Make Safe Zone Zombie and Loot spawning a toggle

As requested by a few admins that didn't realise it was now hard coded
to disable loot/zombie spawning
This requires the check since we're also using DZE_SafeZonePosCheck for
DZE_buildChecks with a forced radius.
This commit is contained in:
oiad
2017-12-30 22:03:31 +13:00
parent e89eebc843
commit 6248addc3f
4 changed files with 14 additions and 7 deletions

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@@ -16,7 +16,7 @@
[NEW] Admins can now define a maximum build height, see configVariables.sqf/DZE_BuildHeightLimit. @BigEgg17
[NEW] Admins can now change the lootRefreshTimer for each building type from the default 15 minutes. CfgLoot.hpp must be updated if using custom loot tables.
[UPDATED] Loot and zed spawn is now disabled in trader cities by default. This is configurable in mission\init.sqf via DZE_SafeZonePosArray. Added function to check positions against DZE_SafeZonePosArray "_PosInSafeZone = _positionToCheck call DZE_SafeZonePosCheck;"
[UPDATED] Loot and zed spawn is now disabled in trader cities by default. This is configurable in mission\init.sqf via DZE_SafeZonePosArray. Added function to check positions against DZE_SafeZonePosArray "_PosInSafeZone = [_positionOrObjectToCheck] call DZE_SafeZonePosCheck;" An optional radius can be supplied as a second argument i.e: [_positionOrObjectToCheck,500]
[UPDATED] Zombie pathing. Zeds should now run more direct to players and no longer get stuck at the position where a player entered a vehicle.
[UPDATED] The RIS attachment can be removed from the SA58_RIS_DZ now. @LunaCB
[UPDATED] The player now auto rejoins their group after dropping a radio and picking it back up when dayz_requireRadio=true. @SmokeyBR

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@@ -1,2 +1,4 @@
[FIXED] Some more occurrences of zero_building interiors misaligned or at the wrong terrain height (eaaedf2)
[FIXED] Player could switch into gunner's seat of ArmoredSUV while the hatch was being closed #2009 @TheFirstNoob
[UPDATED] Spawning of Zombies and Loot in Safe Zones can now be toggled, disabled by default, see configVariables.sqf/DZE_SafeZoneZombieLoot @oiad @_Lance_

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@@ -25,8 +25,6 @@ DZE_UI = "vanilla"; //"vanilla","epoch","dark" UI status icons style. Dark acco
DZE_VanillaUICombatIcon = true; //Display or hide combat UI icon if using DZE_UI = "vanilla"; otherwise it has no affect.
timezoneswitch = 0; // Changes murderMenu times with this offset in hours.
DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming. Doesn't work with amphibious pook which should not be used due to FPS issues.
DZE_SafeZoneNoBuildItems = []; // Array of object class names not allowed to be built near the zones in DZE_SafeZonePosArray (see mission\init.sqf). Can be nested arrays for custom distances. i.e ["VaultStorageLocked","LockboxStorageLocked",["Plastic_Pole_EP1_DZ",1300]] etc.
DZE_SafeZoneNoBuildDistance = 150; // Distance from zones in DZE_SafeZonePosArray (see mission\init.sqf) to disallow building near.
DZE_NoBuildNear = []; //Array of object class names that are blacklisted to build near. i.e ["Land_Mil_ControlTower","Land_SS_hangar"] etc.
DZE_NoBuildNearDistance = 150; // Distance from blacklisted objects to disallow building near.
DZE_BuildHeightLimit = 0; // 0 = No building height limit | >0 = Height limit in meters | Changing this to 30 would limit the maximum built height to 30 meters.
@@ -36,6 +34,11 @@ DZE_DisabledChannels = [(localize "str_channel_side"),(localize "str_channel_glo
DZE_NutritionDivisor = [1, 1, 1, 1]; //array of DIVISORS that regulate the rate of [calories, thirst, hunger, temperature] use when "working" (keep in mind that temperature raises with actions) - min values 0.1 - Larger values slow the effect, smaller values accelerate it
DZE_ZombieSpeed = [0,0]; //Default agro speed is 6 per zombie config, set array elements 0 and 1 the same for non-variable speed, set to 0 to disable. array format = [min, max]; Ex: [2, 6]; results in a range of speed between 2 and 6 (2 is the old DZE_slowZombies hard-coded speed)
// SafeZone
DZE_SafeZoneZombieLoot = false; // Enable spawning of Zombies and loot in positions listed in DZE_SafeZonePosArray?
DZE_SafeZoneNoBuildItems = []; // Array of object class names not allowed to be built near the zones in DZE_SafeZonePosArray (see mission\init.sqf). Can be nested arrays for custom distances. i.e ["VaultStorageLocked","LockboxStorageLocked",["Plastic_Pole_EP1_DZ",1300]] etc.
DZE_SafeZoneNoBuildDistance = 150; // Distance from zones in DZE_SafeZonePosArray (see mission\init.sqf) to disallow building near.
// Death Messages
DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
DZE_DeathMsgDynamicText = false; // Display death messages as dynamicText in the top left with weapon icons.

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@@ -853,8 +853,10 @@ DZE_SafeZonePosCheck = {
_position = _this select 0;
_skipPos = false;
{
if ((_position distance (_x select 0)) < (if (count _this > 1) then {_this select 1} else {_x select 1})) exitWith {_skipPos = true;};
} forEach DZE_SafeZonePosArray;
if (DZE_SafeZoneZombieLoot || count _this > 1) then {
{
if ((_position distance (_x select 0)) < (if (count _this > 1) then {_this select 1} else {_x select 1})) exitWith {_skipPos = true;};
} forEach DZE_SafeZonePosArray;
};
_skipPos;
};