mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Fixed crash spawner & supply drop loot positioning
This commit is contained in:
@@ -1,98 +1,101 @@
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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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_randomizedLoot = 4;
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_spawnChance = 0.50;
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_spawnChance = 0.50;
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_spawnMarker = 'center';
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// _spawnRadius = 5000;
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_spawnRadius = HeliCrashArea;
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_spawnFire = true;
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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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if (_spawnRoll <= _spawnChance) then {
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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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_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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_lootTable = "HeliCrash";
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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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_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
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_istoomany = _position nearObjects ["AllVehicles",10];
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if((count _istoomany) == 0) then { _needsrelocated = false; };
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};
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//diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
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_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
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// Randomize the direction the wreck is facing
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_crash setDir round(random 360);
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// Using "custom" wrecks (using the destruction model of a vehicle vs. a prepared wreck model) will result
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// in the model spawning halfway in the ground. To combat this, an OPTIONAL configuration can be tied to
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// the CfgVehicles class you've created for the custom wreck to define how high above the ground it should
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// spawn. This is optional.
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_config = configFile >> "CfgVehicles" >> _crashModel >> "heightAdjustment";
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_hasAdjustment = isNumber(_config);
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_newHeight = 0;
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if (_hasAdjustment) then {
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_newHeight = getNumber(_config);
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};
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// Must setPos after a setDir otherwise the wreck won't level itself with the terrain
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_adjustedPos = [(_position select 0), (_position select 1), _newHeight];
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//diag_log(format["DIAG: Designated Position: %1", str(_adjustedPos)]);
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_crash setPos _adjustedPos;
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// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
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PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash];
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_crash setVariable ["ObjectID","1",true];
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// Disable simulation server side
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_crash enableSimulation false;
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_num = round(random _randomizedLoot) + _guaranteedLoot;
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if(_crashModel == "Mass_grave_DZ") then {
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_spawnFire = false;
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_num = _num * 2;
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};
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if (_spawnFire) then {
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//["PVDZE_obj_Fire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll;
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PVDZE_obj_Fire = [_crash,2,time,false,_fadeFire];
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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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if (DZE_MissionLootTable) then {
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_itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
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} else {
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_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
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};
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_CBLBase = dayz_CBLBase find (toLower(_lootTable));
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_weights = dayz_CBLChances select _CBLBase;
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_cntWeights = count _weights;
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for "_x" from 1 to _num do {
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//create loot
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_index1 = floor(random _cntWeights);
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_index2 = _weights select _index1;
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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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};
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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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{
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_x setVariable ["permaLoot",true];
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} count _nearBy;
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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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_lootTable = "HeliCrash";
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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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// 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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_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
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_istoomany = _position nearObjects ["AllVehicles",10];
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if((count _istoomany) == 0) then { _needsrelocated = false; };
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};
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//diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
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_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
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// Randomize the direction the wreck is facing
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_crash setDir round(random 360);
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// Using "custom" wrecks (using the destruction model of a vehicle vs. a prepared wreck model) will result
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// in the model spawning halfway in the ground. To combat this, an OPTIONAL configuration can be tied to
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// the CfgVehicles class you've created for the custom wreck to define how high above the ground it should
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// spawn. This is optional.
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_config = configFile >> "CfgVehicles" >> _crashModel >> "heightAdjustment";
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_hasAdjustment = isNumber(_config);
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_newHeight = 0;
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if (_hasAdjustment) then {
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_newHeight = getNumber(_config);
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};
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// Must setPos after a setDir otherwise the wreck won't level itself with the terrain
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_adjustedPos = [(_position select 0), (_position select 1), _newHeight];
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//diag_log(format["DIAG: Designated Position: %1", str(_adjustedPos)]);
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_crash setPos _adjustedPos;
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// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
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PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash];
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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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_crash enableSimulation false;
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_num = round(random _randomizedLoot) + _guaranteedLoot;
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if(_crashModel == "Mass_grave_DZ") then {
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_spawnFire = false;
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_num = _num * 2;
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};
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if (_spawnFire) then {
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//["PVDZE_obj_Fire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll;
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PVDZE_obj_Fire = [_crash,2,time,false,_fadeFire];
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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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if (DZE_MissionLootTable) then {
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_itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
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} else {
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_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
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};
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_CBLBase = dayz_CBLBase find (toLower(_lootTable));
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_weights = dayz_CBLChances select _CBLBase;
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_cntWeights = count _weights;
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for "_x" from 1 to _num do {
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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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_index2 = _weights select _index1;
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_itemType = _itemTypes select _index2;
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[_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot;
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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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_nearby = _pos nearObjects ["ReammoBox", sizeOf(_crashModel)];
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{
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_x setVariable ["permaLoot",true];
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} count _nearBy;
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};
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@@ -1,65 +1,68 @@
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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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_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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_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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if (_spawnRoll <= _spawnChance) then {
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_crashModel = "Supply_Crate_DZE";
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_crashModel = "Supply_Crate_DZE";
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_lootTable = "SupplyDrop";
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_lootTable = "SupplyDrop";
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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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_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
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_istoomany = _position nearObjects ["AllVehicles",10];
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if((count _istoomany) == 0) then { _needsrelocated = false; };
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};
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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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_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
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_istoomany = _position nearObjects ["AllVehicles",10];
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if((count _istoomany) == 0) then { _needsrelocated = false; };
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};
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//diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
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//diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
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_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
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_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
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// Randomize the direction the wreck is facing
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_crash setDir round(random 360);
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// Randomize the direction the wreck is facing
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_crash setDir round(random 360);
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_crash setPos _position;
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_crash setPos _position;
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// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
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//PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash];
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// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
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//PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash];
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//_crash setVariable ["ObjectID","1",true];
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// Disable simulation server side
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_crash enableSimulation false;
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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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_crash enableSimulation false;
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_num = (round(random _randomizedLoot)) + _guaranteedLoot;
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if (DZE_MissionLootTable) then {
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_itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
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} else {
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_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
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};
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_CBLBase = dayz_CBLBase find (toLower(_lootTable));
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_weights = dayz_CBLChances select _CBLBase;
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_cntWeights = count _weights;
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for "_x" from 1 to _num do {
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//create loot
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_index1 = floor(random _cntWeights);
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_index2 = _weights select _index1;
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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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};
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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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{
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_x setVariable ["permaLoot",true];
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} count _nearBy;
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if (DZE_MissionLootTable) then {
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_itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
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} else {
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_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
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};
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_CBLBase = dayz_CBLBase find (toLower(_lootTable));
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_weights = dayz_CBLChances select _CBLBase;
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_cntWeights = count _weights;
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for "_x" from 1 to _num do {
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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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_index2 = _weights select _index1;
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_itemType = _itemTypes select _index2;
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[_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot;
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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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_nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
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{
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_x setVariable ["permaLoot",true];
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} count _nearBy;
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};
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