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https://github.com/EpochModTeam/DayZ-Epoch.git
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1.0.1.5 RC1
+ [ADDED] Re enabling "force save %1" is now optional DZE_AllowForceSave = true; + [ADDED] Added cargo check back in can be disabled with DZE_AllowCargoCheck = false; + [ADDED] Trade metals menu can now trade 12 x 10oz gold bars into a full 100oz briefcase. + [FIXED] Urban girl texture path was incorrect. + [CHANGED] Standard helicrash spawn system replaced with epoch events and now spawn with a 75% chance every 45 minutes. Thanks to maca134.
This commit is contained in:
91
SQF/dayz_server/modules/crash_spawner.sqf
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91
SQF/dayz_server/modules/crash_spawner.sqf
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private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_fadeFire","_crashModel","_lootTable","_crashName","_spawnRoll","_position","_crash","_config","_hasAdjustment","_newHeight","_adjustedPos","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType"];
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_guaranteedLoot = 3;
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_randomizedLoot = 4;
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_spawnChance = 0.90;
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_spawnMarker = 'center';
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// _spawnRadius = 5000;
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_spawnRadius = HeliCrashArea;
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_spawnFire = true;
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_fadeFire = false;
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_spawnRoll = random 1;
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if (_spawnRoll <= _spawnChance) then {
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_crashModel = ["UH60Wreck_DZ","UH1Wreck_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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_lootTable = ["Military","HeliCrash","MilitarySpecial"] call BIS_fnc_selectRandom;
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};
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_crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
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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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};
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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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//["dayzFire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll;
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dayzFire = [_crash,2,time,false,_fadeFire];
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publicVariable "dayzFire";
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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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_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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};
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// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and 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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} forEach _nearBy;
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};
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