mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
@@ -297,7 +297,7 @@ class Land_Mil_Barracks: Military {
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}; // Qty: 8
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class Land_Mil_Barracks_L: Military {
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lootPos[] = {};
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}; // Qty: 5
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}; // Qty: 5
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class Land_Barn_W_02: Farm {
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lootPos[] = {{3.16504,5.56543,-2.31409},{3.35938,-0.152344,-2.31305},{2.53613,-5.89453,-2.30957},{-2.94629,-5.01367,-2.31006},{-2.84375,0.212891,-2.31183},{-5.63281,4.8291,-2.31363}};
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@@ -314,7 +314,7 @@ class Land_HouseV_3I4: Residential {
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}; // Qty: 103
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class Land_Shed_W4: Residential {
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maxRoaming = 3;
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lootPosZombie[] = {{-1.36035,-5.73657,-0.56669},{0.554688,-5.27881,-0.569374}};
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lootPosZombie[] = {{-1.36035,-5.73657,-0.56669},{0.554688,-5.27881,-0.569374}};
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}; // Qty: 172
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class Land_HouseV_3I1: Residential {
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@@ -367,7 +367,7 @@ class MASH: Hospital {
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lootPos[] = {{1.18213,-1.65039,-1.17793},{0.24707,0.799316,-1.17803}};
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}; // Qty: 1
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class MASH_EP1: MASH{};
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class UH1Wreck_DZ: Military {
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zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
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zombieChance = 0.3;
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@@ -386,6 +386,42 @@ class UH60Wreck_DZ: Military {
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lootPos[] = {};
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};
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class UH60_NAVY_Wreck_DZ: Military {
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zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
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zombieChance = 0.3;
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lootChance = 0.6;
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minRoaming = 4;
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maxRoaming = 8;
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lootPos[] = {};
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};
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class UH60_ARMY_Wreck_DZ: Military {
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zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
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zombieChance = 0.3;
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lootChance = 0.6;
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minRoaming = 4;
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maxRoaming = 8;
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lootPos[] = {};
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};
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class UH60_NAVY_Wreck_burned_DZ: Military {
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zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
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zombieChance = 0.3;
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lootChance = 0.6;
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minRoaming = 4;
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maxRoaming = 8;
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lootPos[] = {};
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};
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class UH60_ARMY_Wreck_burned_DZ: Military {
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zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
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zombieChance = 0.3;
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lootChance = 0.6;
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minRoaming = 4;
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maxRoaming = 8;
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lootPos[] = {};
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};
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class USMC_WarfareBFieldhHospital: MASH {
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minRoaming = 1;
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maxRoaming = 3;
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@@ -477,17 +513,17 @@ class Land_A_statue01: HouseRoaming {
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maxRoaming = 8;
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}; // Qty: 3
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class Land_Shed_W02: FarmRoaming {}; // Qty: 213
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//allow
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//allow
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class Grave: HouseRoaming {
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maxRoaming = 3;
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};
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class GraveCross1: HouseRoaming {
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class GraveCross1: HouseRoaming {
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maxRoaming = 2;
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};
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class GraveCross2: HouseRoaming {
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class GraveCross2: HouseRoaming {
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maxRoaming = 2;
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};
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class GraveCrossHelmet: Military {
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class GraveCrossHelmet: Military {
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maxRoaming = 4;
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};
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@@ -504,7 +540,7 @@ class Land_Misc_PowerStation: Industrial {
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};
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class Land_HouseV_3I3: HouseRoaming{
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lootPosZombie[] = {{0.915527,3.53455,-1.24826},{4.38135,3.39111,-1.36197}};
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lootPosZombie[] = {{0.915527,3.53455,-1.24826},{4.38135,3.39111,-1.36197}};
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};
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class Land_Mil_Guardhouse: Military {
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@@ -519,7 +555,7 @@ class Land_MBG_ApartmentsOne_W: HouseRoaming{};
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class Land_MBG_ApartmentsTwo_P: HouseRoaming{};
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class Land_MBG_ApartmentsTwo_G: HouseRoaming{};
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class Land_MBG_ApartmentsTwo_B: HouseRoaming{};
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class Mass_grave_DZ: HouseRoaming {
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class Mass_grave_DZ: HouseRoaming {
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zombieClass[] = {"zZombie_Base","z_hunter","z_hunter","z_hunter","z_villager1","z_villager2","z_villager3","z_doctor","z_soldier_pilot","z_soldier_heavy"};
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minRoaming = 8;
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maxRoaming = 16;
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@@ -637,12 +673,12 @@ class Land_Mil_Repair_center_EP1: Industrial
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};
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class Land_Ind_PowerStation_EP1: Industrial {
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lootPos[] = {{4.04248,-3.4917,-1.26547},{3.8645,3.5249,-1.28112}};
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};
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};
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class land_repair_center: Industrial {
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lootPosZombie[] = {{0.629883,-3.35498,-1.64651},{-2.61719,3.68213,-0.653473}};
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lootPosSmall[] = {{-2.52832,1.68213,-1.54846}};
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};
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class Land_Ind_TankBig: Industrial
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};
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class Land_Ind_TankBig: Industrial
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{
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lootChance = 0.1;
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lootPosSmall[] = {{-1.2981,3.27441,5.34628},{3.49609,-3.02539,5.34628}};
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@@ -674,7 +710,7 @@ class Land_A_Mosque_small_2_EP1: Church
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lootPos[] = {
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{ 1.33496,-0.726074,-2.48535 },
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{ -0.794922,-1.74414,-2.48538 }};
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};
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};
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class Land_Mil_Barracks_i_EP1: MilitarySpecial
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{
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lootChance = 0.2;
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@@ -702,11 +738,11 @@ class Land_Mil_House_EP1: Military
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lootPos[] = {{11.7949,4.3147,-5.81439}};
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lootPosZombie[] = {{-2.13477,6.69116,-4.56909},{5.58887,6.41284,-4.44098}};
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lootPosSmall[] = {{-1.54785,5.46997,-5.00406},{-2.61816,5.46362,-5.0097}};
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};
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};
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class Land_Misc_Cargo1Bo_EP1: Industrial {
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lootPos[] = {{-0.0170898,-0.331421,-1.09225}};
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};
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class Land_Mil_Barracks_EP1: Military
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{
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lootPos[] = {};
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@@ -811,7 +847,7 @@ class Land_House_C_5_V1_EP1: Residential
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lootPos[] = {{1.01025,4.85181,-1.4815},{3.42773,1.4248,-1.4915},{-1.62939,-4.69336,-1.4815},{-1.56982,3.66333,-1.4915},{2.28418,1.03076,2.2605},{-0.941895,-3.75952,1.16351}};
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lootPosZombie[] = {{-3.11206,1.50952,-0.596497},{2.39453,4.8396,-0.592795},{1.48633,3.10425,2.2955}};
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lootPosSmall[] = {{0.615479,4.92847,-0.671498},{2.23071,0.780518,-0.411497},{2.61011,0.823975,-1.0915},{-4.35205,-0.0966797,-1.0515},{-0.5271,-2.93677,-1.4215},{-4.2854,3.09082,-1.4715},{-4.42822,-5.13232,-1.4815},{-0.468018,-3.18481,-0.0414963},{2.96582,1.17114,2.2605},{1.85205,4.83716,1.7605}};
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};
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};
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class Land_House_K_6_EP1: Residential
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{
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lootPos[] = {
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@@ -1362,7 +1398,7 @@ class land_dum_istan4_inverse: Residential
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{-2.77246,-1.72949,-4.33588},
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{5.30176,5.76563,-7.28588},
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{-0.282227,5.89746,-7.28588},
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{-6.5918,5.96973,-7.28588}};
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{-6.5918,5.96973,-7.28588}};
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};
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class Land_duala_mini: Residential
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{
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@@ -1728,7 +1764,7 @@ class LAND_Posta : Residential
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{13.3633,7.1958,1.00044},
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{1.56445,8.49707,1.00044}};
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};
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// Proving grounds PMC
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class Land_GeneralStore_01a_PMC : Supermarket
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{
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31
SQF/dayz_code/Configs/CfgVehicles/DZE/Wrecks.hpp
Normal file
31
SQF/dayz_code/Configs/CfgVehicles/DZE/Wrecks.hpp
Normal file
@@ -0,0 +1,31 @@
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class UH60_NAVY_Wreck_DZ: SpawnableWreck {
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scope = public;
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class Armory {
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disabled = 1;
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};
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model = "\glt_bh_wreck\UH60_Crashed.p3d";
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displayName = "UH60 Wreck (NAVY)";
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vehicleClass = "Wrecks";
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destrType = "DestructNo";
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hiddenSelections[] = {"camo1", "camo2", "camo3", "camo4"};
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hiddenSelectionsTextures[] = {"\glt_bh_wreck\uh60_1_navy_co.paa", "\glt_bh_wreck\uh60_2_navy_co.paa", "\glt_bh_wreck\uh60_3_navy_co.paa", "\glt_bh_wreck\uh60_4_navy_co.paa"};
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typicalCargo[] = {};
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irTarget = "false";
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transportAmmo = 0;
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transportRepair = 0;
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transportFuel = 0;
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transportSoldier = 0;
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class Eventhandlers {};
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};
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class UH60_ARMY_Wreck_DZ: UH60_NAVY_Wreck_DZ {
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displayName = "UH60 Wreck (ARMY)";
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hiddenSelectionsTextures[] = {"\glt_bh_wreck\uh60_1_co.paa", "\glt_bh_wreck\uh60_2_co.paa", "\glt_bh_wreck\uh60_3_co.paa", "\glt_bh_wreck\uh60_4_co.paa"};
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};
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class UH60_NAVY_Wreck_burned_DZ: UH60_NAVY_Wreck_DZ {
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displayName = "UH60 Wreck burned (NAVY)";
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hiddenSelectionsTextures[] = {"\glt_bh_wreck_burned\uh60_1_navy_destr_co.paa", "\glt_bh_wreck_burned\uh60_2_navy_destr_co.paa", "\glt_bh_wreck_burned\uh60_3_navy_destr_co.paa", "\glt_bh_wreck_burned\uh60_4_navy_destr_co.paa"};
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};
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class UH60_ARMY_Wreck_burned_DZ: UH60_NAVY_Wreck_DZ {
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displayName = "UH60 Wreck burned (ARMY)";
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hiddenSelectionsTextures[] = {"\glt_bh_wreck_burned\uh60_1_destr_co.paa", "\glt_bh_wreck_burned\uh60_2_destr_co.paa", "\glt_bh_wreck_burned\uh60_3_destr_co.paa", "\glt_bh_wreck_burned\uh60_4_destr_co.paa"};
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};
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@@ -323,6 +323,7 @@ class CfgVehicles {
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class DestructionEffects;
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};
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#include "CfgVehicles\Wrecks.hpp"
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#include "CfgVehicles\DZE\Wrecks.hpp"
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class Mass_grave;
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class Mass_grave_DZ: Mass_grave
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@@ -20,11 +20,11 @@ while {true} do {
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// Allows the variance to act as +/- from the spawn frequency timer
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_timeAdjust = round((random(_variance * 2)) - _variance);
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_timeToSpawn = time + _frequency + _timeAdjust;
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//Adding some Random systems
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_crashModel = ["UH60Wreck_DZ","UH1Wreck_DZ","Mass_grave_DZ"] call BIS_fnc_selectRandom;
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_crashModel = ["UH60Wreck_DZ","UH1Wreck_DZ","UH60_NAVY_Wreck_DZ","UH60_ARMY_Wreck_DZ","UH60_NAVY_Wreck_burned_DZ","UH60_ARMY_Wreck_burned_DZ","Mass_grave_DZ"] call BIS_fnc_selectRandom;
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if(_crashModel == "Mass_grave_DZ") then {
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_lootTable = "MassGrave";
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} else {
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@@ -34,7 +34,7 @@ while {true} do {
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//Table without 50 cals
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//_lootTable = ["Military","HeliCrash_No50s","MilitarySpecial"] call BIS_fnc_selectRandom;
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};
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_crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
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diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' in %5 seconds", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]);
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@@ -113,7 +113,7 @@ while {true} do {
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_itemType = _itemTypes select _index;
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[_itemType select 0, _itemType select 1, _position, 5] call spawn_loot;
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diag_log(format["CRASHSPAWNER: Loot spawn at '%1' with loot table '%2'", _crashName, _lootTable]);
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diag_log(format["CRASHSPAWNER: Loot spawn at '%1' with loot table '%2'", _crashName, _lootTable]);
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// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and other such items.
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_nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
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@@ -11,8 +11,8 @@ _fadeFire = false;
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_spawnRoll = random 1;
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if (_spawnRoll <= _spawnChance) then {
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_crashModel = ["UH60Wreck_DZ","UH1Wreck_DZ","Mass_grave_DZ"] call BIS_fnc_selectRandom;
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_crashModel = ["UH60Wreck_DZ","UH1Wreck_DZ","UH60_NAVY_Wreck_DZ","UH60_ARMY_Wreck_DZ","UH60_NAVY_Wreck_burned_DZ","UH60_ARMY_Wreck_burned_DZ","Mass_grave_DZ"] call BIS_fnc_selectRandom;
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if(_crashModel == "Mass_grave_DZ") then {
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_lootTable = "MassGrave";
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@@ -21,7 +21,7 @@ if (_spawnRoll <= _spawnChance) then {
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};
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_crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
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// Loop for a new location without any vehicles
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_needsrelocated = true;
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while {_needsrelocated} do {
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@@ -73,7 +73,7 @@ if (_spawnRoll <= _spawnChance) then {
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publicVariable "PVDZE_obj_Fire";
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_crash setvariable ["fadeFire",_fadeFire,true];
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};
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_config = configFile >> "CfgBuildingLoot" >> _lootTable;
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if (DZE_MissionLootTable) then {
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_config = missionConfigFile >> "CfgBuildingLoot" >> _lootTable;;
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@@ -89,9 +89,9 @@ if (_spawnRoll <= _spawnChance) then {
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_index = _weights select _index;
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_itemType = _itemTypes select _index;
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[_itemType select 0, _itemType select 1, _position, 5] call spawn_loot;
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//diag_log(format["CRASHSPAWNER: Loot spawn at '%1' with loot table '%2'", _crashName, _lootTable]);
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//diag_log(format["CRASHSPAWNER: Loot spawn at '%1' with loot table '%2'", _crashName, _lootTable]);
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};
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// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and other such items.
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_nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
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{
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Reference in New Issue
Block a user