mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Update spawnCrashSite
This commit is contained in:
@@ -594,7 +594,6 @@ if (isServer) then {
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if(isNil "DynamicVehicleFuelLow") then {DynamicVehicleFuelLow = 0;};
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if(isNil "DynamicVehicleFuelLow") then {DynamicVehicleFuelLow = 0;};
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if(isNil "DynamicVehicleFuelHigh") then {DynamicVehicleFuelHigh = 100;};
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if(isNil "DynamicVehicleFuelHigh") then {DynamicVehicleFuelHigh = 100;};
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if(isNil "HeliCrashArea") then {HeliCrashArea = dayz_MapArea / 2;};
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if(isNil "HeliCrashArea") then {HeliCrashArea = dayz_MapArea / 2;};
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if(isNil "OldHeliCrash") then {OldHeliCrash = false;};
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if(isNil "DZE_DiagFpsSlow") then {DZE_DiagFpsSlow = false;}; // Log server FPS + player count every 5 minutes
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if(isNil "DZE_DiagFpsSlow") then {DZE_DiagFpsSlow = false;}; // Log server FPS + player count every 5 minutes
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if(isNil "DZE_DiagFpsFast") then {DZE_DiagFpsFast = false;}; // Log server FPS + player count every 2 minutes
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if(isNil "DZE_DiagFpsFast") then {DZE_DiagFpsFast = false;}; // Log server FPS + player count every 2 minutes
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if(isNil "DZE_DiagVerbose") then {DZE_DiagVerbose = false;}; // Also log allMissionObjects count (very intensive)
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if(isNil "DZE_DiagVerbose") then {DZE_DiagVerbose = false;}; // Also log allMissionObjects count (very intensive)
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@@ -54,7 +54,7 @@ dz_loot_groups = [];
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dz_loot_weighted = [];
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dz_loot_weighted = [];
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dz_loot_definitions = [];
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dz_loot_definitions = [];
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_cfgGroups = (configFile >> "CfgLoot" >> "Groups");
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_cfgGroups = if (DZE_MissionLootTable) then {missionConfigFile >> "CfgLoot" >> "Groups"} else {configFile >> "CfgLoot" >> "Groups"};
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for "_i" from 0 to (count _cfgGroups) - 1 do
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for "_i" from 0 to (count _cfgGroups) - 1 do
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{
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{
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@@ -57,7 +57,7 @@ sched_buriedZeds = {
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//_a = _a + 1;
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//_a = _a + 1;
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_b = nearestBuilding _z;
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_b = nearestBuilding _z;
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if (!isNull _b) then {
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if (!isNull _b) then {
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_config = configFile >> "CfgLoot" >> "Buildings" >> (typeOf _b) >> "zedPos";
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_config = if (DZE_MissionLootTable) then {missionConfigFile >> "CfgLoot" >> "Buildings" >> (typeOf _b) >> "zedPos"} else {configFile >> "CfgLoot" >> "Buildings" >> (typeOf _b) >> "zedPos"};
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_zedPos = [] + getArray _config;
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_zedPos = [] + getArray _config;
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if ((count _zedPos > 0) and {([_b, _pos] call _checkInsideBuilding)}) then {
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if ((count _zedPos > 0) and {([_b, _pos] call _checkInsideBuilding)}) then {
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_elevation = (_b modelToWorld (_zedPos select 0)) select 2; // ATL
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_elevation = (_b modelToWorld (_zedPos select 0)) select 2; // ATL
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@@ -15,32 +15,18 @@ Author:
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//Number of care packages to spawn
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//Number of care packages to spawn
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#define SPAWN_NUM 6
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#define SPAWN_NUM 6
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#define SEARCH_CENTER [7542,7134]
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#define SEARCH_CENTER dayz_centerMarker
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#define SEARCH_RADIUS 6150
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#define SEARCH_RADIUS HeliCrashArea
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#define SEARCH_DIST_MIN 30
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#define SEARCH_DIST_MIN 30
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#define SEARCH_SLOPE_MAX 1000
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#define SEARCH_SLOPE_MAX 1000
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#define SEARCH_BLACKLIST [[[12923,3643],[14275,2601]]]
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#define SEARCH_BLACKLIST [[[12923,3643],[14275,2601]]]
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private
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private ["_typeGroup","_position","_type","_class","_vehicle","_loot","_lootGroup","_lootNum","_lootPos","_lootVeh","_size"];
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[
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"_typeGroup",
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"_position",
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"_type",
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"_class",
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"_vehicle",
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"_loot",
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"_lootGroup",
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"_lootNum",
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"_lootPos",
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"_lootVeh",
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"_size"
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];
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_lootGroup = Loot_GetGroup("CarePackage");
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_lootGroup = Loot_GetGroup("CarePackage");
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_typeGroup = Loot_GetGroup("CarePackageType");
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_typeGroup = Loot_GetGroup("CarePackageType");
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for "_i" from 1 to (SPAWN_NUM) do
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for "_i" from 1 to (SPAWN_NUM) do {
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{
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_type = Loot_SelectSingle(_typeGroup);
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_type = Loot_SelectSingle(_typeGroup);
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_class = _type select 1;
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_class = _type select 1;
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_lootNum = round Math_RandomRange(_type select 2, _type select 3);
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_lootNum = round Math_RandomRange(_type select 2, _type select 3);
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@@ -63,23 +49,17 @@ for "_i" from 1 to (SPAWN_NUM) do
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_lootVeh = Loot_Spawn(_x, _lootPos);
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_lootVeh = Loot_Spawn(_x, _lootPos);
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_lootVeh setVariable ["permaLoot", true];
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_lootVeh setVariable ["permaLoot", true];
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switch (dayz_spawncarepkgs_clutterCutter) do
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switch (dayz_spawncarepkgs_clutterCutter) do {
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{
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case 1: { //Lift loot up by 5cm
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case 1: //Lift loot up by 5cm
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{
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_lootPos set [2, 0.05];
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_lootPos set [2, 0.05];
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_lootVeh setPosATL _lootpos;
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_lootVeh setPosATL _lootpos;
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};
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};
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case 2: { //Clutter cutter
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case 2: //Clutter cutter
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{
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createVehicle ["ClutterCutter_small_2_EP1", _lootPos, [], 0, "CAN_COLLIDE"];
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createVehicle ["ClutterCutter_small_2_EP1", _lootPos, [], 0, "CAN_COLLIDE"];
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};
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};
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case 3: { //Debug sphere
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case 3: //Debug sphere
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{
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createVehicle ["Sign_sphere100cm_EP1", _lootPos, [], 0, "CAN_COLLIDE"];
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createVehicle ["Sign_sphere100cm_EP1", _lootPos, [], 0, "CAN_COLLIDE"];
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};
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};
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};
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};
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} foreach Loot_Select(_lootGroup, _lootNum);
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} forEach Loot_Select(_lootGroup, _lootNum);
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};
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};
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@@ -1,124 +0,0 @@
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private ["_position","_num","_config","_itemType","_weights","_index","_crashModel","_lootTable","_guaranteedLoot","_randomizedLoot","_frequency","_variance","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_crashName","_nearby","_itemTypes","_cntWeights","_fadeFire"];
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//_crashModel = _this select 0;
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//_lootTable = _this select 1;
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_guaranteedLoot = _this select 0;
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_randomizedLoot = _this select 1;
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_frequency = _this select 2;
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_variance = _this select 3;
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_spawnChance = _this select 4;
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_spawnMarker = _this select 5;
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_spawnRadius = _this select 6;
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_spawnFire = _this select 7;
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_fadeFire = _this select 8;
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diag_log("CRASHSPAWNER: Starting spawn logic for Crash Spawner");
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while {1 == 1} do {
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private["_timeAdjust","_timeToSpawn","_spawnRoll","_crash","_hasAdjustment","_newHeight","_adjustedPos"];
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// Allows the variance to act as +/- from the spawn frequency timer
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_timeAdjust = round((random(_variance * 2)) - _variance);
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_timeToSpawn = time + _frequency + _timeAdjust;
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//Adding some Random systems
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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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//Crash loot just uncomment the one you wish to use by default with 50cals is enabled.
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//Table including 50 cals
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_lootTable = ["Military","HeliCrash","MilitarySpecial"] call BIS_fnc_selectRandom;
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//Table without 50 cals
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//_lootTable = ["Military","HeliCrash_No50s","MilitarySpecial"] call BIS_fnc_selectRandom;
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};
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_crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
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diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' in %5 seconds", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]);
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// Apprehensive about using one giant long sleep here given server time variances over the life of the server daemon
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waituntil {time > _timeToSpawn};
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_spawnRoll = random 1;
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// Percentage roll
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if (_spawnRoll <= _spawnChance) then {
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_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
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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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//diag_log(format["DIAG: ADJUSTMENT FOUND FOR %1, IT IS: %2", _crashName, _newHeight]);
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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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dayz_serverObjectMonitor set [count dayz_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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//["PVDZ_obj_Fire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll;
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PVDZ_obj_Fire = [_crash,2,time,false,_fadeFire];
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publicVariable "PVDZ_obj_Fire";
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_crash setvariable ["fadeFire",_fadeFire,true];
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};
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_config = configFile >> "CfgBuildingLoot" >> _lootTable;
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if (DZE_MissionLootTable) then {
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_config = missionConfigFile >> "CfgBuildingLoot" >> _lootTable;
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};
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_itemTypes = [] + getArray (_config >> "itemType");
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_index = dayz_CBLBase find toLower(_lootTable);
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_weights = dayz_CBLChances select _index;
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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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_index = floor(random _cntWeights);
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_index = _weights select _index;
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_itemType = _itemTypes select _index;
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[_itemType select 0, _itemType select 1, _position, 5] call spawn_loot;
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diag_log(format["CRASHSPAWNER: Loot spawn at '%1' with loot table '%2'", _crashName, _lootTable]);
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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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};
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};
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@@ -21,8 +21,8 @@ Author:
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#define SPAWN_CHANCE 0.75
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#define SPAWN_CHANCE 0.75
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//Parameters for finding a suitable position to spawn the crash site
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//Parameters for finding a suitable position to spawn the crash site
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#define SEARCH_CENTER [7049,9241]
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#define SEARCH_CENTER dayz_centerMarker
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#define SEARCH_RADIUS 4880
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#define SEARCH_RADIUS HeliCrashArea
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#define SEARCH_DIST_MIN 20
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#define SEARCH_DIST_MIN 20
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#define SEARCH_SLOPE_MAX 2
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#define SEARCH_SLOPE_MAX 2
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#define SEARCH_BLACKLIST [[[2092,14167],[10558,12505]]]
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#define SEARCH_BLACKLIST [[[2092,14167],[10558,12505]]]
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@@ -34,31 +34,11 @@ Author:
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#define LOOT_MIN 5
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#define LOOT_MIN 5
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#define LOOT_MAX 8
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#define LOOT_MAX 8
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private
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private ["_debugZone","_spawnCrashSite","_type","_class","_lootGroup","_position","_vehicle","_lootParams","_dir","_mag","_lootNum","_lootPos","_lootVeh","_lootpos","_time"];
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[
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"_debugZone",
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"_spawnCrashSite",
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"_type",
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"_class",
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"_lootGroup",
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"_position",
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"_vehicle",
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// "_size",
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// "_loot",
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"_lootParams",
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"_dir",
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"_mag",
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"_lootNum",
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"_lootPos",
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"_lootVeh",
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"_lootpos",
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"_time"
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];
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diag_log format ["CRASHSPAWNER: Starting crash site spawner. Frequency: %1±%2 min. Spawn chance: %3", SPAWN_FREQUENCY, SPAWN_VARIANCE, SPAWN_CHANCE];
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diag_log format ["CRASHSPAWNER: Starting crash site spawner. Frequency: %1±%2 min. Spawn chance: %3", SPAWN_FREQUENCY, SPAWN_VARIANCE, SPAWN_CHANCE];
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_spawnCrashSite =
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_spawnCrashSite = {
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{
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_type = Loot_SelectSingle(Loot_GetGroup("CrashSiteType"));
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_type = Loot_SelectSingle(Loot_GetGroup("CrashSiteType"));
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_class = _type select 1;
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_class = _type select 1;
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_lootGroup = Loot_GetGroup(_type select 2);
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_lootGroup = Loot_GetGroup(_type select 2);
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@@ -91,49 +71,36 @@ _spawnCrashSite =
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_lootVeh = Loot_Spawn(_x, _lootPos);
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_lootVeh = Loot_Spawn(_x, _lootPos);
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_lootVeh setVariable ["permaLoot", true];
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_lootVeh setVariable ["permaLoot", true];
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switch (dayz_spawnCrashSite_clutterCutter) do
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switch (dayz_spawnCrashSite_clutterCutter) do {
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{
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case 1: { //Lift loot up by 5cm
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case 1: //Lift loot up by 5cm
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{
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_lootPos set [2, 0.05];
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_lootPos set [2, 0.05];
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_lootVeh setPosATL _lootpos;
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_lootVeh setPosATL _lootpos;
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};
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};
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case 2: { //Clutter cutter
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case 2: //Clutter cutter
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{
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createVehicle ["ClutterCutter_small_2_EP1", _lootPos, [], 0, "CAN_COLLIDE"];
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createVehicle ["ClutterCutter_small_2_EP1", _lootPos, [], 0, "CAN_COLLIDE"];
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};
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};
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case 3: { //Debug sphere
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case 3: //Debug sphere
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{
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createVehicle ["Sign_sphere100cm_EP1", _lootPos, [], 0, "CAN_COLLIDE"];
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createVehicle ["Sign_sphere100cm_EP1", _lootPos, [], 0, "CAN_COLLIDE"];
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};
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};
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};
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};
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}
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} forEach Loot_Select(_lootGroup, _lootNum);
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foreach Loot_Select(_lootGroup, _lootNum);
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};
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};
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//Spawn initial crash sites
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//Spawn initial crash sites
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for "_i" from 1 to (INITIAL_NUM) do
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for "_i" from 1 to (INITIAL_NUM) do {
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{
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call _spawnCrashSite;
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call _spawnCrashSite;
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};
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};
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while {true} do
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while {true} do {
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{
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//Pick a time to attempt spawning
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//Pick a time to attempt spawning
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//currentTime + frequency + ±1 * variance
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//currentTime + frequency + ±1 * variance
|
||||||
_time = time + 60 * ((SPAWN_FREQUENCY) + ((round random 1) * 2 - 1) * random (SPAWN_VARIANCE));
|
_time = time + 60 * ((SPAWN_FREQUENCY) + ((round random 1) * 2 - 1) * random (SPAWN_VARIANCE));
|
||||||
|
|
||||||
//Wait until the previously decided time
|
//Wait until the previously decided time
|
||||||
while {time < _time} do
|
while {time < _time} do {
|
||||||
{
|
uiSleep (60 * (SPAWN_FREQUENCY) / (TIMER_RESOLUTION));
|
||||||
sleep (60 * (SPAWN_FREQUENCY) / (TIMER_RESOLUTION));
|
|
||||||
};
|
};
|
||||||
|
|
||||||
//try to spawn
|
//try to spawn
|
||||||
if ((SPAWN_CHANCE) > random 1) then
|
if ((SPAWN_CHANCE) > random 1) then {call _spawnCrashSite;};
|
||||||
{
|
|
||||||
call _spawnCrashSite;
|
|
||||||
};
|
|
||||||
};
|
};
|
||||||
@@ -35,32 +35,19 @@ Author:
|
|||||||
#define SEARCH_PRECISION 30
|
#define SEARCH_PRECISION 30
|
||||||
#define SEARCH_ATTEMPTS 10
|
#define SEARCH_ATTEMPTS 10
|
||||||
|
|
||||||
private
|
private ["_typeGroup","_lootGroup","_objectGroup","_type","_position","_composition","_compositionObjects","_objectPos"];
|
||||||
[
|
|
||||||
"_typeGroup",
|
|
||||||
"_lootGroup",
|
|
||||||
"_objectGroup",
|
|
||||||
"_type",
|
|
||||||
"_position",
|
|
||||||
"_composition",
|
|
||||||
"_compositionObjects",
|
|
||||||
"_objectPos"
|
|
||||||
];
|
|
||||||
|
|
||||||
_typeGroup = Loot_GetGroup("InfectedCampType");
|
_typeGroup = Loot_GetGroup("InfectedCampType");
|
||||||
_lootGroup = Loot_GetGroup("InfectedCamp");
|
_lootGroup = Loot_GetGroup("InfectedCamp");
|
||||||
_objectGroup = Loot_GetGroup("InfectedCampObject");
|
_objectGroup = Loot_GetGroup("InfectedCampObject");
|
||||||
|
|
||||||
for "_i" from 1 to (CAMP_NUM) do
|
for "_i" from 1 to (CAMP_NUM) do {
|
||||||
{
|
|
||||||
//Select type of camp
|
//Select type of camp
|
||||||
_type = Loot_SelectSingle(_typeGroup);
|
_type = Loot_SelectSingle(_typeGroup);
|
||||||
_composition = _type select 1;
|
_composition = _type select 1;
|
||||||
|
|
||||||
//Find a position
|
//Find a position
|
||||||
|
for "_j" from 1 to (SEARCH_ATTEMPTS) do {
|
||||||
for "_j" from 1 to (SEARCH_ATTEMPTS) do
|
|
||||||
{
|
|
||||||
_position = ((selectBestPlaces [SEARCH_CENTER, SEARCH_RADIUS, SEARCH_EXPRESSION, SEARCH_PRECISION, 1]) select 0) select 0;
|
_position = ((selectBestPlaces [SEARCH_CENTER, SEARCH_RADIUS, SEARCH_EXPRESSION, SEARCH_PRECISION, 1]) select 0) select 0;
|
||||||
_position set [2, 0];
|
_position set [2, 0];
|
||||||
|
|
||||||
@@ -75,11 +62,10 @@ for "_i" from 1 to (CAMP_NUM) do
|
|||||||
|
|
||||||
//Add loot to containers
|
//Add loot to containers
|
||||||
{
|
{
|
||||||
if (_x isKindOf (CAMP_CONTAINER_BASE)) then
|
if (_x isKindOf (CAMP_CONTAINER_BASE)) then {
|
||||||
{
|
|
||||||
Loot_InsertCargo(_x, _lootGroup, round Math_RandomRange(LOOT_MIN, LOOT_MAX));
|
Loot_InsertCargo(_x, _lootGroup, round Math_RandomRange(LOOT_MIN, LOOT_MAX));
|
||||||
};
|
};
|
||||||
} foreach _compositionObjects;
|
} forEach _compositionObjects;
|
||||||
|
|
||||||
//Spawn objects around the camp
|
//Spawn objects around the camp
|
||||||
{
|
{
|
||||||
@@ -87,5 +73,5 @@ for "_i" from 1 to (CAMP_NUM) do
|
|||||||
|
|
||||||
Loot_Spawn(_x, _objectPos);
|
Loot_Spawn(_x, _objectPos);
|
||||||
|
|
||||||
} foreach Loot_Select(_objectGroup, round Math_RandomRange(OBJECT_MIN, OBJECT_MAX));
|
} forEach Loot_Select(_objectGroup, round Math_RandomRange(OBJECT_MIN, OBJECT_MAX));
|
||||||
};
|
};
|
||||||
@@ -361,11 +361,6 @@ for "_x" from 1 to MaxMineVeins do {[] spawn spawn_mineveins;};
|
|||||||
// All done spawning stuff, can clear these now
|
// All done spawning stuff, can clear these now
|
||||||
buildingList = []; roadList = [];
|
buildingList = []; roadList = [];
|
||||||
|
|
||||||
// [_guaranteedLoot,_randomizedLoot,_frequency,_variance,_spawnChance,_spawnMarker,_spawnRadius,_spawnFire,_fadeFire]
|
|
||||||
if (OldHeliCrash) then {
|
|
||||||
_nul = [3,4,(50 * 60),(15 * 60),0.75,'center',HeliCrashArea,true,false] spawn server_spawnCrashSite;
|
|
||||||
};
|
|
||||||
|
|
||||||
[] spawn server_spawnEvents;
|
[] spawn server_spawnEvents;
|
||||||
_debugMarkerPosition = getMarkerPos "respawn_west";
|
_debugMarkerPosition = getMarkerPos "respawn_west";
|
||||||
_debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
|
_debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
|
||||||
|
|||||||
Reference in New Issue
Block a user