mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 12:12:34 +03:00
readd custom loot codes and DZE_missionloot
This commit is contained in:
@@ -1,3 +1,4 @@
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#include "CfgLootSmall.hpp"
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class CfgLoot {
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trash[] = {
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{"TrashTinCan",0.5}
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@@ -1,14 +1,23 @@
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/*
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Created exclusively for ArmA2:OA - DayZMod.
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Created exclusively for ArmA2:OA - DayZMod
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Please request permission to use/alter/distribute from project leader (R4Z0R49)
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Modified for DayZ Epoch by [VB]AWOL vbawol@veteranbastards.com.
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*/
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private ["_lootChance"];
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_obj = _this;
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_type = configName (configFile >> "CfgBuildingLoot" >> (typeOf _obj)); //make sure we return the same case
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// lower case to prevent issues with differing case for buildings from map to map.
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_type = toLower(typeOf _obj);
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_config = configFile >> "CfgBuildingLoot" >> _type;
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if (DZE_MissionLootTable) then {
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_config = missionConfigFile >> "CfgBuildingLoot" >> _type;
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};
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_pos = [] + getArray (_config >> "lootPos");
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_itemTypes = [] + getArray (_config >> "lootType");
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_lootChance = getNumber (_config >> "lootChance");
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//_countPositions = count _pos;
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_qty = 0; // effective quantity of spawned weaponholder
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_lootSpawnBias = 67; //67 between 50 and 100. The lower it is, the lower chance some of the lootpiles will spawn
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@@ -61,13 +70,45 @@ _bias = (_bias + random(100 - _bias)) / 100;
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// diag_log (format["SpawnLoot: Pos: %1, LootType: %2/%3,",_iPos,_itemType select 0,_itemType select 1]);
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dayz_currentWeaponHolders = dayz_currentWeaponHolders +1;
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//loclout system
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_islocal = _obj getVariable ["", false]; // object created locally via TownGenerator. See stream_locationFill.sqf
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_obj setVariable ["looted",diag_tickTime + dayz_tickTimeOffset,!_islocal];
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_obj setVariable ["looted",diag_tickTime + dayz_tickTimeOffset];
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};
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};
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};
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//sleep 0.002;
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};
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} forEach _positions;
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//dayz_currentWeaponHolders;
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// small loot
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_posSmall = [] + getArray (_config >> "lootPosSmall");
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_itemTypesSmall = [] + getArray (_config >> "itemTypeSmall");
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_positionsSmall = _posSmall call _ShuffleArray;
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{
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if (count _x == 3) then {
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_rnd = (random 1) / _bias;
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_iPos = _obj modelToWorld _x;
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_nearBy = nearestObjects [_iPos, ["ReammoBox"], 2];
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if (count _nearBy > 0) then {
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_lootChance = _lootChance + 0.05;
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};
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if (dayz_currentWeaponHolders < dayz_maxMaxWeaponHolders) then {
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if (_rnd <= _lootChance) then {
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if (count _nearBy == 0) then {
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_index = dayzE_CBLSBase find _type;
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_weights = dayzE_CBLSChances select _index;
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_cntWeights = count _weights;
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_index = floor(random _cntWeights);
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_index = _weights select _index;
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_itemType = _itemTypesSmall select _index;
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[_itemType select 0, _itemType select 1 , _iPos, 0.0] call spawn_loot;
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// diag_log (format["SpawnLoot: Pos: %1, LootType: %2/%3,",_iPos,_itemType select 0,_itemType select 1]);
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dayz_currentWeaponHolders = dayz_currentWeaponHolders +1;
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//loclout system
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_obj setVariable ["looted",diag_tickTime + dayz_tickTimeOffset];
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};
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};
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};
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};
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} forEach _positionsSmall;
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@@ -12,10 +12,11 @@ if (isNil "_iClass") exitWith {diag_log "_iClass isNil, exiting loot spawn!";};
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switch (_iClass) do {
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default {
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_itemTypes = [];
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{
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_itemTypes set [count _itemTypes, _x select 0]
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} foreach getArray (configFile >> "cfgLoot" >> _iClass);
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if (DZE_MissionLootTable) then {
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_itemTypes = ((getArray (missionConfigFile >> "cfgLoot" >> _iClass)) select 0);
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} else {
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_itemTypes = ((getArray (configFile >> "cfgLoot" >> _iClass)) select 0);
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};
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_qty = 0;
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_max = ceil(random 2) + 1;
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if (_iClass in ["trash","civilian","office","office2","food","generic","medical","hospital","military","militarypilot","policeman","hunter","worker"]) then {
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@@ -73,12 +74,86 @@ switch (_iClass) do {
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_item = createVehicle [_item2, _iPos, [], _radius, "CAN_COLLIDE"];
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};
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};
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};
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case "weapon": {
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case "single":
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{
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//Item is sigle, add 1 item from cfgloot
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_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
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_itemTypes = [];
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if (DZE_MissionLootTable) then {
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_itemTypes = ((getArray (missionConfigFile >> "cfgLoot" >> _iItem)) select 0);
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} else {
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_itemTypes = ((getArray (configFile >> "cfgLoot" >> _iItem)) select 0);
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};
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_index = dayz_CLBase find _iItem;
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_weights = dayz_CLChances select _index;
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_cntWeights = count _weights;
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_index = floor(random _cntWeights);
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_index = _weights select _index;
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_canType = _itemTypes select _index;
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_item addMagazineCargoGlobal [_canType,1];
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};
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case "backpack":
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{
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//Item is single backpack
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if (DZE_MissionLootTable) then {
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_itemTypes = ((getArray (missionConfigFile >> "cfgLoot" >> _iItem)) select 0);
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} else {
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_itemTypes = ((getArray (configFile >> "cfgLoot" >> _iItem)) select 0);
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};
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_index = dayz_CLBase find _iItem;
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_weights = dayz_CLChances select _index;
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_cntWeights = count _weights;
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_index = floor(random _cntWeights);
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_index = _weights select _index;
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_iItem = _itemTypes select _index;
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_item = createVehicle [_iItem, _iPos, [], _radius, "CAN_COLLIDE"];
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};
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case "cfglootweapon":
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{
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if (DZE_MissionLootTable) then {
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_itemTypes = ((getArray (missionConfigFile >> "cfgLoot" >> _iItem)) select 0);
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} else {
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_itemTypes = ((getArray (configFile >> "cfgLoot" >> _iItem)) select 0);
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};
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_index = dayz_CLBase find _iItem;
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_weights = dayz_CLChances select _index;
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_cntWeights = count _weights;
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_index = floor(random _cntWeights);
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_index = _weights select _index;
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_iItem = _itemTypes select _index;
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if (_iItem == "Chainsaw") then {
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_iItem = ["ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR"] call BIS_fnc_selectRandom;
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};
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//Item is a weapon, add it and a random quantity of magazines
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_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
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_item addWeaponCargoGlobal [_iItem,1];
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_mags = [] + getArray (configFile >> "cfgWeapons" >> _iItem >> "magazines");
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if ((count _mags) > 0) then {
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if ((count _mags) > 0) then
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{
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if (_mags select 0 == "Quiver") then { _mags set [0, "WoodenArrow"] }; // Prevent spawning a Quiver
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if (_mags select 0 == "20Rnd_556x45_Stanag") then { _mags set [0, "30Rnd_556x45_Stanag"] };
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if (_mags select 0 == "30Rnd_556x45_G36") then { _mags set [0, "30Rnd_556x45_Stanag"] };
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if (_mags select 0 == "30Rnd_556x45_G36SD") then { _mags set [0, "30Rnd_556x45_StanagSD"] };
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_item addMagazineCargoGlobal [(_mags select 0), (round(random 2))];
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};
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};
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case "weapon":
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{
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//Item is a weapon, add it and a random quantity of magazines
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_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
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_item addWeaponCargoGlobal [_iItem,1];
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_mags = [] + getArray (configFile >> "cfgWeapons" >> _iItem >> "magazines");
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if ((count _mags) > 0) then
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{
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if (_mags select 0 == "Quiver") then { _mags set [0, "WoodenArrow"] }; // Prevent spawning a Quiver
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if (_mags select 0 == "20Rnd_556x45_Stanag") then { _mags set [0, "30Rnd_556x45_Stanag"] };
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if (_mags select 0 == "30Rnd_556x45_G36") then { _mags set [0, "30Rnd_556x45_Stanag"] };
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if (_mags select 0 == "30Rnd_556x45_G36SD") then { _mags set [0, "30Rnd_556x45_StanagSD"] };
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@@ -90,7 +165,15 @@ switch (_iClass) do {
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};
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};
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};
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case "magazine": {
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case "weaponnomags":
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{
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//Item is a weapon, and spawns no mags
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_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
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_item addWeaponCargoGlobal [_iItem,1];
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};
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case "magazine":
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{
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//Item is one magazine
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_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
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_item addMagazineCargoGlobal [_iItem,1];
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};
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