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https://github.com/EpochModTeam/DayZ-Epoch.git
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Configure DZE_SafeZonePosArray by default
Zeds and loot should not spawn in trader cities by default, regardless
of whether the server uses safe zones.
For servers that do not use safezones, the only other things affected
are salvage and instant kill for vehicle explosions in trader cities.
Neither is a significant issue. Most servers use safezones anyway.
Following d750f57, changed to exitWith so the check is only called once
instead of multiple times. Also no need to call again in
zombie_generate, since that function is only called by
building_spawnZombies which already checks it.
This commit is contained in:
@@ -23,7 +23,7 @@ if (r_player_divideinvehicle > 0) then {
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_maxControlledZombies = round(dayz_maxLocalZombies);
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_enabled = false;
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if (_canLoot ) then {
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if (_canLoot && !([_originalPos] call DZE_SafeZonePosCheck)) then {
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//Get zombie class
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_unitTypes = getArray (_config >> "zombieClass");
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_min = getNumber (_config >> "minRoaming");
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@@ -33,13 +33,12 @@ if (_canLoot ) then {
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//Walking Zombies
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_num = (round(random _max)) max _min; // + round(_max / 3);
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//diag_log ("Class: " + _type + " / Zombies: " + str(_unitTypes) + " / Walking: " + str(_num));
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if (!([_originalPos] call DZE_SafeZonePosCheck)) then {
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for "_i" from 0 to _num do
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{
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//_iPos = _obj modelToWorld _originalPos;
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if ((_maxlocalspawned < _maxControlledZombies) and (dayz_CurrentNearByZombies < dayz_maxNearByZombies) and (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then {
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[_originalPos,true,_unitTypes,_wreck] call zombie_generate;
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};
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for "_i" from 0 to _num do
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{
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//_iPos = _obj modelToWorld _originalPos;
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if ((_maxlocalspawned < _maxControlledZombies) and (dayz_CurrentNearByZombies < dayz_maxNearByZombies) and (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then {
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[_originalPos,true,_unitTypes,_wreck] call zombie_generate;
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};
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};
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@@ -52,7 +51,7 @@ if (_canLoot ) then {
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{
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_Pos = [_x select 0, _x select 1, 0];
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_rnd = random 1;
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if (_rnd < _zombieChance && {!([_Pos] call DZE_SafeZonePosCheck)}) then {
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if (_rnd < _zombieChance) then {
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_iPos = _obj modelToWorld _Pos;
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_nearByZed = {alive _x} count (_iPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 10)]) > 0;
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_nearByPlayer = ({isPlayer _x} count (_iPos nearEntities ["CAManBase",30])) > 0;
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