Add DZE_MissionLootTable

This commit is contained in:
ebaydayz
2016-03-13 15:57:31 -04:00
parent d9a0c3dd9b
commit 87052a9bf2
4 changed files with 2 additions and 181 deletions

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@@ -28,7 +28,7 @@ _vectorUp = vectorUp _this;
if (Vector_Angle(Vector_UP,_vectorUp) > 20) exitWith { 0 };
_type = typeOf _this;
_config = (configFile >> "CfgLoot" >> "Buildings" >> _type);
_config = if (DZE_MissionLootTable) then {missionConfigFile >> "CfgLoot" >> "Buildings" >> _type} else {configFile >> "CfgLoot" >> "Buildings" >> _type};
if (!isClass _config) exitWith {};

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@@ -1,117 +0,0 @@
/*
Created exclusively for ArmA2:OA - DayZMod
Please request permission to use/alter/distribute from project leader (R4Z0R49)
Modified for DayZ Epoch by [VB]AWOL vbawol@veteranbastards.com.
*/
private ["_lootChance"];
_obj = _this;
// lower case to prevent issues with differing case for buildings from map to map.
_type = toLower(typeOf _obj);
_config = configFile >> "CfgBuildingLoot" >> _type;
if (DZE_MissionLootTable) then {
_config = missionConfigFile >> "CfgBuildingLoot" >> _type;
};
_pos = [] + getArray (_config >> "lootPos");
_itemTypes = [] + getArray (_config >> "lootType");
_lootChance = getNumber (_config >> "lootChance");
//_countPositions = count _pos;
_qty = 0; // effective quantity of spawned weaponholder
_lootSpawnBias = 67; //67 between 50 && 100. The lower it is, the lower chance some of the lootpiles will spawn
// shuffles an array
// parameters: array
// example: _myrandomarray = _myNormalArray call _ShuffleArray;
_ShuffleArray = {
private ["_ar","_rand_array","_rand"];
_ar = _this;
_rand_array = [];
while {count _ar > 0} do {
_rand = (count _ar);
_rand = floor (random _rand);
_rand_array set [count _rand_array, _ar select _rand];
_ar set [_rand, "randarray_del"];
_ar = _ar - ["randarray_del"];
};
_rand_array;
};
_positions = _pos call _ShuffleArray;
// bias for this building. The lower it is, the lower chance some of the lootpiles will spawn
_bias = 50 max _lootSpawnBias;
_bias = 100 min _bias;
_bias = (_bias + random(100 - _bias)) / 100;
//diag_log(format["BIAS:%1 LOOTCHANCE:%2", _bias, _lootChance]);
{
if (count _x == 3) then {
_rnd = (random 1) / _bias;
_iPos = _obj modelToWorld _x;
_nearBy = nearestObjects [_iPos, ["ReammoBox"], 2];
if (count _nearBy > 0) then {
_lootChance = _lootChance + 0.05;
};
if (dayz_currentWeaponHolders < dayz_maxMaxWeaponHolders) then {
if (_rnd <= _lootChance) then {
if (count _nearBy == 0) then {
_index = dayz_CBLBase find _type;
_weights = dayz_CBLChances select _index;
_cntWeights = count _weights;
_index = floor(random _cntWeights);
_index = _weights select _index;
_itemType = _itemTypes select _index;
[_itemType select 0, _itemType select 1 , _iPos, 0.0] call spawn_loot;
// diag_log (format["SpawnLoot: Pos: %1, LootType: %2/%3,",_iPos,_itemType select 0,_itemType select 1]);
dayz_currentWeaponHolders = dayz_currentWeaponHolders +1;
//loclout system
_obj setVariable ["looted",diag_tickTime + dayz_tickTimeOffset];
};
};
};
};
} count _positions;
// small loot
_posSmall = [] + getArray (_config >> "lootPosSmall");
_itemTypesSmall = [] + getArray (_config >> "lootTypeSmall");
_positionsSmall = _posSmall call _ShuffleArray;
{
if (count _x == 3) then {
_rnd = (random 1) / _bias;
_iPos = _obj modelToWorld _x;
_nearBy = nearestObjects [_iPos, ["ReammoBox"], 2];
if (count _nearBy > 0) then {
_lootChance = _lootChance + 0.05;
};
if (dayz_currentWeaponHolders < dayz_maxMaxWeaponHolders) then {
if (_rnd <= _lootChance) then {
if (count _nearBy == 0) then {
_index = dayzE_CBLSBase find _type;
_weights = dayzE_CBLSChances select _index;
_cntWeights = count _weights;
_index = floor(random _cntWeights);
_index = _weights select _index;
//diag_log format["building_spawnLoot.sqf: %1", _itemTypesSmall];
_itemType = _itemTypesSmall select _index;
[_itemType select 0, _itemType select 1, _iPos, 0.0] call spawn_loot_small;
// diag_log (format["SpawnLoot: Pos: %1, LootType: %2/%3,",_iPos,_itemType select 0,_itemType select 1]);
dayz_currentWeaponHolders = dayz_currentWeaponHolders +1;
//loclout system
_obj setVariable ["looted",diag_tickTime + dayz_tickTimeOffset];
};
};
};
};
} count _positionsSmall;

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@@ -10,7 +10,7 @@ if (count _this > 1) then {
};
_type = typeOf _obj;
_config = configFile >> "CfgLoot" >> "Buildings" >> _type;
_config = if (DZE_MissionLootTable) then {missionConfigFile >> "CfgLoot" >> "Buildings" >> _type} else {configFile >> "CfgLoot" >> "Buildings" >> _type};
_canLoot = isClass (_config);
_originalPos = getPosATL _obj;

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@@ -1,62 +0,0 @@
private ["_obj","_type","_config","_canLoot","_unitTypes","_min","_max","_num","_zombieChance","_rnd","_position","_positions","_iPos","_nearBy","_noOneNear"];
//_t1 = diag_tickTime;
if (dayz_maxCurrentZeds > dayz_maxZeds) exitwith {};
if (dayz_CurrentZombies > dayz_maxGlobalZombies) exitwith {};
if (dayz_spawnZombies > dayz_maxLocalZombies) exitwith {};
_obj = _this select 0;
_type = typeOf _obj;
_config = configFile >> "CfgBuildingLoot" >> _type;
if (DZE_MissionLootTable) then {
_config = missionConfigFile >> "CfgBuildingLoot" >> _type;
};
_canLoot = isClass (_config);
if (_canLoot) then {
//Get zombie class
_zombieChance = getNumber (_config >> "zombieChance");
_rnd = random 1;
//Get zombie class
_unitTypes = getArray (_config >> "zombieClass");
_min = getNumber (_config >> "minRoaming");
_max = getNumber (_config >> "maxRoaming");
//Walking Zombies
_num = (round(random _max)) max _min;
_position = getPosATL _obj;
_noOneNear = (count (_position nearEntities ["CAManBase",30])) == 0;
if (_noOneNear) then {
_positions = getArray (_config >> "lootPosZombie");
if (count _positions > 0) then {
{
if (random 1 < _zombieChance) then {
_iPos = _obj modelToWorld _x;
_nearBy = count (_iPos nearEntities ["zZombie_Base",1]) > 0;
if (!_nearBy) then {
[_iPos,true,_unitTypes] call zombie_generate;
};
};
} count _positions;
} else {
for "_i" from 1 to _num do
{
if (random 1 < _zombieChance) then {
[_position,true,_unitTypes] call zombie_generate;
};
};
};
};
dayz_buildingMonitor set [count dayz_buildingMonitor,_obj];
};