diff --git a/SQF/dayz_server/compile/server_cargoDrop.sqf b/SQF/dayz_server/compile/server_cargoDrop.sqf deleted file mode 100644 index eeb4244e7..000000000 --- a/SQF/dayz_server/compile/server_cargoDrop.sqf +++ /dev/null @@ -1,68 +0,0 @@ -private ["_exitReason","_vehicle","_clientKey","_activatingPlayer","_gear","_playerUID","_crate","_offset","_position","_parachute","_time","_smoke"]; - -#define DEPLOY_SMOKE true // If you don't want a smoke shell to pop at the crate's location, then change to false. -#define DELETION_TIMER 2 // This is the time (in minutes) it takes for the crate to be deleted by the server. Setting to 0 disables deletion. Default: 2 minutes. - -//diag_log text "Begin Cargo Drop"; - -_exitReason = ""; -_vehicle = _this select 0; -_clientKey = _this select 1; -_activatingPlayer = _this select 2; -_playerUID = getPlayerUID _activatingPlayer; -_exitReason = [_this,"CargoDrop",_vehicle,_clientKey,_playerUID,_activatingPlayer] call server_verifySender; -if (_exitReason != "") exitWith {diag_log _exitReason}; - -// Save the aircraft gear to variables and immediately remove the gear from the aircraft so the self-action cannot be executed multiple times. -_weapons = getWeaponCargo _vehicle; -_magazines = getMagazineCargo _vehicle; -_backpacks = getBackpackCargo _vehicle; -clearWeaponCargoGlobal _vehicle; -clearMagazineCargoGlobal _vehicle; -clearBackpackCargoGlobal _vehicle; - -_offset = (sizeOf (typeOf _vehicle)) / 1.5; -_offsetPos = _vehicle modelToWorld [0,-_offset,0]; // We want to use an offset for the crate position so that it does not collide with the aircraft when spawned. -_crate = "DZ_AmmoBoxFlatUS" createVehicle _offsetPos; -_crate setPos _offsetPos; -_parachute = createVehicle ["ParachuteMediumEast", _offsetPos, [], 0, "FLY"]; -_parachute setPos _offsetPos; -_crate attachTo [_parachute, [0, 0, .5]]; - -// Wait until crate is near the ground and detach. -// Use 90 second drop timer in case the crate gets stuck on top of another object. -_time = diag_tickTime; - -waitUntil {uiSleep 0.1;((([_crate] call FNC_GetPos) select 2) < 3 || {diag_tickTime - _time > 90})}; - -detach _crate; -_position = [_crate] call FNC_GetPos; -deleteVehicle _crate; -deleteVehicle _parachute; - -// If the crate is near another object (probably landed on top of a base or building), select a new location within 15 meters. -if (count (_position nearObjects 2) > 0) then { - _position = [_position, 0, 15, 5] call fn_selectRandomLocation; -}; - -_position set [2, 0]; -// recreate the crate object at new position. Note: for some reason I was having trouble with the original crate object glitching out. The player was unable to remove the gear. Not sure why. -_crate = "DZ_AmmoBoxFlatUS" createVehicle _position; -_crate setPosATL _position; -_crate setVariable ["permaLoot", true]; -clearWeaponCargoGlobal _crate; -clearMagazineCargoGlobal _crate; - -// Add the vehicle's gear to the crate. Warning: gear in backpacks will get wiped. -[_weapons,_magazines,_backpacks,_crate] call fn_addCargo; - -if (DEPLOY_SMOKE) then { - _smoke = "SmokeShellRed" createVehicle _position; - _smoke setPosATL _position; - _smoke attachTo [_crate,[0,0,-1]]; -}; - -if (DELETION_TIMER > 0) then { - uiSleep (DELETION_TIMER * 60); - deleteVehicle _crate; -}; \ No newline at end of file