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Rename SQF/dayz_server/compile/server_spawnCrashSites.sqf to Server Files/Archive/dayz_server/compile/server_spawnCrashSites.sqf
Archive Vanilla event file.
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/*
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Spawns crash sites at the beginning of mission and periodically during it.
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Author:
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Foxy
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*/
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#include "\z\addons\dayz_code\util\Math.hpp"
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#include "\z\addons\dayz_code\util\Vector.hpp"
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#include "\z\addons\dayz_code\loot\Loot.hpp"
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//Spawn frequency ± variance in minutes
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#define SPAWN_FREQUENCY 25
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#define SPAWN_VARIANCE 20
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//The higher the number, the more accurate the timer is.
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//Must be positive and non-zero.
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#define TIMER_RESOLUTION 10
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//Chance to spawn a crash site
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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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#define SEARCH_CENTER getMarkerPos "crashsites"
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#define SEARCH_RADIUS (getMarkerSize "crashsites") select 0
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#define SEARCH_DIST_MIN 20
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#define SEARCH_SLOPE_MAX 2
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#define SEARCH_BLACKLIST [[[2092,14167],[10558,12505]]]
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//Number of crash sites to spawn at the beginning of the mission
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#define INITIAL_NUM 1
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//Number of loot items to spawn per site
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#define LOOT_MIN 5
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#define LOOT_MAX 8
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private
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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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_spawnCrashSite =
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{
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_type = Loot_SelectSingle(Loot_GetGroup("CrashSiteType"));
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_class = _type select 1;
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_lootGroup = Loot_GetGroup(_type select 2);
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_position = [SEARCH_CENTER, 0, SEARCH_RADIUS, SEARCH_DIST_MIN, 0, SEARCH_SLOPE_MAX, 0, SEARCH_BLACKLIST] call BIS_fnc_findSafePos;
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_position set [2, 0];
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_lootNum = round Math_RandomRange(LOOT_MIN, LOOT_MAX);
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diag_log format ["CRASHSPAWNER: Spawning crash site (%1) at %2 with %3 items.", _class, _position, _lootNum];
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//_vehicle = createVehicle ["ClutterCutter_small_2_EP1", _position, [], 0, "CAN_COLLIDE"];
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//_vehicle = createVehicle [_class, _position, [], 0, "CAN_COLLIDE"];
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_vehicle = "ClutterCutter_small_2_EP1" createVehicle _position;
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_vehicle = _class createVehicle [0,0,0];
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor, _vehicle];
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_vehicle setVariable ["ObjectID", 1, true];
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_vehicle setDir random 360;
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_vehicle setPos _position;
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_lootParams = getArray (configFile >> "CfgVehicles" >> _class >> "lootParams");
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{
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_dir = random 360;
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_mag = random (_lootParams select 4);
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_lootPos = [((_lootParams select 2) + _mag) * sin _dir, ((_lootParams select 3) + _mag) * cos _dir, 0];
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_lootPos = Vector_Add(_lootPos, _lootParams select 0);
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_lootPos = Vector_Rotate2D(_lootPos, _lootParams select 1);
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_lootPos = _vehicle modelToWorld _lootPos;
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_lootPos set [2, 0];
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_lootVeh = Loot_Spawn(_x, _lootPos);
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_lootVeh setVariable ["permaLoot", true];
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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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{
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_lootPos set [2, 0.05];
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_lootVeh setPosATL _lootpos;
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};
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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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"ClutterCutter_small_2_EP1" createVehicle _lootPos;
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};
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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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"Sign_sphere100cm_EP1" createVehicle _lootPos;
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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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};
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//Spawn initial crash sites
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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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};
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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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//currentTime + frequency + ±1 * variance
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_time = time + 60 * ((SPAWN_FREQUENCY) + ((round random 1) * 2 - 1) * random (SPAWN_VARIANCE));
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//Wait until the previously decided time
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while {time < _time} do
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{
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uiSleep (60 * (SPAWN_FREQUENCY) / (TIMER_RESOLUTION));
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};
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//try to spawn
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if ((SPAWN_CHANCE) > random 1) then
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{
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call _spawnCrashSite;
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};
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};
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