Fixed crash spawner & supply drop loot positioning

This commit is contained in:
Uro1
2014-07-10 19:13:18 +01:00
parent 08f28045f4
commit 5507513336
2 changed files with 126 additions and 120 deletions

View File

@@ -1,98 +1,101 @@
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"]; 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"];
_guaranteedLoot = 3; _guaranteedLoot = 3;
_randomizedLoot = 4; _randomizedLoot = 4;
_spawnChance = 0.50; _spawnChance = 0.50;
_spawnMarker = 'center'; _spawnMarker = 'center';
// _spawnRadius = 5000; // _spawnRadius = 5000;
_spawnRadius = HeliCrashArea; _spawnRadius = HeliCrashArea;
_spawnFire = true; _spawnFire = true;
_fadeFire = false; _fadeFire = false;
_minLootRadius = 4;
_maxLootRadius = 4;
_spawnRoll = random 1; _spawnRoll = random 1;
if (_spawnRoll <= _spawnChance) then { if (_spawnRoll <= _spawnChance) then {
_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; _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;
if(_crashModel == "Mass_grave_DZ") then { if(_crashModel == "Mass_grave_DZ") then {
_lootTable = "MassGrave"; _lootTable = "MassGrave";
} else { } else {
_lootTable = "HeliCrash"; _lootTable = "HeliCrash";
}; };
_maxLootRadius = _maxLootRadius - _minLootRadius;
_crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName"); _crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
// Loop for a new location without any vehicles // Loop for a new location without any vehicles
_needsrelocated = true; _needsrelocated = true;
while {_needsrelocated} do { while {_needsrelocated} do {
_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos; _position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
_istoomany = _position nearObjects ["AllVehicles",10]; _istoomany = _position nearObjects ["AllVehicles",10];
if((count _istoomany) == 0) then { _needsrelocated = false; }; if((count _istoomany) == 0) then { _needsrelocated = false; };
}; };
//diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]); //diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"]; _crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
// Randomize the direction the wreck is facing // Randomize the direction the wreck is facing
_crash setDir round(random 360); _crash setDir round(random 360);
// Using "custom" wrecks (using the destruction model of a vehicle vs. a prepared wreck model) will result // Using "custom" wrecks (using the destruction model of a vehicle vs. a prepared wreck model) will result
// in the model spawning halfway in the ground. To combat this, an OPTIONAL configuration can be tied to // in the model spawning halfway in the ground. To combat this, an OPTIONAL configuration can be tied to
// the CfgVehicles class you've created for the custom wreck to define how high above the ground it should // the CfgVehicles class you've created for the custom wreck to define how high above the ground it should
// spawn. This is optional. // spawn. This is optional.
_config = configFile >> "CfgVehicles" >> _crashModel >> "heightAdjustment"; _config = configFile >> "CfgVehicles" >> _crashModel >> "heightAdjustment";
_hasAdjustment = isNumber(_config); _hasAdjustment = isNumber(_config);
_newHeight = 0; _newHeight = 0;
if (_hasAdjustment) then { if (_hasAdjustment) then {
_newHeight = getNumber(_config); _newHeight = getNumber(_config);
}; };
// Must setPos after a setDir otherwise the wreck won't level itself with the terrain // Must setPos after a setDir otherwise the wreck won't level itself with the terrain
_adjustedPos = [(_position select 0), (_position select 1), _newHeight]; _adjustedPos = [(_position select 0), (_position select 1), _newHeight];
//diag_log(format["DIAG: Designated Position: %1", str(_adjustedPos)]); //diag_log(format["DIAG: Designated Position: %1", str(_adjustedPos)]);
_crash setPos _adjustedPos; _crash setPos _adjustedPos;
// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic // I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash]; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash];
_crash setVariable ["ObjectID","1",true]; _crash setVariable ["ObjectID","1",true];
_pos = getPos _crash;
// Disable simulation server side // Disable simulation server side
_crash enableSimulation false; _crash enableSimulation false;
_num = round(random _randomizedLoot) + _guaranteedLoot; _num = round(random _randomizedLoot) + _guaranteedLoot;
if(_crashModel == "Mass_grave_DZ") then { if(_crashModel == "Mass_grave_DZ") then {
_spawnFire = false; _spawnFire = false;
_num = _num * 2; _num = _num * 2;
}; };
if (_spawnFire) then { if (_spawnFire) then {
//["PVDZE_obj_Fire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll; //["PVDZE_obj_Fire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll;
PVDZE_obj_Fire = [_crash,2,time,false,_fadeFire]; PVDZE_obj_Fire = [_crash,2,time,false,_fadeFire];
publicVariable "PVDZE_obj_Fire"; publicVariable "PVDZE_obj_Fire";
_crash setvariable ["fadeFire",_fadeFire,true]; _crash setvariable ["fadeFire",_fadeFire,true];
}; };
if (DZE_MissionLootTable) then { if (DZE_MissionLootTable) then {
_itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> _lootTable >> "lootType"); _itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
} else { } else {
_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType"); _itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
}; };
_CBLBase = dayz_CBLBase find (toLower(_lootTable)); _CBLBase = dayz_CBLBase find (toLower(_lootTable));
_weights = dayz_CBLChances select _CBLBase; _weights = dayz_CBLChances select _CBLBase;
_cntWeights = count _weights; _cntWeights = count _weights;
for "_x" from 1 to _num do { for "_x" from 1 to _num do {
//create loot //create loot
_index1 = floor(random _cntWeights); _maxLootRadius = (random _maxLootRadius) + _minLootRadius;
_index2 = _weights select _index1; _lootPos = [_pos, _maxLootRadius, random 360] call BIS_fnc_relPos;
_itemType = _itemTypes select _index2; _index1 = floor(random _cntWeights);
[_itemType select 0, _itemType select 1, _position, 5] call spawn_loot; _index2 = _weights select _index1;
}; _itemType = _itemTypes select _index2;
// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 && other such items. [_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot;
_nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)]; };
{ // ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 && other such items.
_x setVariable ["permaLoot",true]; _nearby = _pos nearObjects ["ReammoBox", sizeOf(_crashModel)];
} count _nearBy; {
_x setVariable ["permaLoot",true];
} count _nearBy;
}; };

View File

@@ -1,65 +1,68 @@
private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_crashModel","_lootTable","_spawnRoll","_position","_crash","_config","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany"]; private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_crashModel","_lootTable","_spawnRoll","_position","_crash","_config","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany","_pos","_lootPos"];
_guaranteedLoot = 4; _guaranteedLoot = 4;
_randomizedLoot = 8; _randomizedLoot = 8;
_spawnChance = 0.50; _spawnChance = 0.50;
_spawnMarker = 'center'; _spawnMarker = 'center';
_spawnRadius = (HeliCrashArea/2); _spawnRadius = (HeliCrashArea/2);
_minLootRadius = 4;
_maxLootRadius = 4;
_spawnRoll = random 1; _spawnRoll = random 1;
if (_spawnRoll <= _spawnChance) then { if (_spawnRoll <= _spawnChance) then {
_crashModel = "Supply_Crate_DZE"; _crashModel = "Supply_Crate_DZE";
_lootTable = "SupplyDrop"; _lootTable = "SupplyDrop";
// Loop for a new location without any vehicles // Loop for a new location without any vehicles
_needsrelocated = true; _needsrelocated = true;
while {_needsrelocated} do { while {_needsrelocated} do {
_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos; _position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
_istoomany = _position nearObjects ["AllVehicles",10]; _istoomany = _position nearObjects ["AllVehicles",10];
if((count _istoomany) == 0) then { _needsrelocated = false; }; if((count _istoomany) == 0) then { _needsrelocated = false; };
}; };
//diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]); //diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"]; _crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
// Randomize the direction the wreck is facing // Randomize the direction the wreck is facing
_crash setDir round(random 360); _crash setDir round(random 360);
_crash setPos _position; _crash setPos _position;
// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic // I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
//PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash]; //PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash];
//_crash setVariable ["ObjectID","1",true]; //_crash setVariable ["ObjectID","1",true];
_pos = getPos _crash;
// Disable simulation server side // Disable simulation server side
_crash enableSimulation false; _crash enableSimulation false;
_num = (round(random _randomizedLoot)) + _guaranteedLoot; _num = (round(random _randomizedLoot)) + _guaranteedLoot;
if (DZE_MissionLootTable) then { if (DZE_MissionLootTable) then {
_itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> _lootTable >> "lootType"); _itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
} else { } else {
_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType"); _itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
}; };
_CBLBase = dayz_CBLBase find (toLower(_lootTable)); _CBLBase = dayz_CBLBase find (toLower(_lootTable));
_weights = dayz_CBLChances select _CBLBase; _weights = dayz_CBLChances select _CBLBase;
_cntWeights = count _weights; _cntWeights = count _weights;
for "_x" from 1 to _num do { for "_x" from 1 to _num do {
//create loot //create loot
_index1 = floor(random _cntWeights); _maxLootRadius = (random _maxLootRadius) + _minLootRadius;
_index2 = _weights select _index1; _lootPos = [_pos, _maxLootRadius, random 360] call BIS_fnc_relPos;
_itemType = _itemTypes select _index2; _index1 = floor(random _cntWeights);
[_itemType select 0, _itemType select 1, _position, 5] call spawn_loot; _index2 = _weights select _index1;
}; _itemType = _itemTypes select _index2;
[_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot;
// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 && other such items. };
_nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
{ // ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 && other such items.
_x setVariable ["permaLoot",true]; _nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
} count _nearBy; {
_x setVariable ["permaLoot",true];
} count _nearBy;
}; };