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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 12:12:34 +03:00
Fixed crash spawner & supply drop loot positioning
This commit is contained in:
@@ -1,4 +1,4 @@
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private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_fadeFire","_crashModel","_lootTable","_crashName","_spawnRoll","_position","_crash","_config","_hasAdjustment","_newHeight","_adjustedPos","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany"];
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private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_fadeFire","_crashModel","_lootTable","_crashName","_spawnRoll","_position","_crash","_config","_hasAdjustment","_newHeight","_adjustedPos","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany","_pos","_lootPos"];
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_guaranteedLoot = 3;
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_guaranteedLoot = 3;
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_randomizedLoot = 4;
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_randomizedLoot = 4;
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@@ -8,7 +8,8 @@ _spawnMarker = 'center';
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_spawnRadius = HeliCrashArea;
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_spawnRadius = HeliCrashArea;
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_spawnFire = true;
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_spawnFire = true;
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_fadeFire = false;
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_fadeFire = false;
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_minLootRadius = 4;
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_maxLootRadius = 4;
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_spawnRoll = random 1;
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_spawnRoll = random 1;
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if (_spawnRoll <= _spawnChance) then {
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if (_spawnRoll <= _spawnChance) then {
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@@ -19,7 +20,7 @@ if (_spawnRoll <= _spawnChance) then {
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} else {
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} else {
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_lootTable = "HeliCrash";
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_lootTable = "HeliCrash";
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};
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};
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_maxLootRadius = _maxLootRadius - _minLootRadius;
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_crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
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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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// Loop for a new location without any vehicles
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@@ -56,7 +57,7 @@ if (_spawnRoll <= _spawnChance) then {
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PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash];
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PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash];
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_crash setVariable ["ObjectID","1",true];
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_crash setVariable ["ObjectID","1",true];
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_pos = getPos _crash;
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// Disable simulation server side
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// Disable simulation server side
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_crash enableSimulation false;
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_crash enableSimulation false;
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@@ -85,13 +86,15 @@ if (_spawnRoll <= _spawnChance) then {
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for "_x" from 1 to _num do {
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for "_x" from 1 to _num do {
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//create loot
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//create loot
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_maxLootRadius = (random _maxLootRadius) + _minLootRadius;
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_lootPos = [_pos, _maxLootRadius, random 360] call BIS_fnc_relPos;
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_index1 = floor(random _cntWeights);
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_index1 = floor(random _cntWeights);
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_index2 = _weights select _index1;
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_index2 = _weights select _index1;
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_itemType = _itemTypes select _index2;
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_itemType = _itemTypes select _index2;
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[_itemType select 0, _itemType select 1, _position, 5] call spawn_loot;
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[_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot;
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};
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};
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// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 && other such items.
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// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 && other such items.
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_nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
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_nearby = _pos nearObjects ["ReammoBox", sizeOf(_crashModel)];
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{
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{
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_x setVariable ["permaLoot",true];
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_x setVariable ["permaLoot",true];
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} count _nearBy;
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} count _nearBy;
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@@ -1,11 +1,12 @@
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private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_crashModel","_lootTable","_spawnRoll","_position","_crash","_config","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany"];
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private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_crashModel","_lootTable","_spawnRoll","_position","_crash","_config","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany","_pos","_lootPos"];
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_guaranteedLoot = 4;
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_guaranteedLoot = 4;
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_randomizedLoot = 8;
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_randomizedLoot = 8;
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_spawnChance = 0.50;
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_spawnChance = 0.50;
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_spawnMarker = 'center';
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_spawnMarker = 'center';
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_spawnRadius = (HeliCrashArea/2);
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_spawnRadius = (HeliCrashArea/2);
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_minLootRadius = 4;
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_maxLootRadius = 4;
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_spawnRoll = random 1;
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_spawnRoll = random 1;
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if (_spawnRoll <= _spawnChance) then {
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if (_spawnRoll <= _spawnChance) then {
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@@ -34,7 +35,7 @@ if (_spawnRoll <= _spawnChance) then {
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//PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash];
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//PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash];
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//_crash setVariable ["ObjectID","1",true];
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//_crash setVariable ["ObjectID","1",true];
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_pos = getPos _crash;
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// Disable simulation server side
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// Disable simulation server side
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_crash enableSimulation false;
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_crash enableSimulation false;
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@@ -51,10 +52,12 @@ if (_spawnRoll <= _spawnChance) then {
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for "_x" from 1 to _num do {
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for "_x" from 1 to _num do {
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//create loot
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//create loot
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_maxLootRadius = (random _maxLootRadius) + _minLootRadius;
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_lootPos = [_pos, _maxLootRadius, random 360] call BIS_fnc_relPos;
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_index1 = floor(random _cntWeights);
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_index1 = floor(random _cntWeights);
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_index2 = _weights select _index1;
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_index2 = _weights select _index1;
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_itemType = _itemTypes select _index2;
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_itemType = _itemTypes select _index2;
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[_itemType select 0, _itemType select 1, _position, 5] call spawn_loot;
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[_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot;
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};
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};
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// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 && other such items.
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// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 && other such items.
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