replaced with a randomspawner that drops clips, shells, or cells, but none of them are affected by DropAmmoFactor.
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