This commit is contained in:
A Man
2020-01-11 00:18:43 +01:00
83 changed files with 2105 additions and 3115 deletions

View File

@@ -57,7 +57,7 @@
[UPDATED] Many unused trader cites got moved into a new folder called 'Archive'. Those files will no longer be updated. (6699d8d7) @AirwavesMan
[UPDATED] All vehicle names got updated and have a localization now. (e36e3cc4) @AirwavesMan
[UPDATED] The gunner optics angle of the BRDM-2 HQ got adjusted so it has a better usage now. (9ab576fa) @AirwavesMan
[UPDATED] Moved FPS logging and server event spawner to the server sheduler (0a264b9) @worldwidesorrow
[UPDATED] Moved FPS logging and server event spawner to the server scheduler (0a264b9) @worldwidesorrow
[UPDATED] Vanilla events have been adjusted and moved to the server modules folder. The events are now spawned by the scheduler. (0a264b9) @worldwidesorrow
[UPDATED] Trader files got rebuild. Trader Cites got overhauled (92700e8a) @AirwavesMan
[UPDATED] Server side security added for higher risk PVDZ_send usage. (40dcf6f) @worldwidesorrow

View File

@@ -3,7 +3,6 @@ class Land_Nav_Boathouse : Default
lootChance = 0.2;
zedPos[] = {{-2.92236,9.2002,3.6665},{7.09473,7.79883,3.6665},{7.18164,-2.03223,3.66864},{1.68994,7.5166,3.67276},{5.49609,0.106445,3.67358},{-5.63037,-1.27246,3.67407},{5.27588,5.51953,3.69006},{-5.03564,6.19141,3.6907},{-6.98779,5.52539,3.69113}};
lootPos[] = {
//{5.28,5.52,3.73},{5.5,0.11,3.71},{1.69,7.52,3.71},{-5.04,6.19,3.71},{-5.63,-1.27,3.69},{-6.99,5.53,3.71},{-2.92,9.2,3.67},{7.09,7.8,3.69},{7.18,-2.03,3.69},{2.8,7.37,6.33},{-2.81,7.41,6.32},
{-5.24414,-2.32715,3.67999},{-5.43994,7.17676,3.67548},{6.13232,0.615234,3.6694},{-1.00439,6.89355,3.68311}
};
lootPosSmall[] = {{5.2002,7.64746,6.30902},{-1.88623,7.55762,6.30902},{4.75781,-2.49121,3.67984},{-0.398438,4.61914,3.61755},{2.91797,8.50293,3.67038}};
@@ -14,7 +13,6 @@ class Land_BoatSmall_2b : Default
{
zombieChance = 0;
maxRoaming = 0;
// zedPos[] = {{0.00390625,-0.250977,-0.348389}};
lootChance = 0.1;
lootPos[] = {{0.00390625,-0.250977,-0.348389}};
lootGroup = Boat;

View File

@@ -1,50 +1,41 @@
class Castle : Default
{
zombieClass[] = {"z_new_villager2","z_new_villager3","z_new_villager4"};
lootChance = 0.2;
lootChance = 0.4;
lootGroup = Castle;
};
class Land_A_Castle_Bergfrit: Castle {
zedPos[] = {{1.19141,-1.43848,-2.81638},{0.0595703,2.04785,-2.79636},{-2.19482,4.12305,-0.63858},{2.36133,3.86816,1.83972},{2.64746,-3.5459,3.85541},{-2.09473,-3.44922,6.29901},{-0.540039,-2.35254,8.76691},{-1.15918,3.13867,8.76691},{1.74707,1.26855,8.76691},{-1.62207,-4.28027,13.4801},{1.67578,-0.825195,16.8505},{-2.23047,4.82422,16.856}};
//lootPos[] = {{0.0595703,2.04785,-2.79636},{1.19141,-1.43848,-2.81638},{-2.19482,4.12305,-0.63858},{2.36133,3.86816,1.83972},{2.64746,-3.5459,3.85541},{-2.09473,-3.44922,6.29901},{-1.15918,3.13867,8.76691},{1.74707,1.26855,8.76691},{-0.540039,-2.35254,8.76691},{-1.62207,-4.28027,13.4801},{-2.23047,4.82422,16.856},{1.67578,-0.825195,16.8505}};
lootPos[] = {{0.0185547,1.91602,-2.8364},{1.19141,-1.43848,-2.8364},{-2.36816,3.32275,-0.628571},{2.36133,3.86768,1.83972},{2.48438,-3.20557,3.85541},{-2.09473,-3.44873,6.31903},{-1.15918,3.13867,8.76691},{1.74707,1.26807,8.76691},{-0.540039,-2.35254,8.76691},{-1.62207,-4.27979,13.4801},{-2.23047,4.82471,16.856},{1.67578,-0.825195,16.8505}};
};
class Land_A_Castle_Stairs_A: Castle {
zedPos[] = {{0.693604,-1.79297,0.703918},{8.42188,0.878906,0.889343},{8.11035,1.47949,7.01178}};
//lootPos[] = {{0.693604,-1.79297,0.703918},{8.42188,0.878906,0.889343},{8.11035,1.47949,7.01178}};
lootPos[] = {{0.697998,-1.79395,0.726929},{8.3938,0.890625,0.875122},{8.17261,1.48926,7.02588}};
};
class Land_A_Castle_Gate: Castle {
zedPos[] = {{0.244141,-4.48486,-3.14362},{-1.25293,2.98779,-3.07028},{4.50684,-3.31152,-2.94885},{4.55176,3.29834,-2.94858},{7.94824,1.4082,-2.91003}};
lootChance = 0.7;
//lootPos[] = {{0.24,-4.49,-3.14},{-1.25,2.99,-3.07},{4.51,-3.31,-2.95},{4.71,2.71,-2.95},{7.76,0.51,-2.91}};
lootPos[] = {{0.244141,-4.48486,-3.14362},{-1.25293,2.98779,-3.07028},{4.50684,-3.31152,-2.94885},{4.55176,3.29834,-2.94858},{7.94824,1.4082,-2.91003}};
};
class Land_A_Castle_Wall2_End_2: Castle {
lootChance = 0.4;
lootPos[] = {{-4.66,0.52,-5.91},{1.51,0.07,-4.61}};
};
class Land_A_Castle_WallS_End: Castle {
lootChance = 0.4;
lootPos[] = {{-0.53,-1.95,-1.06}};
};
class Land_A_Castle_Wall2_30: Castle {
lootChance = 0.4;
lootPos[] = {{-7.18,-0.58,-5.89},{-0.94,-0.38,-4.58}};
};
class Land_A_Castle_WallS_10: Castle {
lootChance = 0.4;
lootPos[] = {{2.72,-2.57,-0.41},{-1.37,-1.28,-0.41}};
};
class Land_A_Castle_Donjon: Castle {
lootChance = 0.5;
lootPos[] = {{-2.14,2.22,12.5},{3.25,3.36,12.6},{0.92,0.93,12.53},{4,0.33,12.49},{-0.07,4.13,12.52},{-2.86,5.47,12.48}};
};
};

View File

@@ -11,22 +11,9 @@ class Church : Default
class Land_Church_01 : Church
{
zedPos[] =
{
{-6.92,-0.38,-4.21}
};
lootPos[] =
{
/*
{-6.92,-0.38,-4.21},
{-6.87,-0.44,-6.47},
*/
{-6.92822,0.516602,-4.2191}
};
lootPosSmall[] =
{
{-7.27332,-1.16895,-4.22726}
};
zedPos[] = {{-6.92,-0.38,-4.21}};
lootPos[] = {{-6.92822,0.516602,-4.2191}};
lootPosSmall[] = {{-7.27332,-1.16895,-4.22726}};
};
class Land_Church_03 : Church
@@ -48,20 +35,6 @@ class Land_Church_03 : Church
};
lootPos[] =
{
/*
{5.15332,-6.96875,-14.3021},
{-1.7915,-7.67969,-14.302},
{-0.0263672,-2.98438,-14.3021},
{-0.00341797,2.02539,-14.3019},
{5.49902,7.20508,-14.302},
{5.38916,3.40527,-14.302},
{3.23633,2.76172,-14.3019},
{-1.51074,7.66406,-14.2919},
{-7.64111,4.81348,-14.3019},
{-6.56641,-4.58887,-14.3021},
{9.55225,2.22461,-13.7487},
{9.93262,-3.85156,-13.7587},
*/
{-0.665527,-3.02832,-14.3021},
{2.90771,3.07422,-14.3021},
{9.75342,0.0117188,-13.7588},
@@ -79,40 +52,20 @@ class Land_Church_03 : Church
{-1.14893,-3.6416,-14.3021},
{-2.71484,-1.56055,-13.7349}
};
hangPos[] = {{1.72168,-8.39771,-0.172569},{2.08838,-14.4236,-0.27536},{-13.7158,-10.4808,-0.795174},{-12.9072,-16.4105,-0.895065}};
};
class Land_Church_02 : Church
{
maxRoaming = 2;
zedPos[] =
{
{-11.1528,1.47168,-11.6733},
{9.87158,-6.6582,-11.6733}
};
lootPos[] =
{
{-11.15,1.47,-11.67},
{9.87,-6.66,-11.67},
{-3.6,7.18,-11.68},
{-1.09,-6.54,-11.68},
{-3.24,-4.54,-11.68}
};
zedPos[] = {{-11.1528,1.47168,-11.6733},{9.87158,-6.6582,-11.6733}};
lootPos[] = {{-11.15,1.47,-11.67},{9.87,-6.66,-11.67},{-3.6,7.18,-11.68},{-1.09,-6.54,-11.68},{-3.24,-4.54,-11.68}};
};
class Land_Church_02a : Church
{
maxRoaming = 2;
zedPos[] =
{
{10.0615,-6.90723,-11.5681},
{-11.043,0.833984,-11.5681}
};
lootPos[] =
{
{10.0615,-6.90723,-11.5681},
{-11.043,0.833984,-11.5681}
};
zedPos[] = {{10.0615,-6.90723,-11.5681},{-11.043,0.833984,-11.5681}};
lootPos[] = {{10.0615,-6.90723,-11.5681},{-11.043,0.833984,-11.5681}};
};
class Land_Church_05R : Church
@@ -165,9 +118,5 @@ class Land_A_Mosque_big_wall_EP1: Church {
};
class Land_A_Mosque_small_1_EP1: Church
{
lootPos[] = {
{ 2.45117,3.39063,-2.04604 },
{ 0.183105,0.826172,-2.04605 },
{ 6.66406,4.11719,-1.9437 },
{ 0.49707,-1.33301,-1.69603 }};
lootPos[] = {{ 2.45117,3.39063,-2.04604 },{ 0.183105,0.826172,-2.04605 },{ 6.66406,4.11719,-1.9437 },{ 0.49707,-1.33301,-1.69603 }};
};

View File

@@ -10,17 +10,14 @@ class Farm : Default
class Land_stodola_old_open: Farm {
zedPos[] = {{-2.58887,-5.9209,-5.08057},{-3.06787,8.63086,-5.08057},{2.52539,10.5234,-5.08044},{4.11035,-10.9307,-5.07043},{-2.62793,-6.55762,-0.99585},{-2.79443,10.2344,-0.993469},{4.62646,10.498,-0.993408},{4.76807,5.00781,-0.993408},{0.749023,-10.5703,2.96448},{1.09131,10.6787,2.96448}};
lootPos[] = {
//{-3.07,8.63,-5.08},{2.53,10.52,-5.08},{4.77,5.01,-0.99},{-2.79,10.23,-0.99},{4.63,10.5,-0.99},{1.09,10.68,2.96},{-2.59,-5.92,-5.08},{4.11,-10.93,-5.07},{-2.63,-6.56,-1},{0.75,-10.57,2.96},{2.16,-3.54,-5.08},{-2.74,-10.6,-5.08},{2.88,3.69,-5.08},{3.77,-5.79,-0.03},{4.4,-10.93,-1},
{2.5437,-10.6599,2.96444},{-0.4021,-10.6228,2.96444},{-2.56641,-10.8538,-0.995487},{4.6665,3.45386,-5.08055},{-2.24414,10.396,-5.08055},{3.08691,9.24976,-5.08055},{-1.12744,10.5359,-0.993513},{-1.27563,10.6184,2.96444},{2.99268,10.7668,2.96444},{4.35425,-10.5923,-5.08055},{-2.47363,-5.49194,-5.08055}
};
lootPosSmall[] = {{2.7832,-9.15698,-4.13055},{-1.83765,7.05908,-4.13055},{3.73218,-5.77075,-0.0403633},{0.913818,-11.1099,2.96444},{5.14795,-10.01,-0.997503},{-2.89819,7.21069,-5.08055},{1.79053,8.75171,-5.08055},{5.07788,9.51514,-0.993513},{3.65845,10.1985,2.96444},{0.85498,-3.37793,-4.13055}};
hangPos[] = {{-1.50537,5.34473,-5.08813},{0.494141,9.42725,-5.09016},{2.59473,-6.21191,-5.08055},{-1.74854,-2.39844,-1.14301}};
};
class Land_Farm_Cowshed_a: Farm {
zedPos[] = {{7.87988,2.94141,-3.08789},{9.74023,-2.48633,-3.08771},{-1.06836,-5.92188,-3.08765},{-1.32764,5.61426,-3.08765},{2.88428,-2.34473,-3.08765},{4.81982,5.72852,-3.08765},{8.83936,-5.60254,-3.06757}};
lootPos[] = {
//{-1.06836,-5.92188,-3.08765},{8.83936,-5.60254,-3.06757},{9.74023,-2.48633,-3.08771},{2.88428,-2.34473,-3.08765},{7.87988,2.94141,-3.08789},{4.81982,5.72852,-3.08765},{-1.32764,5.61426,-3.08765},
{-1.06836,-5.92163,-3.08763},{1.69043,-4.91089,-3.08763},{5.8833,-6.15381,-3.08763},{8.83984,-5.60278,-3.08763},{9.74023,-2.48657,-3.08763},{2.88428,-2.34546,-3.08763},{7.88037,2.94214,-3.08763}
};
lootPosSmall[] = {{-6.74829,-2.98145,-3.03766},{1.34399,3.79199,-3.03766}};
@@ -29,17 +26,14 @@ class Land_Farm_Cowshed_a: Farm {
class Land_stodola_open: Farm {
zedPos[] = {{-2.58228,-0.526367,-4.17346},{-0.0480957,-4.88965,-4.13593},{-2.60376,5.31641,-4.12805},{0.98291,6.20508,-4.11121}};
lootPos[] = {
//{-2.60376,5.31641,-4.12805},{-2.58228,-0.526367,-4.17346},{-0.0480957,-4.88965,-4.13593},{0.98291,6.20508,-4.11121},
{-3.77881,6.2478,-4.11348},{1.59106,6.31494,-4.10928},{-3.94727,-1.95605,-4.15359},{-0.440918,-3.91187,-4.1938}
};
lootPosSmall[] = {{-4.22217,-6.12866,-3.32453}};
hangPos[] = {{-0.932617,-3.35962,-4.16446},{-2.01563,-0.115112,-4.19492}};
};
class Land_Barn_W_01: Farm {
zedPos[] = {{5.78711,18.9463,-2.62683},{-4.4646,16.665,-2.61633},{4.93188,-17.0469,-2.59064},{-3.82788,-18.6699,-2.59021},{-2.99072,-4.16992,-2.58276},{3.95435,4.88379,-2.57434}};
lootPos[] = {
//{4.93188,-17.0469,-2.59064},{-3.82788,-18.6699,-2.59021},{-4.4646,16.665,-2.61633},{5.78711,18.9463,-2.62683},{3.95435,4.88379,-2.57434},{-2.99072,-4.16992,-2.58276},
{-4.45776,14.2153,-2.71607},{4.34277,-6.15088,-2.57279}
};
lootPosSmall[] = {{4.09351,10.3872,-2.69559},{0.10791,3.48096,-2.64446},{-4.51636,-12.2603,-2.67148},{3.54419,-15.8311,-2.63077}};
@@ -47,14 +41,12 @@ class Land_Barn_W_01: Farm {
class Land_Barn_W_02: Farm {
zedPos[] = {{3.35938,-0.151367,-2.31305},{-2.84351,0.213867,-2.31177},{-2.94604,-5.01465,-2.28998},{2.53711,-5.89258,-2.28949},{3.16479,5.56543,-2.28406},{-5.63306,4.83105,-2.26355}};
//lootPos[] = {{3.17,5.57,-2.28},{2.54,-5.89,-2.29},{-2.84,0.21,-2.31},{-5.63,4.83,-2.26},{-0.21,3.44,-2.31},{-0.74,-5.93,-2.31}};
lootPos[] = {{3.16504,5.56543,-2.31409},{3.35938,-0.152344,-2.31305},{2.53613,-5.89453,-2.30957},{-2.94629,-5.01367,-2.31006},{-2.84375,0.212891,-2.31183},{-5.63281,4.8291,-2.31363}};
};
class Land_Farm_Cowshed_c: Farm {
zedPos[] = {{-2.41504,2.98633,-3.12582}};
lootPos[] = {
//{-2.41504,2.98633,-3.12582},
{0.625,-2.61133,-3.06583}
};
lootPosSmall[] = {{-2.82446,3.18457,-3.11581}};
@@ -63,7 +55,6 @@ class Land_Farm_Cowshed_c: Farm {
class Land_Farm_Cowshed_b: Farm {
zedPos[] = {{0.0620117,0.0517578,-3.11111},{-4.77441,-2.4834,-3.05106},{4.68506,2.18945,-3.04105}};
lootPos[] = {
//{4.68506,2.18945,-3.04105},{0.0620117,0.0517578,-3.11111},{-4.77441,-2.4834,-3.05106},
{-3.26782,2.71875,-3.0311},{5.41699,-2.57813,-3.04111}
};
lootPosSmall[] = {{3.46802,3.36621,-3.05112},{-9.98511,-3.2793,-3.09109}};

View File

@@ -10,12 +10,8 @@ class Hospital : Default
class Land_A_Hospital : Hospital
{
//lootChance = 0.2;
lootPos[] = {
//{0.79834,-1.16895,-7.33966},{-7.2334,-2.63574,-7.33966},{-16.3687,-2.4043,-7.33966},{-12.2847,-3.19434,-7.33966},{4.24268,-3.59375,-7.33966},{-3.2666,-0.925781,-7.33966},{6.85693,-2.75098,-7.33966},{11.0151,-3.9541,-7.33966},{16.8198,-4.71094,-7.33966},{-1.6875,5.47168,-7.4494},{12.7476,0.144531,3.29184},{10.2661,-1.21582,3.29184},
{17.665,-4.67188,-7.2566},{-20.7139,-1.48047,-7.2566},{-15.6924,8.60889,-7.2566},{-15.6064,1.95557,-6.8266},{-16.2139,2.27051,-7.2566},{-8.68652,4.19189,-3.7576},{14.2441,-3.98535,-3.7576},{21.5693,5.16455,1.19051},{18.3779,2.40869,6.2524},{-15.3359,-1.25439,3.40458},{-20.3252,0.410156,-3.82761}
};
lootPosSmall[] = {{9.97754,-0.814453,-7.2566},{-19.6143,1.83887,-7.1666},{-19.6055,1.6084,-6.7866},{-19.583,4.91748,-6.7866},{-19.5576,4.7417,-6.0266},{-22.1982,9.59033,-7.2566},{-12.3379,9.53857,-6.8266},{-3.23438,6.01758,-6.8266},{-13.626,3.04248,-6.0466},{2.86426,-1.68604,-6.6466},{-5.58594,1.38232,-3.7576},{-4.05762,-2.48584,-3.7576},{-11.8428,5.15576,-2.5976},{-5.57129,-3.17236,-2.5976},{-5.65332,5.01416,-2.5976},{-12.5439,-2.33838,-3.6876},{-12.5801,-1.32617,-3.3076},{-12.5928,-1.56299,-2.9276},{-12.6162,-2.24805,-2.1676},{-12.5654,2.4126,-2.5476},{14.8721,3.96875,3.66054},{16.9033,-1.33838,4.01669},{21.3174,4.88916,6.2524},{-4.00488,7.89893,-3.82761}};
lootPos[] = {{17.665,-4.67188,-7.2566},{-20.7139,-1.48047,-7.2566},{-3.74609,8.84375,-7.2566},{-15.6064,1.95557,-6.8266},{-16.2139,2.27051,-7.2566},{-8.68652,4.19189,-3.7576},{14.2441,-3.98535,-3.7576},{21.5693,5.16455,1.19051},{18.3779,2.40869,6.2524},{-15.3359,-1.25439,3.40458},{-20.3252,0.410156,-3.82761},{-2.39941,0.599609,-7.2566},{-7.25928,-2.33496,-7.2566},{-11.5161,-2.32031,-7.2566},{-16.4292,-5.40234,-3.7576}};
lootPosSmall[] = {{9.97754,-0.814453,-7.2566},{-19.6143,1.83887,-7.1666},{-19.6055,1.6084,-6.7866},{-19.583,4.91748,-6.7866},{-19.5576,4.7417,-6.0266},{-22.1982,9.59033,-7.2566},{-12.3379,9.53857,-6.8266},{-3.23438,6.01758,-6.8266},{-13.626,3.04248,-6.0466},{2.86426,-1.68604,-6.6466},{-5.58594,1.38232,-3.7576},{-4.05762,-2.48584,-3.7576},{-11.8428,5.15576,-2.5976},{-5.57129,-3.17236,-2.5976},{-5.65332,5.01416,-2.5976},{-12.5439,-2.33838,-3.6876},{-12.5801,-1.32617,-3.3076},{-12.5928,-1.56299,-2.9276},{-12.6162,-2.24805,-2.1676},{-12.5654,2.4126,-2.5476},{14.8721,3.96875,3.66054},{16.9033,-1.33838,4.01669},{21.3174,4.88916,6.2524},{-4.00488,7.89893,-3.82761},{-14.4634,-2.91504,-3.7576}};
zedPos[] = {{-1.6875,5.47168,-7.4494},{0.79834,-1.16895,-7.33966},{11.0151,-3.9541,-7.33966},{-12.2847,-3.19434,-7.33966},{-16.3687,-2.4043,-7.33966},{16.8198,-4.71094,-7.33966},{-3.2666,-0.925781,-7.33966},{4.24268,-3.59375,-7.33966},{6.85693,-2.75098,-7.33966},{-7.2334,-2.63574,-7.33966},{10.2661,-1.21582,3.29184},{12.7476,0.144531,3.29184}};
};
@@ -23,7 +19,6 @@ class MASH : Hospital
{
maxRoaming = 1;
zombieClass[] = {"z_soldier","z_soldier_heavy","z_doctor","z_doctor","z_doctor"};
//lootPos[] = {{1.18213,-1.64844,-1.11786},{0.24707,0.798828,-1.11798}};
lootPos[] = {{1.18213,-1.65039,-1.17793},{0.24707,0.799316,-1.17803}};
zedPos[] = {{0.24707,0.798828,-1.11798},{1.18213,-1.64844,-1.11786}};
};
@@ -36,7 +31,6 @@ class USMC_WarfareBFieldhHospital : MASH
{
minRoaming = 1;
maxRoaming = 3;
//lootPos[] = {{-3.52246,-5.03906,1.20731},{2.36621,-4.52246,1.20792},{1.39209,-0.420898,1.20752},{1.14258,5.01172,1.20786},{3.7124,1.89746,1.19794}};
lootPos[] = {{-3.52246,-5.03931,1.14726},{2.36621,-4.52295,1.14786},{1.39063,-0.423096,1.14746},{1.14258,5.00952,1.1478},{3.7124,1.89795,1.14788}};
zedPos[] = {{3.7124,1.89746,1.19794},{-3.52246,-5.03906,1.20731},{1.39209,-0.420898,1.20752},{1.14258,5.01172,1.20786},{2.36621,-4.52246,1.20792}};
};
@@ -45,7 +39,6 @@ class RU_WarfareBFieldhHospital : MASH
{
lootPos[] = {{-2.66,2.41,1.25},{3.19,-2.2,1.25}};
zedPos[] = {{-2.66,2.41,1.25},{3.19,-2.2,1.25}};
lootChance = 0.3;
minRoaming = 2;
maxRoaming = 3;
};
@@ -53,8 +46,5 @@ class RU_WarfareBFieldhHospital : MASH
class Land_Barrack2: Hospital
{
maxRoaming = 1;
lootChance = 0.4;
lootPos[] = {
{ -1.96484,4.15576,-0.689606 },
{ 1.15381,0.3125,-0.691864 }};
lootPos[] = {{ -1.96484,4.15576,-0.689606 },{ 1.15381,0.3125,-0.691864 }};
};

View File

@@ -14,6 +14,5 @@ class Land_Misc_deerstand: Hunting
maxRoaming = 3;
zedPos[] = {{0.419922,-0.234375,0.985291},{-0.836914,-0.929688,0.985291}};
lootChance = 0.5;
//lootPos[] = {{-0.836914,-0.929688,0.985291},{0.419922,-0.234375,0.985291}};
lootPos[] = {{-0.923828,-0.808594,1.08539},{0.419922,-0.237305,1.08539}};
};
};

View File

@@ -11,7 +11,7 @@ class Industrial : Default
"z_new_worker3",
"z_new_worker4"
};
lootChance = 0.3;
lootChance = 0.5;
lootGroup = Industrial;
};
@@ -25,11 +25,6 @@ class Land_Ind_Workshop01_01 : Industrial
};
lootPos[] =
{
/*
{0.59668,-2.43066,-1.29449},
{1.24536,0.464844,-1.29498},
{-0.661621,-0.498047,-1.29883},
*/
{1.31201,-2.71387,-1.29234},
{-0.819336,0.449219,-1.29946}
};
@@ -53,12 +48,6 @@ class Land_Ind_Garage01 : Industrial
};
lootPos[] =
{
/*
{-0.580322,-1.49609,-1.23523},
{-0.834229,2.75684,-1.22571},
{2.47778,-1.12793,-1.23743},
{1.32104,1.63184,-1.23218},
*/
{1.73755,2.71973,-1.24332},
{-0.880371,-1.9082,-1.23318},
{0.607178,3.2373,-1.23157}
@@ -82,11 +71,6 @@ class Land_Ind_Workshop01_02 : Industrial
};
lootPos[] =
{
/*
{1.15479,-0.554688,-1.42944},
{-1.18579,-0.178711,-1.42859},
{-0.661377,1.10352,-1.42688},
*/
{1.47144,-0.825195,-1.42987},
{-1.29663,-0.373047,-1.42896}
};
@@ -111,15 +95,6 @@ class Land_Ind_Workshop01_04 : Industrial
};
lootPos[] =
{
/*
{-1.37415,4.18896,-1.53123},
{0.695435,4.24561,-1.52934},
{-1.06677,2.69531,-1.53062},
{0.79248,-4.60742,-1.49341},
{-1.84424,-6.1709,-1.44427},
{-1.05566,-4.08398,-1.51927},
{1.43774,-6.59424,-1.41742},
*/
{-1.62207,-6.37305,-1.52724},
{-0.118408,-3.88281,-1.52788},
{-1.01611,2.13428,-1.53099}
@@ -133,7 +108,6 @@ class Land_Ind_Workshop01_04 : Industrial
{-0.302734,2.08545,0.0790772},
{-1.61523,-3.03809,0.0718207}
};
hangPos[] = {{-0.541748,4.01221,-2.03068}};
};
class Land_Ind_Workshop01_L : Industrial
@@ -150,15 +124,6 @@ class Land_Ind_Workshop01_L : Industrial
};
lootPos[] =
{
/*
{-3.21143,4.7793,-1.30246},
{-0.813477,3.56348,-1.30765},
{-2.38379,2.36133,-1.30405},
{3.81299,-4.27051,-1.31345},
{0.903809,-2.58984,-1.31418},
{2.54688,-2.17773,-1.31482},
{1.72021,-3.75586,-1.31332},
*/
{3.89063,-4.09888,-1.31299},
{1.80273,-1.88599,-1.31412},
{-0.928223,4.50635,-1.31364}
@@ -187,15 +152,6 @@ class Land_Hangar_2 : Industrial
};
lootPos[] =
{
/*
{10.1245,-6.48926,-2.56311},
{11.9399,7.90918,-2.56323},
{1.79614,7.12695,-2.56329},
{-11.8945,10.541,-2.56311},
{-8.96973,-4.34961,-2.56323},
{-0.560791,-7.5957,-2.56317},
{5.98828,-2.6123,-2.56323},
*/
{-13.1816,10.4204,-2.56318},
{-0.127441,-2.88794,-2.56318},
{0.291992,3.94775,-2.56318},
@@ -227,12 +183,6 @@ class Land_A_FuelStation_Build : Industrial
};
lootPos[] =
{
/*
{-1.31885,-0.655273,-1.57446},
{1.82349,0.769531,-1.57458},
{1.67871,-0.918945,-1.57458},
{-1.23218,1.26758,-1.57458},
*/
{1.88281,-0.879639,-1.57458}
};
lootPosSmall[] =
@@ -254,20 +204,6 @@ class Land_Shed_Ind02 : Industrial
};
lootPos[] =
{
/*
{-2.28,-5.67,-4.66},
{4.45,9.68,-4.67},
{4.41,2.65,-1.28},
{-0.44,11.7,-1.28},
{-3.44,12.21,-1.28},
{-2.77,5.85,-4.63},
{3.42,1.62,-4.63},
{4.69,-9.2,-1.28},
{-3.93,-2.17,-1.29},
{-3.94,-8.55,-1.29},
{-5.57,9.01,-4.13},
{-5.53,-8.73,-4.09},
*/
{3.39893,9.21875,-4.67596},
{1.29541,0.227539,-4.67596},
{-0.458984,11.6934,-1.28638},
@@ -292,10 +228,6 @@ class Land_Misc_PowerStation : Industrial
};
lootPos[] =
{
/*
{4.09863,4.89746,-1.25742},
{4.22803,-1.19922,-1.28812},
*/
{2.98767,-5.02051,1.54777},
{3.67371,5.62207,-2.04407}
};
@@ -359,42 +291,6 @@ class Land_Tovarna2 : Industrial
};
lootPos[] =
{
/*
{-11.63,7.2,-5.56},
{-12.07,2.57,-5.63},
{-4.9,6.63,-5.56},
{-3.75,2.91,-4},
{-12.87,1.44,-2.31},
{-12.41,8.12,-2.27},
{-12.72,4.1,-2.31},
{-4,8.97,-2.3},
{-7.15,8.45,-2.31},
{-4.56,5.22,-2.3},
{-11.47,2.91,1.6},
{-11.07,8.13,1.61},
{-4.68,7.33,1.57},
{-2.69,3.44,3.37},
{-13.2,-8.96,3.38},
{-8.81,-0.45,0.38},
{-12.13,-0.16,0.35},
{-2.04,6.61,-5.56},
{0.23,1.72,-5.6},
{6.22,-3.95,-4.62},
{-6.39,-8.25,-5.63},
{-10.85,-6.92,-5.57},
{-6.78,-1.74,-5.56},
{8.44,0.52,-4.62},
{2.1,6.56,-5.58},
{-8.62,6.18,-5.56},
{-9.26,7.01,-2.23},
{-6.39,-0.48,6.45},
{-4.37,-3.18,6.58},
{-9.32,-1.18,6.56},
{-10.16,7.67,6.56},
{-2.09,-7.35,6.57},
{0.91,1.59,6.56},
{-1.2,6.85,6.58},
*/
{-2.02222,7.87256,-5.62933},
{-12.2107,-8.15527,-5.62469},
{-12.2112,7.7998,-5.62933},
@@ -454,17 +350,6 @@ class Land_Ind_Vysypka : Industrial
};
lootPos[] =
{
/*
{0.487793,4.9541,-4.9686},
{1.08203,-0.407227,-4.96802},
{-0.0336914,-10.8203,-4.96686},
{-5.07617,-16.4658,-4.96759},
{-6.30127,2.92969,-4.96838},
{-6.26709,26.7344,-4.9772},
{1.64697,23.4033,-4.97098},
{7.146,3.9248,-4.96973},
{4.63623,-12.1621,-4.9697},
*/
{1.50195,-15.9287,-4.9663},
{1.88208,6.03809,-4.97856},
{-8.42188,10.0103,-4.97909},
@@ -515,38 +400,6 @@ class Land_A_BuildingWIP : Industrial
lootChance = 0.5;
lootPos[] =
{
/*
{0.16,11.99,-6.49},
{-7.62,-9.06,-6.47},
{-4.94,-6.01,-6.46},
{-11.87,-9.73,-6.49},
{-8.89,9.19,-6.48},
{-4.24,10.81,-6.51},
{-21.71,4.84,-6.41},
{-23.5,11.51,-6.46},
{-23.95,-1.07,-6.45},
{-21.7,-9.83,-6.52},
{-14.56,-13.11,-6.5},
{-17.56,-15.55,-6.52},
{-14.35,-16.07,-4.52},
{-0.67,-14.4,-2.54},
{15.23,-15.17,-2.54},
{5.96,-12.56,-2.54},
{-23.95,3.74,-2.53},
{-22.82,8.38,1.48},
{-11.27,10.63,1.5},
{8.1,7.48,1.49},
{17.76,2.55,1.43},
{-7.71,-13.39,-6.87},
{0.02,-13.18,-6.87},
{8.24,-13.4,-6.87},
{7.84,-7.36,-6.51},
{0.9,4.92,-6.38},
{-5.73,-1.68,-6.41},
{-15.84,0.39,-6.48},
{-11.72,15.21,-6.47},
{-15.68,9.71,-6.44},
*/
{-15.4871,-9.755,-6.53698},
{-10.4043,-9.76697,-6.53213},
{-12.0098,-5.50208,-6.53936},
@@ -665,11 +518,6 @@ class Land_Rail_House_01 : Industrial
};
lootPos[] =
{
/*
{2.81152,3.61426,-1.28265},
{-1.82178,3.10938,-1.28265},
{0.487793,3.38867,-1.28265},
*/
{-2.35864,3.04199,-1.28266}
};
lootPosSmall[] =
@@ -694,17 +542,6 @@ class Land_Barn_Metal : Industrial
};
lootPos[] =
{
/*
{-2.00244,-3.19043,5.40768},
{-9.37109,-22.1816,5.57785},
{10.2598,22.709,5.57785},
{7.79883,20.1406,-5.44214},
{8.87207,-23.2041,-5.44214},
{-4.52295,-18.5713,-5.44214},
{-8.45898,-8.43848,-5.44214},
{1.78223,7.49902,-5.44214},
{-3.16846,14.9141,-5.44214},
*/
{-8.18506,19.9023,-5.44214},
{4.70117,17.2849,-5.44214},
{1.31738,-7.94946,-5.44214},
@@ -734,15 +571,6 @@ class Land_Ind_Expedice_1 : Industrial
};
lootPos[] =
{
/*
{-6.87695,-18.2285,-3.48672},
{-0.315918,13.1416,-3.48672},
{-0.5625,13.8926,9.71017},
{5.66846,-18.3174,-5.75726},
{1.67725,2.15137,-5.6839},
{-11.7915,-13.8818,-3.48672},
{0.120605,13.0664,-5.6839},
*/
{5.56104,-18.4136,-5.75725},
{-10.0732,-18.7891,-3.48673},
{-6.21045,-7.65479,-3.48673},
@@ -886,7 +714,6 @@ class Land_Shed_M02 : Industrial
{-0.0136719,-1.44629,-1.54199}
};
lootChance = 0.2;
//lootPos[] = {{-0.0136719,-1.44629,-1.54199}};
lootPosSmall[] = {{1.00586,0.0698242,-1.01666},{-0.931641,0.0825195,-1.01755}};
};
@@ -1013,15 +840,6 @@ class Land_sara_hasic_zbroj : Industrial
lootChance = 0.4;
lootPos[] =
{
/*
{5.67,1.09,-2.65},
{4.97,-1.94,-2.65},
{2.69,-2.12,-2.65},
{1.86,-0.47,-2.65},
{0.14,1.76,-2.65},
{-3.02,-1.3,-2.65},
{-0.94,-0.97,-2.65},
*/
{5.92285,1.35645,-2.66287},
{0.00878906,-1.37549,-2.66287},
{-1.82715,1.93066,-2.66287}
@@ -1336,4 +1154,4 @@ class hiluxWreck: Industrial
minRoaming = 1;
maxRoaming = 2;
lootPos[] = {};
};
};

View File

@@ -19,32 +19,9 @@ class Military : Default
"z_soldier_ru_soldier",
"z_soldier_ru_soldier_heavy"
};
lootChance = 0.4;
lootChance = 0.55;
lootGroup = Military;
};
class MilitarySpecial : Military
{
zombieChance = 0.8;
minRoaming = 2;
zombieClass[] =
{
"z_soldier_heavy",
"z_soldier_heavy",
"z_soldier_heavy",
"z_soldier",
"z_soldier_usmc_ghillie",
"z_soldier_cdf_officer",
"z_soldier_cdf_commander",
"z_soldier_ru_specnaz",
"z_soldier_ru_commander",
"z_soldier_ru_specialforces",
"z_soldier_ru_soldier",
"z_soldier_ru_soldier_heavy"
};
lootChance = 0.4;
lootGroup = MilitarySpecial;
};
class MilitaryIndustrial: Military
{
zombieChance = 0.3;
@@ -63,14 +40,12 @@ class MilitaryIndustrial: Military
};
class Land_a_stationhouse : Military
{
zedPos[] = {{-0.892578,-5.7168,-9.47058},{1.5127,1.96484,-9.47058},{18.9063,-4.06738,-9.47058},{-2.69922,-7.57422,-9.46057},{-1.35645,-8.3623,-4.6489},{-3.24219,-6.61914,-4.6489},{-1.70801,-7.85449,-0.0437927},{-3.39453,-7.88281,-0.0437927},{-1.37891,-5.79102,4.41141},{-1.39648,-7.79883,4.41141}};
lootChance = 0.5;
zedPos[] = {{-3.47607,-7.15527,5.28641},{-3.24609,-7.74219,0.831207},{-2.8208,-7.29395,-3.7739},{-2.79443,-6.34668,-8.59558},{2.04248,1.26563,-8.59558},{16.0332,0.907227,-8.59558},{15.8687,-4.1123,-8.59558},{3.45801,-4.02344,-8.59558}};
lootPos[] = {
//{-2.7,-7.57,-9.46},{-0.89,-5.72,-9.47},{-3.24,-6.62,-4.65},{-1.36,-8.36,-4.65},{-1.71,-7.85,-0.04},{-3.39,-7.88,-0.04},{-1.4,-7.8,4.41},{-1.38,-5.79,4.41},{1.51,1.96,-9.47},{18.91,-4.07,-9.47},{-14.4,3.29,-0.51},{1.33,0.89,-0.51},{-2.37,-8.4,8.49},{12.44,2.54,-9.47},{-14.83,-7.58,-0.51},{-1.8,8.87,-0.51},{6.83,0.89,-0.51},{3.65,-6.54,-4.51},{16.29,-6.57,-4.51},{18.39,2.37,-4.51},{9.28,-1.25,-4.51},{-2.08,-4.74,8.49},
{15.436,2.85498,-9.47058},{17.9861,-6.52832,-9.47058},{1.22583,2.24463,-9.47058},{-3.9126,-7.29834,-9.47058},{-2.28271,-6.21094,-4.6489},{-1.604,-8.68018,-0.043786},{-1.104,-5.60938,4.41139},{-3.55811,-8.56787,4.41139},{-2.99219,-8.27148,8.49209}
{15.436,2.85498,-9.47058},{1.22583,2.24463,-9.47058},{-3.9126,-7.29834,-9.47058},{-2.28271,-6.21094,-4.6489},{-2.99219,-8.27148,8.49209},{-2.31641,-8.28223,4.41141},{-2.17822,-5.43359,4.41141},{-4.90674,-8.37012,-0.0437927},{-2.35938,-8.1748,-4.6489}
};
lootPosSmall[] = {
{14.6826,3.55029,-8.25058},{9.97266,3.48584,-9.40058},{18.15,-6.73,-9.36},{18.08,-6.05,-9.44},{-0.52,1,-8.63},{-0.49,2.59,-8.28},{-0.41,1.76,-9.37},{-1.63623,-8.99756,-9.39058},{-3.5647,-9.01855,-8.63058},{-0.76709,-8.99072,-7.87058},{-2.40137,-9.03027,-8.25058},{-4.50391,-5.27588,-4.6489},{-1.02393,-9.02051,0.0562134},{-0.771484,-8.3335,0.0762138},{-0.7229,-9.03076,1.19621},{-4.40308,-8.7666,4.41139},{-2.27783,-5.35303,4.41139},{-4.4541,-8.81055,8.49209},{9.12549,3.64697,-8.25058}
{14.6826,3.55029,-8.25058},{18.15,-6.73,-9.36},{18.08,-6.05,-9.44},{-0.52,1,-8.63},{-0.41,1.76,-9.37},{-1.63623,-8.99756,-9.39058},{-3.5647,-9.01855,-8.63058},{-2.40137,-9.03027,-8.25058},{-4.67334,-6.26953,-4.6489},{-4.40308,-8.7666,4.41139},{-4.4541,-8.81055,8.49209},{-1.74316,-8.29883,0.126221},{-0.440918,2.51367,-8.25058},{8.35986,3.58203,-8.25058},{-1.81641,-9.00098,1.1962},{-5.52734,-7.54395,-8.23059}
};
};
@@ -84,12 +59,11 @@ class Land_Mil_ControlTower: Military
"z_soldier_ru_officer"
};
zedPos[] = {{10.0703,3.76367,-9.62869},{1.75195,5.68164,-5.51373},{3.85254,3.53516,-5.50372},{6.66113,-0.625488,-1.0787},{6.72266,3.23389,-1.0787},{2.63965,-0.191406,-1.0687}};
lootChance = 0.4;
lootPos[] = {{3.41,-3.29,-5.5},{9.5,-3.63,-5.5},{8.25,-2.09,-9.64},{2.12,-3.94,-9.64},{-0.01,1.93,-9.64},{-1.96,-3.36,-9.64},{-8.37,-3.53,-9.64},{-6.19,-0.04,-8.83},{-5.49,-3.16,-8.83},{-1.92,0.06,-10.19},{-1.92,0.06,-10.19},{-2.12,-0.01,-9.64},{9.35,6.05,-9.65},{2.6,3.76,-5.5},{7.58,2.04,-0.38},{2.22,-0.87,-1.07},{5.15,-1.88,-0.39}};
lootPosSmall[] = {{9.83,4.49,-7.38},{5.56,4.05,-5.51},{6.06,4.1,-0.63},{0.35,-3.75,-9.52},{-3.36,-3.44,-9.64},{-6.2,0.03,-9.64},{-10.23,0.02,-8.81},{-7.6,-3.87,-9.64},{5.26,-0.93,-7.57},{0.01,6.07,-9.65},{8.2,-0.53,-4.69},{6.53,-0.91,-4.98},{3.22,-1.21,-5.5}};
lootPos[] = {{3.41,-3.29,-5.5},{9.5,-3.63,-5.5},{8.25,-2.09,-9.64},{-0.01,1.93,-9.64},{-1.96,-3.36,-9.64},{-8.37,-3.53,-9.64},{-6.19,-0.04,-8.83},{-5.49,-3.16,-8.83},{-1.92,0.06,-10.19},{-1.92,0.06,-10.19},{-2.12,-0.01,-9.64},{9.35,6.05,-9.65},{2.6,3.76,-5.5},{7.58,2.04,-0.38},{2.22,-0.87,-1.07},{5.15,-1.88,-0.39},{2.79688,-3.91602,-9.64148}};
lootPosSmall[] = {{9.83,4.49,-7.38},{5.56,4.05,-5.51},{6.06,4.1,-0.63},{0.35,-3.75,-9.52},{-3.36,-3.44,-9.64},{-6.2,0.03,-9.64},{-10.23,0.02,-8.81},{-7.6,-3.87,-9.64},{0.01,6.07,-9.65},{8.2,-0.53,-4.69},{6.53,-0.91,-4.98},{3.22,-1.21,-5.5}};
};
class Land_SS_hangar: Military
class Land_SS_hangar: MilitaryIndustrial
{
zombieClass[] =
{
@@ -105,15 +79,12 @@ class Land_SS_hangar: Military
};
maxRoaming = 3;
zedPos[] = {{-11.7158,-18.9541,-5.87253},{11.7344,-17.165,-5.87253},{-14.2461,23.0439,-5.87253}};
lootChance = 0.4;
lootPos[] = {
//{11.73,-17.17,-5.87},{-11.72,-18.95,-5.87},{-14.25,23.04,-5.87},{8.38,-5.33,-5.87},{-6,5.89,-5.87},{10.18,19.62,-5.87},{-6.43,-7.66,-5.87},
{-13.0562,-17.6318,-5.87253},{-12.9907,20.873,-5.87253},{12.7217,22.6377,-5.87253},{1.80469,3.94238,-5.87253},{13.1997,-18.3457,-5.87253}
};
lootPosSmall[] = {
{-14.1362,12.6729,-5.87253},{14.4819,-7.80371,-5.87253}
};
lootGroup = Hangar;
};
class Land_A_TVTower_Base: Military
@@ -148,12 +119,10 @@ class Land_Mil_House: Military
lootPosSmall[] = {{9.8,1.45,-4.97},{9.74,2.38,-3.8},{9.74,2.35,-4.96},{9.77,3.22,-4.93},{9,4.78,-5.07},{9.73,-0.19,-4.95},{3.47,1,-5.07},{4.15,-5.17,-4.97},{1.95,-5.85,-4.95},{1.96,-5.01,-4.57},{-2.92,-3.78,-5.07},{-4.83,-6.98,-5.07},{-3.2,-7.07,-5.07},{-8.16,-6.95,-5.07},{-4.08,1.73,-0.81},{-4.08,2.51,-0.82},{-7.22,4.41,-0.94},{-7.15,1.57,-0.94},{-8.26,-4.42,-0.94},{-7.24,-4.68,-0.94},{-1,-3.76,-0.94},{-14.76,-0.43,-2.85},{-14.74,-1.45,-2.85}};
};
class Land_Mil_Barracks_i: MilitarySpecial
class Land_Mil_Barracks_i: Military
{
zedPos[] = {{-1.95361,2.57813,-1.1084},{5.46289,2.5791,-1.1084},{1.29346,-2.16211,-1.09839},{-1.78369,-0.166992,-1.09839},{-5.39355,-2.11719,-1.09839},{-5.4707,2.58203,-1.09839},{-1.80664,-1.97559,-1.09827},{5.38965,-1.75781,-1.09827},{-9.1499,-2.55859,-1.09827},{1.4668,-0.129883,-1.09814},{-4.77881,0.0498047,-1.09814},{-8.32617,-0.144531,-1.09814}};
lootChance = 0.3;
lootPos[] = {
//{-0.39,-2.02,-1.1},{-5.67,1.68,-1.1},{-1.95,2.58,-1.11},{5.46,2.58,-1.11},{6.37,-1.22,-0.93},{-0.24,-1.04,0.1},{-3.53,-0.38,-1.1},{-5.39,-2.23,-1.1},{-6.78,-1.34,-0.7},{-9.07,-0.53,-1.1},{2.97,-0.92,-1.1},{1.11,-2.35,-1.1},
{4.56494,-2.67383,-1.14822},{0.312988,1.54492,-1.09824},{-2.95361,1.49414,-1.11823},{-3.39111,-1.99023,-0.708221},{-6.68604,-1,0.0917664},{-8.94238,-2.52441,-1.09824},{-0.59668,-1.49609,-1.10825},{3.03467,-1.00586,0.0917664},{-0.214355,-2.19531,0.0917664},{-8.93018,1.53906,-1.09824}
};
lootPosSmall[] = {
@@ -161,20 +130,24 @@ class Land_Mil_Barracks_i: MilitarySpecial
};
};
class Land_Mil_Barracks: Military { //DZE added, was just {};
class Land_Mil_Barracks: Military {
lootPos[] = {
{-0.891113,-3.48926,-1.51633},{-1.09204,2.88672,-1.51633},{-3.55591,3.42871,-1.51633},{-6.31299,3.7041,-1.51633},{-7.68262,-3.54102,-1.93634},{-5.11475,-2.09961,-1.93634},{0.24707,3.57324,-1.93634},{6.72217,-2.47949,-1.93634},{5.41602,3.99316,-1.93634},{-6.34912,3.90137,-0.726349},{-3.58691,2.8252,-0.726349},{-1.04224,3.39941,-0.726349},{-3.75195,-3.25977,-0.726349},{-0.864746,-3.88672,-0.726349},{-3.52563,-2.44824,-1.93634},{-6.06396,2.57422,-1.93634},{-0.935059,-4.05078,-1.93634},{-1.39502,3.89941,-1.93634}
//{-0.891113,-3.48926,-1.51633},{-1.09204,2.88672,-1.51633},{-3.55591,3.42871,-1.51633},{-6.31299,3.7041,-1.51633},{-7.68262,-3.54102,-1.93634},{-5.11475,-2.09961,-1.93634},{0.24707,3.57324,-1.93634},{6.72217,-2.47949,-1.93634},{5.41602,3.99316,-1.93634},{-6.34912,3.90137,-0.726349},{-3.58691,2.8252,-0.726349},{-1.04224,3.39941,-0.726349},{-3.75195,-3.25977,-0.726349},{-0.864746,-3.88672,-0.726349},{-3.52563,-2.44824,-1.93634},{-6.06396,2.57422,-1.93634},{-0.935059,-4.05078,-1.93634},{-1.39502,3.89941,-1.93634}
{-0.913086,-3.82031,-0.785156},{-3.62402,-2.74219,-0.785156},{-1.17529,3.83887,-0.785156},{-3.58203,2.84766,-0.785156},{-6.36328,3.91797,-0.785156},{-6.42188,-3.79688,-0.785156},{-0.922852,-2.7627,-1.58514},{-3.6875,-3.82715,-1.58514},{-6.47656,-2.72559,-1.58514},{-6.34375,2.82813,-1.58514},{-3.60596,3.91797,-1.58514},{-1.16016,2.83398,-1.58514},{0.203125,3.68945,-1.99515},{-2.28467,3.76953,-1.99515},{-5.12451,-2.64648,-1.99515},{-7.54688,-3.60547,-1.99515},{6.52783,-3.56641,-1.99515},{2.30811,3.74414,-1.99515},{5.87793,3.76563,-1.99515}
};
lootPosSmall[] = {
{-6.45703,2.03125,-1.79633},{-3.5127,1.98242,-1.79633},{-1.14746,1.9873,-1.79633},{-0.911621,-1.87598,-1.79633},{-3.81567,-1.90234,-1.79633},{-6.5249,-1.86426,-1.79633},{3.78979,-4.17773,-1.13635},{5.32861,-4.19043,-1.13635},{5.20923,-1.99805,-1.65634},{6.54175,-1.99707,-1.65634},{3.82324,-1.96582,-1.65634},{6.89209,2.93457,-1.84634},{6.98877,1.95215,-1.84634},{6.98291,2.23145,-1.46634},{7.00391,2.73438,-1.46634},{6.96729,3.01953,-1.08633},{6.94824,2.04785,-0.706329},{4.36768,3.13086,-0.396332},{3.86768,3.49316,-0.396332},{3.84521,3.49609,-1.86633},{4.33984,3.1748,-1.86633}
//{-6.45703,2.03125,-1.79633},{-3.5127,1.98242,-1.79633},{-1.14746,1.9873,-1.79633},{-0.911621,-1.87598,-1.79633},{-3.81567,-1.90234,-1.79633},{-6.5249,-1.86426,-1.79633},{3.78979,-4.17773,-1.13635},{5.32861,-4.19043,-1.13635},{5.20923,-1.99805,-1.65634},{6.54175,-1.99707,-1.65634},{3.82324,-1.96582,-1.65634},{6.89209,2.93457,-1.84634},{6.98877,1.95215,-1.84634},{6.98291,2.23145,-1.46634},{7.00391,2.73438,-1.46634},{6.96729,3.01953,-1.08633},{6.94824,2.04785,-0.706329},{4.36768,3.13086,-0.396332},{3.86768,3.49316,-0.396332},{3.84521,3.49609,-1.86633},{4.33984,3.1748,-1.86633}
{-6.37695,1.94727,-1.85513},{-3.59863,1.99316,-1.85513},{-1.16602,1.95117,-1.85513},{-6.50195,-1.87891,-1.85513},{-3.7041,-1.86914,-1.85513},{-0.899902,-1.84375,-1.85513},{6.91992,2.08691,-1.90515},{6.9248,2.88184,-1.90515},{6.9248,2.85547,-1.14514},{6.9082,2.07422,-1.14514},{6.90918,2.07129,-0.385162},{6.93652,2.85938,-0.385162},{4.4248,3.12695,-0.455139},{4.45996,3.08789,-1.93515},{3.83008,-1.95508,-1.71515},{5.21973,-2.0332,-1.71515},{6.54199,-2.03711,-1.71515},{5.33301,-4.17969,-1.18515},{3.82861,-4.19727,-1.18515}
};
zedPos[] = {
//{-2.15845,-3.12793,-1.06134},{2.13281,3.24316,-1.06134},{-6.20679,-0.125,-1.06134},{2.09521,-3.36719,-1.06134}
{-6.40332,-0.116211,-1.12015},{-5.0542,3.20508,-1.12015},{-2.23438,-3.58398,-1.12015},{2.02441,3.46875,-1.12015}
};
zedPos[] = {{-2.15845,-3.12793,-1.06134},{2.13281,3.24316,-1.06134},{-6.20679,-0.125,-1.06134},{2.09521,-3.36719,-1.06134}};
};
class Camp: Military {
maxRoaming = 1;
zedPos[] = {{0.833496,-1.52246,-1.09949},{0.385742,0.963867,-1.08948}};
//lootPos[] = {{0.833496,-1.52246,-1.09949},{0.385742,0.963867,-1.08948}};
lootPos[] = {{0.833252,-1.52246,-1.09949},{0.38501,0.963867,-1.08948}};
};
@@ -183,14 +156,12 @@ class Land_stan: Camp {};
class CampEast: Military {
maxRoaming = 1;
zedPos[] = {{0.627441,1.83594,-1.31049},{-1.05713,-1.80762,-1.31049}};
//lootPos[] = {{-1.05713,-1.80762,-1.31049},{0.627441,1.83594,-1.31049}};
lootPos[] = {{-1.05713,-1.80762,-1.31049},{0.627441,1.83398,-1.31049}};
};
class CampEast_EP1: Military {
maxRoaming = 1;
zedPos[] = {{-0.670898,0.955078,-1.31049},{1.68408,-2.43359,-1.31049},{-1.76318,-1.625,-1.31049}};
//lootPos[] = {{-0.670898,0.955078,-1.31049},{1.68408,-2.43359,-1.31049},{-1.76318,-1.625,-1.31049}};
lootPos[] = {{-0.670898,0.95459,-1.31049},{1.68506,-2.43384,-1.31049},{-1.76318,-1.62646,-1.31049}};
};
@@ -198,13 +169,11 @@ class Land_tent_east: Military {
minRoaming = 2;
maxRoaming = 3;
zedPos[] = {{-1.82,1.71,-1.74},{2.06,-0.97,-1.74}};
lootChance = 0.3;
lootPos[] = {{2.06,-0.97,-1.74},{-1.82,1.71,-1.74}};
};
class Land_Dam_ConcP_20: Military {
zedPos[] = {{-0.94,10.26,9.09},{2.47,9.87,9.09}};
lootChance = 0.4;
lootPos[] = {{-0.94,10.26,9.09},{2.47,9.87,9.09},{-0.94,10.26,9.09},{2.47,9.87,9.09},{-6.51,4.46,2.21},{1.47,6.06,2.21},{4.89,2.99,2.19},{7.92,6.13,2.21}};
};
@@ -230,7 +199,6 @@ class USMC_WarfareBVehicleServicePoint: Military {
class Land_Vysilac_FM: Military {
zedPos[] = {{-0.36,1.96,-6.21},{-1.72,4.5,-6.21},{-3.25,0.75,-6.21}};
lootPos[] = {{-0.36,1.96,-6.21},{-1.72,4.5,-6.21},{-3.25,0.75,-6.21},{1.35,-0.6,8.39}};
lootChance = 0.4;
};
class Land_Mil_Barracks_L: Military {
@@ -243,7 +211,7 @@ class Land_budova4_in: Military // barracks broken blue front door. cannot enter
zedPos[] = {{-3.94531,2.27344,-1.88723},{-0.0566406,2.2666,-1.88723},{6.27148,2.5752,-1.88723}};
lootPos[] = {{ -6.50415,2.1416,-1.88723 },{ -1.66162,2.10168,-1.88723 },{ 2.94312,2.297,-1.88723 },{ 5.34082,-1.82922,-1.88723 }};
};
class Land_kostel_trosky: MilitarySpecial // church ruins
class Land_kostel_trosky: Military // church ruins
{
zedPos[] = {{-0.388672,10.0176,-5.37072},{-2.97852,-0.816406,-5.55207}};
lootPos[] = {{0.386719,13.5918,-5.54349},{3.81055,2.98828,-5.30816}};
@@ -264,21 +232,18 @@ class Land_MBG_Killhouse_2: Military // cement 2 story
lootPos[] = {{-4.58887,-4.49023,-2.79856},{6.50488,5.86328,-2.79856},{-6.24365,-4.69336,0.501437},{-4.99805,-4.63281,3.80144},{5.48828,-3.87793,3.80144}};
};
//Land_A_Villa_EP1 in Office.hpp
class Land_budova4_winter: MilitarySpecial { // winter version of military barracks
class Land_budova4_winter: Military { // winter version of military barracks
lootPos[] = {{-7.73389,0.300049,-1.09824},{-7.7666,1.97388,-1.09824},{-5.85645,1.92651,-1.09824},{-4.82373,0.194336,-1.09824},{-4.82715,-2.00244,-1.09824},{-8.09766,-2.28149,-1.09824},{-3.06787,2.24805,-1.09824},{-1.65283,-1.91821,-1.09824},{-1.41309,-0.034668,-1.09824},{0.266602,1.76807,-1.09824},{1.28369,0.289307,-1.09824},{1.81982,-2.28687,-1.09824},{4.37549,2.14941,-1.09824},{5.61865,1.71338,-1.09824},{5.06787,-1.74316,-1.09824},{2.54785,2.33716,-1.09824}};
};
class land_pozorovatelna: Military { // concrete tower
//lootChance = 0.3;
lootPos[] = {{-2.36328,-2.79248,-2.49767},{3.11426,-2.92969,-2.49767},{0.740234,2.47852,-2.49767},{-1.67578,-2.50049,7.54509},{-1.23047,1.90283,7.54509},{2.88477,2.08496,7.54509},{2.61426,-2.48096,7.54509},{0.491211,-0.290527,7.54509}};
};
class land_hlaska: Military // metal platform
{
lootChance = 0.3;
lootPos[] = {{-0.802246,0.614258,3.77092},{0.917969,0.9375,3.77093}};
};
class Land_MBG_Killhouse_1: Military // cement block building
{
lootChance = 0.25;
lootPos[] = {{-1.98071,5.50488,1.25144},{-2.79443,0.65625,-2.04856},{2.88354,2.7627,-2.04856}};
};
class land_army_hut2_int: Military // beige hut on blocks
@@ -309,18 +274,15 @@ class land_smd_army_hut2: Military { // beige hut on blocks
lootPosSmall[] = {{-0.257813,-5.02539,-0.623276},{3.02832,-6.1582,-1.33328}};
zedPos[] = {{0.552734,6.06836,-0.515976},{-3.86816,-5.6875,-1.13228}};
};
class Land_smd_SS_hangar_withdoor: Military
class Land_smd_SS_hangar_withdoor: MilitaryIndustrial
{
maxRoaming = 3;
zedPos[] = {{10.957,-16.6943,-5.87254},{-11.3311,-15.499,-5.87254},{-9.27832,2.05566,-5.87254}};
lootChance = 0.4;
lootPos[] = {{10.957,-16.6943,-5.87254},{-11.3311,-15.499,-5.87254},{-9.27832,2.05566,-5.87254},{-11.0947,21.3438,-5.87254},{10.7002,17.6221,-5.87254},{11.4658,1.51367,-5.87254},{12.9443,-15.6855,-5.87254}};
lootGroup = Hangar;
};
class Land_smd_budova4_in: MilitarySpecial // barracks blue doors internal rooms
class Land_smd_budova4_in: Military // barracks blue doors internal rooms
{
zedPos[] = {{5.9375,1.33496,-1.88723}};
lootChance = 0.3;
lootPos[] = {{5.68359,-1.41211,-1.88723},{-7.21484,2.17285,-1.88723},{-4.04492,2.07227,-1.88723},{-0.4375,1.95898,-1.88723},{3.23633,2.06348,-1.88723},{0.804688,-0.614258,-1.88723},{-1.2793,-1.0791,-1.88723},{-6.87695,-1.35156,-1.88723}};
};
class land_smd_army_hut3_long_int: Military { // wide 3 doors bunks
@@ -333,7 +295,7 @@ class land_smd_hlaska: Military { // wide 3 doors bunks
lootPosSmall[] = {{1.06201,-0.864258,3.77092},{-1.04688,-0.759766,3.77092}};
zedPos[] = {{-0.18457,-3.13574,-2.25991}};
};
class Land_smd_kostel_trosky: MilitarySpecial // church ruins
class Land_smd_kostel_trosky: Military // church ruins
{
lootPos[] = {{3.83789,0.8125,-4.81671},{0.206055,12.3555,-5.09952}};
};
@@ -361,7 +323,6 @@ class Land_Mil_ControlTower_EP1: Military // tak atc
"z_soldier",
"z_policeman"
};
lootChance = 0.4;
lootPos[] = {
{ 5.53369,3.64355,-5.46368 },
{ 7.67236,3.68115,-1.0687 },
@@ -372,9 +333,8 @@ class Land_Mil_ControlTower_EP1: Military // tak atc
{ 7.54956,1.74512,-0.378696},
{5.40234,-1.71289,-0.378696}};
};
class Land_Mil_Barracks_i_EP1: MilitarySpecial // tak barracks
class Land_Mil_Barracks_i_EP1: Military // tak barracks
{
lootChance = 0.2;
maxRoaming = 2;
lootPos[] = {
{5.15625,-2.30371,-1.09824},
@@ -403,7 +363,7 @@ class Land_Mil_House_EP1: Military // tak
zedPos[] = {{-2.13477,6.69116,-4.56909},{5.58887,6.41284,-4.44098}};
};
class land_st_vez: MilitarySpecial // nm tower
class land_st_vez: Military // nm tower
{
lootPos[] = {{-5.56445,4.23975,-3.31476},{-5.05566,-3.17627,-3.31476},{4.12109,3.92822,2.42732},{-1.73389,2.68896,6.40834},{-4.23584,1.29736,6.40834},{-3.80322,-1.09277,6.40834},{0.430664,1.31787,6.40834},{-2.45166,-2.16748,6.40834},{-0.608398,-0.57666,-11.095},{-2.08691,1.10303,-11.0649},{0.259277,-3.89697,-3.31476},{3.9375,3.30957,-8.50825}};
};
@@ -411,18 +371,16 @@ class Land_mi8_crashed: Military // nm wreck
{
lootPos[] = {{0.238281, -2.89746, -1.65002}, {0.0, -4.06982, -1.7}, {-0.245117, -6.06982, -1.74091}};
};
class land_AII_last_floor: MilitarySpecial
class land_AII_last_floor: Military
{
zombieClass[] = {"z_soldier","z_soldier","z_policeman"};
lootChance = 0.5;
maxRoaming = 3;
lootPos[] = {{-1.73975,-7.99756,11.6976},{-1.73975,-7.99756,11.6976},{-1.20801,5.45605,4.6129},{-3.82813,2.81494,5.46183}};
};
class land_AII_middle_floor: MilitarySpecial
class land_AII_middle_floor: Military
{
zombieClass[] = {"z_soldier","z_soldier","z_policeman"};
lootChance = 0.5;
maxRoaming = 3;
lootPos[] = {{-7.64941,4.97412,0.510368},{-7.7207,5.10498,0.510216},{-7.27979,-0.931152,0.518509},{8.47461,-2.3252,-4.63377},{9.20508,0.508301,-4.63377},{4.36768,3.7998,-4.63377},{-0.669434,2.74805,-4.63377},{-10.3594,5.03516,-4.63377},{-13.9766,9.10059,-4.63377},{-8.021,1.22314,-4.63377},{6.07227,-2.64551,-4.63377},{-8.75293,8.79297,-2.10379}};
};
@@ -451,11 +409,9 @@ class Land_Mil_Guardhouse: Military //Enterable zero_building
"z_soldier",
"z_policeman"
};
lootChance = 0.5;
maxRoaming = 3;
zedPos[] = {{-2.44727,0.250977,-1.70563},{-2.44873,3.00293,-1.70285}};
lootPos[] = {
//{-2.44727,0.250977,-1.70563},{-2.44873,3.00293,-1.70285}
{4.65381,-3.61914,-1.46277},{2.99756,3.54102,-0.712769}
};
lootPosSmall[] = {
@@ -526,6 +482,7 @@ class land_ind_pec_03a: MilitaryIndustrial
};
class Land_Mil_Barracks_EP1: Military
{
lootChance = 0;
lootPos[] = {};
};
class Land_Mil_Barracks_L_EP1: Military
@@ -568,7 +525,7 @@ class HMMWVWreck: Military
class UH60_NAVY_Wreck_DZ: Military {
zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
zombieChance = 0.3;
lootChance = 0.6;
lootChance = 0;
minRoaming = 4;
maxRoaming = 8;
lootPos[] = {};
@@ -577,7 +534,7 @@ class UH60_NAVY_Wreck_DZ: Military {
class UH60_ARMY_Wreck_DZ: Military {
zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
zombieChance = 0.3;
lootChance = 0.6;
lootChance = 0;
minRoaming = 4;
maxRoaming = 8;
lootPos[] = {};
@@ -586,7 +543,7 @@ class UH60_ARMY_Wreck_DZ: Military {
class UH60_NAVY_Wreck_burned_DZ: Military {
zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
zombieChance = 0.3;
lootChance = 0.6;
lootChance = 0;
minRoaming = 4;
maxRoaming = 8;
lootPos[] = {};
@@ -595,8 +552,14 @@ class UH60_NAVY_Wreck_burned_DZ: Military {
class UH60_ARMY_Wreck_burned_DZ: Military {
zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
zombieChance = 0.3;
lootChance = 0.6;
lootChance = 0;
minRoaming = 4;
maxRoaming = 8;
lootPos[] = {};
};
class Camp_EP1: Military { // Looks like the MASH tent, Balota POI
maxRoaming = 1;
lootPos[] = {{1.18213,-1.65039,-1.17793},{0.24707,0.799316,-1.17803}};
zedPos[] = {{0.24707,0.798828,-1.11798},{1.18213,-1.64844,-1.11786}};
};

View File

@@ -8,13 +8,11 @@ class Office : Residential
class Land_HouseB_Tenement : Office
{
//lootPos[] = {{5.40576,9.89453,-20.7845},{5.98975,14.168,-20.7845},{12.9604,14.0723,-20.7845},{14.6064,8.92383,-20.7845},{-12.0771,0.645508,-20.7845},{-0.924805,5.26563,-20.7845}};
lootPos[] = {
//{5.41,9.89,-20.78},{5.99,14.17,-20.78},{12.96,14.07,-20.78},{14.61,8.92,-20.78},{-12.08,0.65,-20.78},{-0.92,5.27,-20.78},{1.27,-0.62,-20.78},{-2.28,2.08,-20.78},{-10.07,4.64,-20.78},{5.35,3.42,-20.78},{13.35,3.37,-20.78},{2.53,-5.75,-20.78},
{8.22,6.3,-20.67},{-3.17,0.92,-20.67},{-10.87,-0.99,-20.18},{11.08,11.29,-20.66},{7.27734,11.5957,-20.8045},{5.11865,12.0298,-20.8045},{13.5625,12.1631,-20.8045}
{-11.2505,4.60938,-20.6497},{-7.58252,5.10205,-20.6497},{-3.15259,0.913574,-20.6497},{8.21289,6.38037,-20.6497},{5.14941,11.8867,-20.6497},{11.0793,11.3467,-20.6497},{13.5581,3.01074,-20.6497},{13.5823,8.15625,-20.6497},{13.6958,-1.61572,-20.6497},{4.59692,7.07227,-20.6497},{-6.00928,-2.01611,-20.6497}
};
lootPosSmall[] = {
{-4.57,4.42,-19.59},{-1.08,4.15,-19.67},{13.53,2.95,-20.66},{-0.94,4.73,-20.66},{-11.28,4.61,-20.66},{4.33,4.15,-20.67},{13.41,11.21,-20.22},{6.7251,11.6895,-20.3445},{3.9,-0.99,-20.66},{12.9602,10.0479,-20.8045},{13.3726,0.939453,-20.8045}
{6.7124,11.2749,-20.1797},{13.377,11.248,-20.1797},{13.4556,5.76172,-20.1797},{13.1902,0.438477,-20.1797},{-10.7827,-0.952148,-20.1797},{2.71533,-2.39893,-20.1797},{-4.57715,4.30811,-19.6597},{-1.03223,4.04932,-19.6597},{2.39551,4.10986,-19.6597},{0.932129,-2.34082,-20.2197},{3.97754,-0.965332,-20.6497},{4.30371,4.15576,-20.6497}
};
zedPos[] = {{-0.924805,5.26563,-20.7845},{-12.0771,0.645508,-20.7845},{12.9604,14.0723,-20.7845},{14.6064,8.92383,-20.7845},{5.40576,9.89453,-20.7845},{5.98975,14.168,-20.7845}};
};
@@ -22,7 +20,6 @@ class Land_HouseB_Tenement : Office
class Land_Panelak : Office
{
lootPos[] = {
//{-2.76855,-6.26563,0.0714111},{-2.93848,-1.3916,0.0714111},{-5.4209,-3.13184,0.0814209},{-6.81152,-6.15527,0.0714111},{-4.00879,2.53027,0.0714111},{-0.730469,-3.20117,2.77145},{3.97852,-7.08936,2.77145},{2.49609,2.93701,2.77145},{6.78906,1.55273,2.77145},{6.38477,-2.3916,2.77145},{6.80566,-5.77295,2.77145},{4.59863,-1.36328,2.77145},{-0.824219,1.86914,1.32864},
{-3.76709,-5.5791,0.0714226},{-6,-5.1709,0.0714226},{-4.86719,-3.30518,0.0714226},{-5.75098,1.51172,0.0714226},{3.95483,-4.83008,2.77144},{4.8728,1.51855,2.77144},{6.07324,-5.4668,2.77144}
};
lootPosSmall[] = {
@@ -34,7 +31,6 @@ class Land_Panelak : Office
class Land_Panelak2 : Office
{
lootPos[] = {
//{-0.729492,-3.00684,-2.62872},{-0.763672,1.36133,-1.3714},{-0.30127,3.64941,1.32861},{0.736328,-3.22266,2.76105},{-0.630859,1.84668,4.05231},{3.68896,-7.33789,5.46661},{2.26807,2.94043,5.46661},{6.70068,2.69043,5.46655},{6.87842,-1.45996,5.47675},{6.39795,-6.02734,5.47662},{4.55371,-1.76758,5.46667},{2.76416,0.446289,5.46661},
{0.53833,2.0498,-1.29137},{4.87939,1.90234,5.46665},{4.71045,-3.02197,5.46665},{6.01514,-5.86133,5.46665},{3.8833,-4.72314,5.46665}
};
lootPosSmall[] = {
@@ -45,20 +41,14 @@ class Land_Panelak2 : Office
class Land_rail_station_big : Office
{
lootPos[] = {
//{-4.96924,4.56348,-4.99451},{0.461426,4.86621,-4.9848},{2.46631,2.22656,-4.97443},{-1.31689,-2.5918,-4.98444},{-3.29102,-0.121094,-4.98444},{-1.07373,2.37305,-4.98462},{7.46338,-3.40723,-5.04431},{8.93652,3.12695,-5.04443},{-8.16357,-5.12109,-5.03442},
{2.11914,-0.13208,-4.98439},{0.712402,0.718994,-4.98439},{2.45654,3.80566,-4.98439},{7.45947,1.49683,-5.04438}
};
lootPosSmall[] = {
{1.81641,0.77417,-4.05439},{2.74609,0.869385,-4.05438},{-5.16943,-3.43555,-4.98439},{9.25,0.421631,-5.04438},{-6.54004,-4.09692,-5.04439}
};
lootPos[] = {{2.11914,-0.13208,-4.98439},{0.712402,0.718994,-4.98439},{2.45654,3.80566,-4.98439},{7.45947,1.49683,-5.04438}};
lootPosSmall[] = {{1.81641,0.77417,-4.05439},{2.74609,0.869385,-4.05438},{-5.16943,-3.43555,-4.98439},{9.25,0.421631,-5.04438},{-6.54004,-4.09692,-5.04439}};
zedPos[] = {{8.93652,3.12695,-5.04443},{7.46338,-3.40723,-5.04431},{-8.16357,-5.12109,-5.03442},{-4.96924,4.56348,-4.99451},{0.461426,4.86621,-4.9848},{-1.07373,2.37305,-4.98462},{-1.31689,-2.5918,-4.98444},{-3.29102,-0.121094,-4.98444},{2.46631,2.22656,-4.97443}};
};
class Land_A_Office01 : Office
{
lootPos[] = {
//{-2.5,-2.47,-4.53},{4.11,-0.69,-4.53},{4.11,6.11,-4.53},{0.24,6.06,-4.53},{4.32,3.74,-4.53},{5.09,0.22,-4.53},{11.8,-1.78,-4.53},{14.58,-4.11,-4.53},{13.82,-0.73,-4.53},{-7.76,5.59,-4.53},{1.81,1,-2.03},{4.93,4.32,-2.03},{0.52,6.76,-2.03},{2.23,3.76,-2.03},{-4.89,-2.55,-2},{-14.56,-3.41,-1.99},{-15.27,5.93,-1.95},{-10.91,6.04,0.45},{-6.31,3.3,0.48},{7.64,6.39,0.47},{13.67,6.6,0.45},{13.19,-2.59,0.49},{3.09,2.44,6.2},{-1.46,-2.28,6.19},{-2.29,4.54,0.47},{4.77,-4.56,-2.02},{8.35,-1.11,-2.03},{9.95,-3.74,-2.01},{7.14,-2.51,-2.03},{12.87,4.71,-2.03},{15.37,3.42,-2.03},{-0.74,3.17,-4.53},{15.57,1.33,-2.03},{-0.07,-6.44,-2},{-7.93,3.18,-2.03},{-6.05,6.27,-2.03},{-13.11,1.06,-2.03},{-3.3,4.18,6.2},
{-7.84912,6.3855,-4.528},{3.84424,3.27051,-4.528},{-0.0383301,3.51733,-4.528},{5.37695,5.63379,-4.528},{15.5393,-1.90015,-4.528},{13.8057,-2.3811,-4.528},{10.114,3.44849,-4.528},{10.3008,6.32495,-4.528},{1.71021,1.66675,-4.528},{1.58032,5.87671,-2.028},{-0.599854,7.08984,-2.028},{3.87769,6.84229,-2.028},{-7.6709,6.72485,-2.038},{-4.729,4.19556,-2.028},{-7.93091,3.2041,-2.038},{10.2354,-1.9187,-2.018},{6.9812,-4.30933,-2.038},{15.4075,6.03198,-2.038},{13.9285,3.40649,-2.038},{0.163086,3.43286,0.472002},{7.13892,3.64844,0.471998},{1.71973,-1.40967,6.72491},{-0.443359,0.61499,-2.028},{-5.22144,-3.69971,-2.028}
};
lootPosSmall[] = {
@@ -74,7 +64,6 @@ class Land_A_Office01 : Office
class Land_A_Office02 : Office
{
lootPos[] = {
//{4.72266,-5.74219,-8.15109},{0.961426,-5.16992,-8.15076},
{19.8076,3.26123,5.38394},{0.27002,0.0458984,5.38394},{5.0415,-4.854,-8.17109},{-0.263184,-5.15259,-8.17105}
};
lootPosSmall[] = {
@@ -90,8 +79,9 @@ class Land_aif_hotel : Office //multi-story hotel with balconies
class Land_aif_hotel_bio : Office // multi-story hotel with balconies
{
zedPos[] = {{-18.5781,4.20801,-8.5215},{-17.8848,-6.33398,-8.52153}};
lootPos[] = {{-17.8848,-6.33398,-8.52153},{16.8477,-12.5811,-8.52153},{17.8984,12.9102,-8.52153},{-1.51172,11.0117,-8.52153},{-23.4453,-5.7998,-0.835522},
{-22.4063,-16.8887,3.01448},{-5.8418,5.27832,6.86919},{16.7227,16.8076,6.86919},{18.2676,-14.2627,6.86919},{-16.8984,-16.3701,6.86919}};
lootPos[] = {
{-17.8848,-6.33398,-8.52153},{16.8477,-12.5811,-8.52153},{17.8984,12.9102,-8.52153},{-1.51172,11.0117,-8.52153},{-23.4453,-5.7998,-0.835522},{-22.4063,-16.8887,3.01448},{-5.8418,5.27832,6.86919},{16.7227,16.8076,6.86919},{18.2676,-14.2627,6.86919},{-16.8984,-16.3701,6.86919}
};
};
class land_mbg_apartments_big_04: Office { // multi-story cement, 3 non-enterable garages
lootPos[] = {
@@ -191,7 +181,6 @@ class Land_ibr_terminal: Office
class Land_A_Villa_EP1: Office // takistani villa 2 story multi-wing
{
zedPos[] = {{5.5332,2.70361,-5.06721},{13.2578,-14.3623,-5.06719}};
//lootPos[] = {{-15.002,9.06104,1.97169},{10.3047,10.7178,1.97146},{17.4824,-15.3862,1.99229},{10.1855,-0.722656,-1.4844},{-2.54688,14.5698,-1.4844},{-14.8945,12.7236,-1.4844},{-8.51953,14.1064,-1.4844}};
lootPos[] = {
{ -23.3442,1.71484,-3.65929 },
{ 14.5498,-5.69775,-5.06722 },
@@ -273,13 +262,11 @@ class Land_MBG_Police_Station: Office
};
class land_mbg_ger_estate_2: Office { // 2 stucco red/orange light by door
//lootPos[]={{5.34766,-0.882813,-2.13187},{2.38281,-1.03418,-2.13187},{2.54688,-4.41602,-2.13187},{-7.71094,-2.73242,-2.13187},{-2.22656,5.91602,-2.13187},{-5.36328,4.46387,-2.13187}};
lootPos[] = {
{-0.847656,-5.23291,-2.13187},{-0.615234,3.95996,-1.55187},{8.30859,0.642578,-2.02187},{7.60547,6.6792,-2.13187},{6.38867,-5.31396,-2.13187},{-4.74023,3.71582,-2.13187}
};
lootPosSmall[] = {
{-6.3125,-6.48145,-1.43187},{-4.81445,-2.0293,-1.43187},{-3.47852,4.58789,-2.13187},{0.107422,3.45947,-1.55187},{4.23438,-1.42188,-1.83187},{4.97461,1.09229,-1.30187},{6.53711,-2.07227,-1.29187},{6.35547,-4.70117,-1.65187},{-7.55273,3.99268,-1.65187}
};
//zedPos[] = {{2.38281,-1.03418,-2.13187}};
zedPos[] = {{2.12695,-8.60791,-1.5208},{1.33984,9.18945,-1.25071}};
};

View File

@@ -1,6 +0,0 @@
class Land_sloup_vn : Default
{
lootChance = 0.05;
lootPos[] = {{-0.24,-0.12,-8.05}};
lootGroup = Powerlines;
};

View File

@@ -36,84 +36,59 @@ class Residential : Default
class Land_HouseV_1I4 : Residential
{
zedPos[] = {{-0.400146,-3.87891,-2.7688},{-3.67651,-2.51758,-2.76544},{-0.472412,3.19824,-2.72028}};
lootPos[] = {
//{0.53,-4.53,-2.77},{-3.83,-2.5,-2.77},{-0.51,3.92,-2.72},{-1.93,-5.12,-2.17},{0.57,-1.53,-2.76},
{0.222168,3.90839,-2.73031},{-1.82983,-1.81403,-2.76768}
};
lootPosSmall[] = {
{-1.91772,-5.13812,-2.14811},{-4.34497,-1.12036,-1.88536},{-2.12329,-2.59363,-2.05582},{-1.34595,-2.80969,-2.04825}
};
lootPos[] = {{0.222168,3.90839,-2.73031},{-1.82983,-1.81403,-2.76768}};
lootPosSmall[] = {{-1.91772,-5.13812,-2.14811},{-4.34497,-1.12036,-1.88536},{-2.12329,-2.59363,-2.05582},{-1.34595,-2.80969,-2.04825}};
};
class Land_kulna : Residential
{
zedPos[] = {{-0.498291,1.92871,-1.12811},{0.503174,0.217773,-1.11633}};
//lootPos[] = {{0.503174,0.217773,-1.11633},{-0.498291,1.92871,-1.12811}};
lootPos[] = {{0.213379,1.49707,-1.14344}};
};
class Land_hut06 : Residential
{
zedPos[] = {{0.337402,2.27051,-1.56116},{-0.637695,0.753906,-1.53836}};
//lootPos[] = {{0.337402,2.27051,-1.56116},{-0.637695,0.753906,-1.53836}};
lootPos[] = {{0.328125,2.26953,-1.57786},{-0.552368,-0.0620117,-1.53837}};
};
class Land_Hlidac_budka : Residential
{
zedPos[] = {{2.02051,0.444336,-0.81366},{-0.460938,1.75879,-0.78363},{-2.31836,1.5127,-0.78363}};
lootPos[] = {
//{-2.31836,1.5127,-0.78363},{2.02051,0.444336,-0.81366},{-0.460938,1.75879,-0.78363},
{2.4209,2.16064,-0.783617}
};
lootPosSmall[] = {
{0.987305,2.43359,-0.113617},{1.67773,2.24927,-0.113617},{-0.138184,0.0844727,-0.713617}
};
lootPos[] = {{2.4209,2.16064,-0.783617}};
lootPosSmall[] = {{0.987305,2.43359,-0.113617},{1.67773,2.24927,-0.113617},{-0.138184,0.0844727,-0.713617}};
};
class Land_HouseV2_02_Interier : Residential
{
zedPos[] = {{-3.62598,3.05273,-5.58072},{3.34814,1.9707,-5.57071},{5.20117,-1.54004,-5.57071},{-5.71094,5.49414,-5.57071},{7.23145,5.37109,-5.57071},{-7.57861,-1.01563,-5.57071},{8.5498,0.754883,-5.57071},{-6.52295,2.35547,-5.5607}};
lootPos[] = {
//{7.23,5.37,-5.57},{8.55,0.75,-5.57},{5.2,-1.54,-5.57},{3.35,1.97,-5.57},{-3.63,3.05,-5.58},{-7.58,-1.02,-5.57},{-6.52,2.35,-5.56},{-5.71,5.49,-5.57},{6.53,1.49,-4.64},{0.05,1.32,-5.53},
{6.97412,1.26904,-5.53068},{4.21631,6.56396,-5.53068},{-5.94922,-1.28955,-5.53068},{-3.31494,6.44287,-5.53068}
};
lootPosSmall[] = {
{6.44629,1.7251,-4.61068},{6.63672,1.2583,-4.61068},{8.7749,-2.23779,-4.74068},{2.81006,6.30908,-5.57068},{-4.97754,-2.1543,-5.57068},{-2.42676,5.58887,-5.57068}
};
lootPos[] = {{6.97412,1.26904,-5.53068},{4.21631,6.56396,-5.53068},{-5.94922,-1.28955,-5.53068},{-3.31494,6.44287,-5.53068}};
lootPosSmall[] = {{6.44629,1.7251,-4.61068},{6.63672,1.2583,-4.61068},{8.7749,-2.23779,-4.74068},{2.81006,6.30908,-5.57068},{-4.97754,-2.1543,-5.57068},{-2.42676,5.58887,-5.57068}};
};
class Land_A_Pub_01 : Residential
{
zombieChance = 0.2;
lootPos[] = {
//{1.83,0.39,-5.75},{-1.77,0.33,-5.76},{-6.66,-6.43,-5.76},{-4.64,-0.1,-5.75},{-5.76,-3.05,-5.75},{-2.08,0.92,-1.79},{-4.77,-5.89,-1.78},{-6.94,-1.94,-1.77},{-4.05,-0.78,-1.78},{1.4,-1.74,-1.76},{3.14,-2.79,-1.76},{3.58,-0.59,-1.76},{3.03,-4.04,-1.76},{1.94,3.19,-1.78},{-0.1,6.22,-1.78},{5.3,7.56,-1.79},{6.93,-2.85,-1.79},{2.57,-4.6,-5.76},{4.07,5.41,-5.76},{0.75,2.3,-5.75},{6.47,-1.71,-5.06},
{1.17188,5.7522,-5.75623},{6.46191,-1.73706,-5.01623},{6.46777,1.47949,-5.75623},{0.975098,-5.80859,-5.75621},{-5.79736,-2.57813,-1.79123},{-7.35303,-3.7627,-1.79123},{4.56885,0.998291,-1.79123},{3.45947,0.236328,-1.79123},{1.91504,6.302,-1.79123},{0.114258,2.17432,-1.79123},{6.52832,6.10889,-1.79123},{0.555176,0.169189,-1.79123},{-4.37793,-2.64038,-5.75623},{-7.1709,-1.76855,-5.75623}
};
lootPosSmall[] = {
{-0.602051,2.69214,-5.48623},{2.0708,1.98486,-5.19622},{1.37744,7.89722,-5.01622},{3.28076,-1.51782,-4.75623},{2.79395,-1.90845,-4.75622},{1.19043,-1.97632,-4.7562},{4.03418,-5.81592,-5.30621},{1.46143,-6.27979,-5.01621},{-4.8252,-2.66309,-1.78122},{1.16504,1.125,-1.19122},{2.73486,0.744873,-0.701225},{5.04053,-2.60938,-1.78122},{5.00293,2.03491,-1.78122},{2.89844,5.78613,-1.37122},{1.44482,6.51831,-1.31123},{1.77734,7.88013,-1.79123},{5.81934,5.90967,-1.41122},{-3.41016,1.26123,-1.78123},{-7.37891,-1.24756,-5.28622}
};
lootPos[] = {{1.17188,5.7522,-5.75623},{6.46191,-1.73706,-5.01623},{6.46777,1.47949,-5.75623},{0.975098,-5.80859,-5.75621},{-5.79736,-2.57813,-1.79123},{-7.35303,-3.7627,-1.79123},{4.56885,0.998291,-1.79123},{3.45947,0.236328,-1.79123},{1.91504,6.302,-1.79123},{0.114258,2.17432,-1.79123},{6.52832,6.10889,-1.79123},{0.555176,0.169189,-1.79123},{-4.37793,-2.64038,-5.75623},{-7.1709,-1.76855,-5.75623}};
lootPosSmall[] = {{-0.602051,2.69214,-5.48623},{2.0708,1.98486,-5.19622},{1.37744,7.89722,-5.01622},{3.28076,-1.51782,-4.75623},{2.79395,-1.90845,-4.75622},{1.19043,-1.97632,-4.7562},{4.03418,-5.81592,-5.30621},{1.46143,-6.27979,-5.01621},{-4.8252,-2.66309,-1.78122},{1.16504,1.125,-1.19122},{2.73486,0.744873,-0.701225},{5.04053,-2.60938,-1.78122},{5.00293,2.03491,-1.78122},{2.89844,5.78613,-1.37122},{1.44482,6.51831,-1.31123},{1.77734,7.88013,-1.79123},{5.81934,5.90967,-1.41122},{-3.41016,1.26123,-1.78123},{-7.37891,-1.24756,-5.28622}};
zedPos[] = {{-1.76563,0.334473,-5.75623},{2.56934,-4.6001,-5.75623},{4.06738,5.41406,-5.75623},{-6.66211,-6.4292,-5.75623},{0.75293,2.2998,-5.74622},{-4.63574,-0.100586,-5.74622},{-5.75977,-3.05029,-5.74622},{1.83398,0.394043,-5.74619},{-2.08203,0.922852,-1.79126},{5.30469,7.55957,-1.79126},{6.93164,-2.84668,-1.79126},{-0.0957031,6.22461,-1.78125},{1.94141,3.18799,-1.78125},{-4.05273,-0.779785,-1.78125},{-4.76563,-5.89111,-1.78125},{-6.94434,-1.9375,-1.77124},{1.39844,-1.73779,-1.76123},{3.03027,-4.04346,-1.76123},{3.13867,-2.78564,-1.76123},{3.58301,-0.591309,-1.76123}};
};
class Land_Shed_wooden : Residential
{
zedPos[] = {{-0.342773,1.0293,-1.29156},{1.26807,-0.362305,-1.29156}};
//lootPos[] = {{1.26807,-0.362305,-1.29156},{-0.342773,1.0293,-1.29156}};
lootPos[] = {{1.26807,-0.361328,-1.29153},{-0.342773,1.0293,-1.29153}};
};
class Land_HouseBlock_A1_1 : Residential
{
zedPos[] = {{-3.52881,0.15918,-4.74365},{-3.56152,-2.33496,-4.73096}};
//lootPos[] = {{-3.52881,0.15918,-4.74365},{-3.56152,-2.33496,-4.73096}};
lootPos[] = {{-3.52881,0.158936,-4.74365},{-3.56152,-2.33484,-4.73106}};
};
class Land_HouseV_1I1 : Residential
{
zedPos[] = {{0.100586,-2.34473,-2.88281}};
//lootPos[] = {{0.100586,-2.34473,-2.88281}};
lootPosSmall[] = {{0.728516,-2.01514,-2.86235}};
};
@@ -123,27 +98,18 @@ class Land_A_MunicipalOffice : Residential
zedPos[] = {{-0.20752,-6.48633,-18.429},{3.31641,-5.77441,-18.429},{-4.66113,-6.27246,-18.429}};
lootChance = 0.4;
lootPos[] = {{-7.73,2.87,-18.43},{-10.45,-2.57,-18.43},{8.85,-5.84,-18.43},{2.86,6.01,-18.43},{9.67,1.66,-18.43},{7.26,10.91,-18.43},{-7.66,10.63,-18.43},{-3.14,5.58,-18.43},{-3.45,10.97,-12.41},{1.5,10.97,-12.41},{-7.92,4.17,-12.41},{-9.73,1.63,-12.41},{7.16,-3.95,-12.41},{9.37,3.61,-12.41},{9.82,10.7,-12.41},{-0.29,7.74,-14.4},{-5.67,0.71,-18.43},{5.72,0.36,-18.43},{9.89,7.54,-3.63},{-4.64,-1.66,-0.17},{4.63,-1.3,-0.17},{-0.27,-7.77,-0.17},{-9.87,2.68,-3.7},{1.66,11.25,-3.71}};
/*lootPosSmall[] = {
{4.34521,-8.81567,-18.439},{-1.06787,-5.11499,-18.439},{1.3291,9.86938,-18.4413},{-1.54395,9.90649,-18.4353}
};*/
};
class Land_HouseV2_04_interier : Residential
{
zedPos[] = {{2.10938,6.60449,-5.76862},{-2.30029,4.22461,-5.75937},{-4.96289,2.91309,-5.74985},{1.95557,4.16211,-5.74939},{-5.13281,6.74316,-5.74857},{7.51025,-0.931641,-5.74176},{7.49561,5.83594,-5.73901}};
lootPos[] = {
//{7.5,6.93,-5.74},{7.58,-1.89,-5.74},{1.85,2.66,-5.06},{3.38,6.4,-5.77},{-1.44,3.1,-5.76},{-3.63,6.88,-4.99},{-4.96,2.91,-5.75},{0.29,1.26,-2.93},{-1.44,6.44,-5.74},{4.82,2.63,-5.74},
{-5.08826,3.13818,-5.73971},{7.37061,6.52881,-5.73873},{1.75281,3.70752,-5.73953},{-3.75183,7.1626,-5.73842},{0.292725,1.27441,-2.93809}
};
lootPosSmall[] = {
{4.7594,2.8042,-5.07979},{4.93396,2.56348,-5.07979},{1.95215,2.67529,-5.05956},{0.668823,2.56299,-5.74944},{-3.7146,7.07813,-4.98862},{-3.31897,6.68457,-4.98895},{-2.87244,6.92676,-5.29893},{-3.95215,2.85449,-5.19935}
};
lootPos[] = {{-5.08826,3.13818,-5.73971},{7.37061,6.52881,-5.73873},{1.75281,3.70752,-5.73953},{-3.75183,7.1626,-5.73842},{0.292725,1.27441,-2.93809}};
lootPosSmall[] = {{4.7594,2.8042,-5.07979},{4.93396,2.56348,-5.07979},{1.95215,2.67529,-5.05956},{0.668823,2.56299,-5.74944},{-3.7146,7.07813,-4.98862},{-3.31897,6.68457,-4.98895},{-2.87244,6.92676,-5.29893},{-3.95215,2.85449,-5.19935}};
};
class Land_HouseV2_01A : Residential
{
zedPos[] = {{-1.60547,-3.23535,-5.61884},{-3.37256,-3.34082,-5.58344}};
//lootPos[] = {{-3.37256,-3.34082,-5.58344},{-1.60547,-3.23535,-5.61884}};
lootPosSmall[] = {{-3.53906,-3.29736,-5.55779},{-0.759766,-3.95068,-5.56563}};
};
@@ -160,7 +126,6 @@ class Land_KBud : Residential
zombieChance = 0.3;
maxRoaming = 0;
zedPos[] = {{-0.017334,0.0107422,-0.663696}};
//lootPos[] = {{-0.017334,0.0107422,-0.663696}};
lootPos[] = {{-0.0170898,0.0114746,-0.66367}};
};
@@ -169,9 +134,6 @@ class Land_sara_domek_zluty : Residential
maxRoaming = 1;
zedPos[] = {{-6.17139,-2.33789,-2.43384},{-0.660645,2.05469,-2.43372},{6.36401,-0.236328,-2.43372},{2.95679,3.00684,-2.43365},{-3.75342,-3.54785,-2.42389},{-2.77441,0.751953,-2.42371},{-5.07666,3.04395,-2.42352},{0.627197,-0.584961,-2.41394},{7.06665,2.9541,-2.4137}};
lootPos[] = {{7.41,3.32,-2.43},{2.89,2.75,-2.43},{0.2,3.2,-2.43},{-6.59,-3.05,-2.43},{-3.99,2.46,-2.43},{-6.58,-0.39,-2.43},{6.38,-0.34,-2.43}};
/*lootPosSmall[] = {
{7.26685,-0.882324,-2.43378},{4.00684,3.84766,-2.43372},{-1.11255,1.29395,-2.43382},{-7.22192,-4.23584,-2.43386}
};*/
};
class Land_HouseV_3I4 : Residential
@@ -192,13 +154,8 @@ class Land_HouseV_1L2 : Residential
{
maxRoaming = 3;
zedPos[] = {{-0.448242,5.29883,-3.01697}};
lootPos[] = {
//{-0.448242,5.29883,-3.01697}
{-2.58887,-4.8584,-0.789368},{-2.58887,-4.8584,-0.789368},{-2.37646,0.373047,-0.799377}
};
lootPosSmall[] = {
{-1.37354,-3.26465,-0.789368},{4.48389,-3.06348,0.0406189},{4.53271,-3.61328,0.590637},{-1.37354,-3.26465,-0.789368},{4.48389,-3.06348,0.0406189},{4.53271,-3.61328,0.590637},{4.29126,-1.02441,0.0606384},{-0.199707,3.28711,-2.9292}
};
lootPos[] = {{-2.58887,-4.8584,-0.789368},{-2.58887,-4.8584,-0.789368},{-2.37646,0.373047,-0.799377}};
lootPosSmall[] = {{-1.37354,-3.26465,-0.789368},{4.48389,-3.06348,0.0406189},{4.53271,-3.61328,0.590637},{-1.37354,-3.26465,-0.789368},{4.48389,-3.06348,0.0406189},{4.53271,-3.61328,0.590637},{4.29126,-1.02441,0.0606384},{-0.199707,3.28711,-2.9292}};
};
class Land_HouseV_1T : Residential
@@ -223,7 +180,6 @@ class Land_HouseV_1I2 : Residential
class Land_HouseV_2L : Residential
{
zedPos[] = {{-3.98438,-3.87207,-4.02338},{4.32617,1.81836,-3.96332}};
//lootPos[] = {{4.32617,1.81836,-3.96332},{-3.98438,-3.87207,-4.02338}};
lootPosSmall[] = {{4.39404,1.28296,-3.96535},{4.12988,2.52222,-3.95569}};
};
@@ -237,7 +193,8 @@ class Land_HouseV_1I3 : Residential
class Land_houseV_2T2 : Residential
{
zedPos[] = {{-4.22,0.21,-4.06},{-2.01,2.4,-4.04},{7.07,2.15,-1.28},{0.06,-0.81,-4.04},{4.43,-4.06,-4.04},{-0.85,-4.45,-4.04},{7.24,-2.59,-4.04},{6.99,1.27,-4.04},{7.25,-0.97,-1.28},{0.49,-2.85,-1.28},{3.4,0.63,-1.28},{-2.03,2.09,-1.28},{-3.05,-1.7,-1.28}};
lootPos[] = {{-4.22,0.21,-4.06},{-2.01,2.4,-4.04},{7.07,2.15,-1.28},{0.06,-0.81,-4.04},{4.43,-4.06,-4.04},{-0.85,-4.45,-4.04},{7.24,-2.59,-4.04},{6.99,1.27,-4.04},{7.25,-0.97,-1.28},{0.49,-2.85,-1.28},{3.4,0.63,-1.28},{-2.03,2.09,-1.28},{-3.05,-1.7,-1.28},{3.94,-5.13,-1.32},{0.48,-5.15,-1.32}};
lootPos[] = {{-2.01,2.4,-4.04},{7.07,2.15,-1.28},{0.06,-0.81,-4.04},{4.43,-4.06,-4.04},{-0.85,-4.45,-4.04},{7.24,-2.59,-4.04},{6.99,1.27,-4.04},{7.25,-0.97,-1.28},{0.49,-2.85,-1.28},{3.4,0.63,-1.28},{-2.03,2.09,-1.28},{-3.05,-1.7,-1.28},{3.94,-5.13,-1.32},{0.48,-5.15,-1.32},{-3.33081,-2.51367,-4.04022}};
lootPosSmall[] = {{-1.93677,-0.370117,-0.592319},{-0.72998,3.18066,-0.634354},{6.16992,-2.89941,-0.961671},{-3.72339,3.1084,-2.92789},{-2.11914,-2.98535,-3.83026},{5.01758,-2.93018,-3.34743}};
};
class Land_HouseBlock_A1 : Residential
@@ -279,7 +236,6 @@ class Land_HouseBlock_C1 : Residential
class Land_HouseV2_01B : Residential
{
zedPos[] = {{9.53711,3.39453,-6.11053}};
//lootPos[] = {{9.53711,3.39453,-6.11053}};
lootPosSmall[] = {{-4.27881,-2.22852,-5.18173}};
};
@@ -337,7 +293,6 @@ class Land_NAV_Lighthouse : Residential
class Land_Panelak3 : Residential
{
zedPos[] = {};
//lootPos[]={{0.54,-0.71,-8.11},{2.51,-1.84,12.38},{2.8,-0.67,12.38},{3.98,-1.49,12.38}};
lootPos[] = {{2.00415,-1.33325,12.3769},{0.0378418,-1.23608,-10.8254}};
};
// ALT-MAP Support
@@ -428,12 +383,8 @@ class Land_House_C_5_V2_EP1: Residential // beige stucco
};
class Land_House_C_5_V3_EP1: Residential // beige stucco
{
lootPos[] = {
{2.43799,1.03662,2.2605},{-1.00391,-3.9248,1.22732},{0.83374,4.91699,-0.671498},{-1.63037,3.66699,-1.4815},{-1.24463,-3.43701,-1.4815}
};
lootPosSmall[] = {
{3.44287,1.23535,1.4205},{3.64917,3.85156,1.4605},{-0.623779,-5.09424,1.24732},{2.31201,0.770996,-0.0414982},{2.53198,0.82959,-0.731498},{1.81738,5.23926,-1.4815},{-4.40332,0.501465,-1.0415},{-0.46582,-2.83594,-1.0815},{-0.466797,-3.58984,-0.401499}
};
lootPos[] = {{2.43799,1.03662,2.2605},{-1.00391,-3.9248,1.22732},{0.83374,4.91699,-0.671498},{-1.63037,3.66699,-1.4815},{-1.24463,-3.43701,-1.4815}};
lootPosSmall[] = {{3.44287,1.23535,1.4205},{3.64917,3.85156,1.4605},{-0.623779,-5.09424,1.24732},{2.31201,0.770996,-0.0414982},{2.53198,0.82959,-0.731498},{1.81738,5.23926,-1.4815},{-4.40332,0.501465,-1.0415},{-0.46582,-2.83594,-1.0815},{-0.466797,-3.58984,-0.401499}};
zedPos[] = {{-3.54736,1.73535,-0.596497},{2.47021,4.54834,-0.59645},{1.73682,2.96338,2.2955},{-3.40234,-4.05664,2.18232}};
};
class Land_House_L_1_EP1: Residential // beige stucco
@@ -458,8 +409,7 @@ class Land_House_K_7_EP1: Residential // beige stucco
};
class Land_House_C_4_EP1: Residential // beige stucco
{
lootPos[] = {{ 5.38452,-0.364746,-3.48355 },{ 3.16089,2.81616,-3.48355 },{ -3.36499,2.44629,-3.48355 },{ -4.60474,0.0483398,-3.48355 },
{ 4.34985,-0.835205,-0.35146 },{ 1.84668,-3.7168,-0.352423 },{ -1.23096,-5.15308,-0.27861 },{ -4.16602,2.48022,-0.348963 }};
lootPos[] = {{ 5.38452,-0.364746,-3.48355 },{ 3.16089,2.81616,-3.48355 },{ -3.36499,2.44629,-3.48355 },{ -4.60474,0.0483398,-3.48355 },{ 4.34985,-0.835205,-0.35146 },{ 1.84668,-3.7168,-0.352423 },{ -1.23096,-5.15308,-0.27861 },{ -4.16602,2.48022,-0.348963 }};
};
class Land_House_C_11_EP1: Residential // 2 story wood railings
{
@@ -523,35 +473,15 @@ class LAND_vokzal_big: Residential // Train Station
};
class LAND_Zachytka : Residential
{
lootPos[] = {
{3.79492,-4.12891,-2.02697},
{-4.92285,-6.8584,-2.02697},
{-3.6543,-6.7002,-2.02697},
{-2.60449,-6.87891,-2.02697},
{-1.82422,0.0361328,-2.02697},
{-6.2832,-4.51074,-2.02697},
{-3.60547,5.1875,-2.02697},
{4.42188,11.2158,-2.02697}};
lootPos[] = {{3.79492,-4.12891,-2.02697},{-4.92285,-6.8584,-2.02697},{-3.6543,-6.7002,-2.02697},{-2.60449,-6.87891,-2.02697},{-1.82422,0.0361328,-2.02697},{-6.2832,-4.51074,-2.02697},{-3.60547,5.1875,-2.02697},{4.42188,11.2158,-2.02697}};
};
class LAND_hospoda : Residential
{
lootPos[] = {
{3.46094,-1.42871,-1.80302},
{2.40137,-1.22656,-1.80307},
{7.81836,-1.63281,-1.80282},
{2.04004,-6.71777,-1.80289},
{-5.56641,0.793945,-1.80295},
{-4.18164,8.64063,-1.80286},
{1.16602,5.0791,-1.80348},
{1.21582,3.73242,-1.8034},
{0.248047,5.55176,-1.80324},
{-1.84766,3.92969,-1.80313},
{-1.85254,0.222656,-1.80321}};
lootPos[] = {{3.46094,-1.42871,-1.80302},{2.40137,-1.22656,-1.80307},{7.81836,-1.63281,-1.80282},{2.04004,-6.71777,-1.80289},{-5.56641,0.793945,-1.80295},{-4.18164,8.64063,-1.80286},{1.16602,5.0791,-1.80348},{1.21582,3.73242,-1.8034},{0.248047,5.55176,-1.80324},{-1.84766,3.92969,-1.80313},{-1.85254,0.222656,-1.80321}};
};
class LAND_Kiosk2 : Residential
{
lootPos[] = {{-20.7441,45.2878,3.05876},{-3.80933,-33.6328,3.02246},{-3.57007,-22.666,3.02246},{4.76587,-24.3711,-0.618923},
{-1.10449,43.1938,-0.58263},{8.77441,23.7346,-0.845428},{-9.86914,41.6533,3.05876},{7.84668,20.991,4.76736},{6.91211,27.9067,10.1178}};
lootPos[] = {{-20.7441,45.2878,3.05876},{-3.80933,-33.6328,3.02246},{-3.57007,-22.666,3.02246},{4.76587,-24.3711,-0.618923},{-1.10449,43.1938,-0.58263},{8.77441,23.7346,-0.845428},{-9.86914,41.6533,3.05876},{7.84668,20.991,4.76736},{6.91211,27.9067,10.1178}};
};
class LAND_skola : Residential
{
@@ -645,8 +575,7 @@ class LAND_Big_Panelak : Residential
};
class LAND_Posta : Residential
{
lootPos[] = {{-17.4678,-9.28809,1.00044},{-16.5732,-1.32227,1.00044},{-3.60254,-5.11377,1.00044},{9.72168,-6.61035,1.00044},{17.333,-8.2085,1.00044},
{13.3633,7.1958,1.00044},{1.56445,8.49707,1.00044}};
lootPos[] = {{-17.4678,-9.28809,1.00044},{-16.5732,-1.32227,1.00044},{-3.60254,-5.11377,1.00044},{9.72168,-6.61035,1.00044},{17.333,-8.2085,1.00044},{13.3633,7.1958,1.00044},{1.56445,8.49707,1.00044}};
};
class Land_smd_dum_istan2b : Residential // stucco 4 windows up, 2 down on left
{
@@ -725,12 +654,8 @@ class land_seb_mine_maringotka: Residential { // Nm
//DZE ADDED BELOW
class land_r_housev2_04: Residential {
lootPos[] = {
{0.364502,3.06128,-4.08876},{-4.49097,3.29565,-4.0887},{7.0625,-1.54053,-4.09079}
};
lootPosSmall[] = {
{-5.88696,2.77051,-4.08894},{-4.32666,6.00415,-4.0887},{7.37158,4.41968,-4.08918},{6.17065,2.39063,-4.09028}
};
lootPos[] = {{0.364502,3.06128,-4.08876},{-4.49097,3.29565,-4.0887},{7.0625,-1.54053,-4.09079}};
lootPosSmall[] = {{-5.88696,2.77051,-4.08894},{-4.32666,6.00415,-4.0887},{7.37158,4.41968,-4.08918},{6.17065,2.39063,-4.09028}};
zedPos[] = {{-1.72021,2.7146,-3.20429},{2.7522,2.9668,-3.20421},{4.73706,-0.942627,-3.20546}};
};
class land_rozvodna: Residential {
@@ -738,12 +663,10 @@ class land_rozvodna: Residential {
};
class land_jzd_bezstrechy: Residential { // multi-story concrete bars on windows
zedPos[] = {{6.62451,1.67969,-5.22504},{5.60889,6.54102,-5.10962}};
//lootPos[] = {{6.62451,1.67969,-5.22504},{1.70166,3.48828,-5.22504},{5.60889,6.54102,-5.10962},{-5.21094,7.38477,-5.10962}};
lootPos[] = {{-10.4614,-2.97461,-5.22504},{0.170898,0.177734,-5.22504},{-0.368652,-3.34668,-5.22504},{0.905762,2.52344,-5.22504},{0.802246,2.12305,-0.40476},{1.05615,1.88574,-3.01179},{8.00244,0.787109,-5.22504}};
};
class land_domek_podhradi_1: Residential { // brown wooden barn one story
zedPos[] = {{-2.18018,-3.02637,-2.75047},{-0.874756,3.29346,-2.7391}};
//lootPos[] = {{5.11816,0.963867,-2.73913},{1.84717,-0.317383,-2.73914},{-5.66992,0.883789,-2.75047},{0.924805,-2.87988,-2.75047},{2.50977,-0.691406,-2.73915},{-0.874756,3.29346,-2.7391}, {-2.71924,0.0463867,-2.73914}};
lootPos[] = {{5.20862,3.45215,-2.7391},{3.04761,1.61621,-2.73912},{2.7594,-1.33691,-2.73915},{-3.32617,4.14404,-2.73909}};
};
class Land_bouda2_vnitrek: Residential {
@@ -766,21 +689,13 @@ class land_cihlovej_dum_mini: Residential {
lootPos[] = {{-2.4646,-0.78418,-2.86942},{-1.75586,2.88525,-2.86942},{2.76587,2.08154,-2.86942},{1.96265,-1.98877,-2.86942},{0.0109863,0.876465,-2.86942},{0.116455,3.05762,-2.86942}};
};
class Land_hruzdum: Residential {
lootPos[] = {
{-1.67188,3.71826,-4.72847},{-2.52295,-1.02246,-1.16867},{-1.94971,1.22021,1.5983}
};
lootPosSmall[] = {
{-2.84448,0.796875,2.35386},{2.79614,3.2666,-1.15755},{-3.03979,2.35303,-4.72847}
};
lootPos[] = {{-1.67188,3.71826,-4.72847},{-2.52295,-1.02246,-1.16867},{-1.94971,1.22021,1.5983}};
lootPosSmall[] = {{-2.84448,0.796875,2.35386},{2.79614,3.2666,-1.15755},{-3.03979,2.35303,-4.72847}};
zedPos[] = {{-1.66382,-1.14795,-3.82291},{-2.79248,3.60742,-0.251995}};
};
class land_smd_cihlovej_dum_mini: Residential {
lootPos[] = {
{0.623047,2.39746,-2.58942},{0.0996094,0.995117,-2.86942},{-4.05957,-1.01953,-2.86942},{-8.86328,2.89453,-2.86942}
};
lootPosSmall[] = {
{2.89453,-1.72852,-1.91942},{2.92773,-2.3418,-2.86942},{-6.09668,3.10938,-2.86942},{-2.19629,2.9375,-2.86942}
};
lootPos[] = {{0.623047,2.39746,-2.58942},{0.0996094,0.995117,-2.86942},{-4.05957,-1.01953,-2.86942},{-8.86328,2.89453,-2.86942}};
lootPosSmall[] = {{2.89453,-1.72852,-1.91942},{2.92773,-2.3418,-2.86942},{-6.09668,3.10938,-2.86942},{-2.19629,2.9375,-2.86942}};
zedPos[] = {{1.81738,0.794922,-1.99442},{-1.7959,1.10742,-1.99442},{-6.54102,1.04688,-1.99442}};
};
class land_smd_dum_istan4: Residential {
@@ -788,12 +703,8 @@ class land_smd_dum_istan4: Residential {
zedPos[] = {{0.323242,5.66113,-6.38088}};
};
class land_smd_dum_olez_istan2_open2: Residential {
lootPos[] = {
{-0.162109,4.91846,-0.431501},{3.25391,2.52246,-0.421501},{-3.51953,-3.80176,0.128499},{-1.56934,0.389648,-0.411501}
};
lootPosSmall[] = {
{-6.44629,0.00488281,0.198499},{-4.30762,5.7207,0.568499},{0.628906,4.8291,0.338499},{-3.94824,-3.03906,0.128499},{1.19629,-5.44629,-0.0115013}
};
lootPos[] = {{-0.162109,4.91846,-0.431501},{3.25391,2.52246,-0.421501},{-3.51953,-3.80176,0.128499},{-1.56934,0.389648,-0.411501}};
lootPosSmall[] = {{-6.44629,0.00488281,0.198499},{-4.30762,5.7207,0.568499},{0.628906,4.8291,0.338499},{-3.94824,-3.03906,0.128499},{1.19629,-5.44629,-0.0115013}};
zedPos[] = {{5.4502,-3.21729,0.207455}};
};
class land_panelova3: Residential {
@@ -801,7 +712,6 @@ class land_panelova3: Residential {
};
class land_vysoky2: Residential { // multi-story cement apt buildings. no room access
zedPos[] = {{-0.219727,2.5332,13.2833}};
//lootPos[] = {{-0.219727,2.5332,13.2833},{-1.83179,7.09766,13.2833},{-7.15039,-8.02441,13.2833},{4.60986,-8.9209,13.2833},{12.3555,5.91992,13.2833}};
lootPos[] = {{6.74121,-2.95508,-15.7673},{6.63232,4.17676,-15.7673},{0.72998,-2.63574,-15.7051},{1.1958,0.116211,-15.6513},{2.84131,2.35742,13.1248},{-0.51123,2.16699,13.1248},{4.37012,0.773438,13.1248},{9.61328,13.2432,13.1248},{6.39307,-12.292,13.1248}};
};
class land_vysoky1: Residential {
@@ -815,7 +725,6 @@ class land_hotel_p1: Residential {
};
class land_dlouhy1: Residential { // multi-story cement apt buildings. some room access
zedPos[] = {{-3.36914,7.95166,-4.95796},{-3.00684,-1.46973,-9.47917}};
//lootPos[] = {{-3.36914,7.95166,-4.95796},{-4.4248,-1.81055,-4.96283},{25.0264,-1.64648,-4.96281},{25.6738,8.21387,-4.95789},{15.626,11.2983,-4.95636},{6.11328,6.86816,-9.48532}, {-13.5742,-1.67822,-9.47203}, {-3.00684,-1.46973,-9.47917}};
lootPos[] = {{-6.40918,-0.21875,-9.60495},{-12.395,2.47559,-9.60091},{1.38428,3.15332,-9.61021},{1.91748,8.89746,-9.61057},{-6.90918,8.53027,-9.60461},{-12.3315,8.00195,-9.60096},{-17.9946,9.73926,-9.59713},{-9.91797,5.16699,-9.60259},{6.95801,9.37988,-9.61397},{4.39404,7.64941,-9.61224},{5.43994,9.80469,-5.09157},{0.418457,-0.611328,-5.09031},{-5.27051,7.41895,-5.08631},{2.20361,8.79004,-5.09157},{-8.93848,6.08301,-5.08698},{-9.49854,11.3086,-5.08437},{9.38232,1.54199,-5.09157},{8.95361,9.74707,-5.09157},{11.436,11.4756,-5.08435}};
};
class land_dlouhy2: Residential {
@@ -831,21 +740,15 @@ class Land_hut_old01: Residential {
class Land_ruin_01_PMC : Residential
{
lootPos[] = {{-2.57568,2.16443,-1.76358},
{-2.64172,-2.50488,-1.76358},
{0.851563,1.67505,-1.76358}};
lootPos[] = {{-2.57568,2.16443,-1.76358},{-2.64172,-2.50488,-1.76358},{0.851563,1.67505,-1.76358}};
};
class Land_Ruin_Cowshed_a_PMC : Residential
{
lootPos[] = {{-3.573,2.80774,-2.31227},
{8.85077,-2.67871,-2.46388},
{-2.83069,-5.90613,-2.46388},
{8.89893,-5.66711,-2.46388}};
lootPos[] = {{-3.573,2.80774,-2.31227},{8.85077,-2.67871,-2.46388},{-2.83069,-5.90613,-2.46388},{8.89893,-5.66711,-2.46388}};
};
class Land_Ruin_Cowshed_b_PMC : Residential
{
lootPos[] = {{10.4032,2.35046,-3.14048},
{2.99207,-3.36682,-3.13994}};
lootPos[] = {{10.4032,2.35046,-3.14048},{2.99207,-3.36682,-3.13994}};
};
class Land_Ruin_Cowshed_c_PMC : Residential
{
@@ -853,66 +756,38 @@ class Land_Ruin_Cowshed_c_PMC : Residential
};
class Land_majak_podesta: Residential
{
lootPos[] = {
{-1.22461,-2.17969,2.28329},
{1.14844,-2.9707,2.28329}};
lootPos[] = {{-1.22461,-2.17969,2.28329},{1.14844,-2.9707,2.28329}};
};
class land_nasypka: Residential
{
lootPos[] = {
{-1.46045,-0.168945,6.56824}
};
lootPosSmall[] = {
{-1.58691,0.717285,6.56824}
};
lootPos[] = {{-1.46045,-0.168945,6.56824}};
lootPosSmall[] = {{-1.58691,0.717285,6.56824}};
zedPos[] = {{1.50659,-0.027832,-5.55527}};
};
class land_dum_istan3: Residential
{
lootPos[] = {
{-8.4917,-0.922363,0.585144},
{5.97852,1.38037,0.585148},
{3.55176,-5.42822,0.58514},
{-2.33105,3.74805,-2.67237}};
lootPos[] = {{-8.4917,-0.922363,0.585144},{5.97852,1.38037,0.585148},{3.55176,-5.42822,0.58514},{-2.33105,3.74805,-2.67237}};
};
class land_house_y: Residential
{
lootPos[] = {
{-0.570313,-5.21387,-1.40696},
{-5.15625,-5.32275,-1.40696},
{2.34766,4.9917,-1.40696}};
lootPos[] = {{-0.570313,-5.21387,-1.40696},{-5.15625,-5.32275,-1.40696},{2.34766,4.9917,-1.40696}};
};
class land_dum_istan4_inverse: Residential
{
lootPos[] = {
{-2.77246,-1.72949,-4.33588},
{5.30176,5.76563,-7.28588},
{-0.282227,5.89746,-7.28588},
{-6.5918,5.96973,-7.28588}};
lootPos[] = {{-2.77246,-1.72949,-4.33588},{5.30176,5.76563,-7.28588},{-0.282227,5.89746,-7.28588},{-6.5918,5.96973,-7.28588}};
};
class Land_duala_mini: Residential
{
lootPos[] = {
{-1.37207,2.25488,-2.74846},
{-3.43457,-2.04932,-2.74846},
{3.82959,0.034668,-2.74846},
{3.79102,-2.25977,-2.74846}};
lootPos[] = {{-1.37207,2.25488,-2.74846},{-3.43457,-2.04932,-2.74846},{3.82959,0.034668,-2.74846},{3.79102,-2.25977,-2.74846}};
};
class land_dum_istan2b: Residential
{
lootPos[] = {
{-6.44531,-5.13037,3.80019},
{-6.71777,2.81592,3.80019},
{ 3.33887,-0.539307,0.822979},
{-0.506836,-2.2229,0.822979},
{-3.93457,2.11401,-2.29981}};
lootPos[] = {{-6.44531,-5.13037,3.80019},{-6.71777,2.81592,3.80019},{ 3.33887,-0.539307,0.822979},{-0.506836,-2.2229,0.822979},{-3.93457,2.11401,-2.29981}};
};
class land_hut01: Residential
{
lootPos[] = {
{ 0.304749,-0.543213,-0.448339 },
{ 0.885254,2.90747,-0.44834 }};
lootPos[] = {{ 0.304749,-0.543213,-0.448339 },{ 0.885254,2.90747,-0.44834 }};
};
class land_housev2_05: Residential
@@ -921,92 +796,46 @@ class land_housev2_05: Residential
};
class land_hut02: Residential
{
lootPos[] = {
{ -0.498901,2.974,-0.445764 },
{ -1.07245,-0.756958,-0.445764 }};
lootPos[] = {{ -0.498901,2.974,-0.445764 },{ -1.07245,-0.756958,-0.445764 }};
};
class land_hut04: Residential
{
lootPos[] = {
{ -1.07227,-0.354492,-0.437198 },
{ 0.939697,2.78271,-0.437198 }};
lootPos[] = {{ -1.07227,-0.354492,-0.437198 },{ 0.939697,2.78271,-0.437198 }};
};
class land_mbg_killhouse_4: Residential { // cement 2 story
//lootPos[] = {{2.97949,2.16211,-3.84318},{6.88184,-3.24219,-3.84317},{-3.87012,5.46484,-3.84317},{0.474609,-5.08398,-0.543175},{6.9248,2.49219,-0.543175},{-2.39063,-0.128906,-0.543179}};
lootPos[] = {
{7.22266,-4.10205,-3.84318},{-2.04883,0.195313,-3.84318},{-6.33398,2.08691,-3.84318},{3.6582,0.32666,-3.84318},{7.24805,6.55469,-3.84318},{6.74023,2.40967,-0.543176},{-1.83203,2.08301,-0.543176},{6.85742,0.0131836,-0.543176},{-1.89258,-0.352051,-0.543176}
};
lootPosSmall[] = {
{2.41992,-4.59082,-3.84318},{-1.61133,-4.5249,-3.84318},{2.61719,3.53076,-3.84318},{7.63867,6.79102,-0.543176},{2.54883,6.95605,-0.543176},{-1.70898,6.92188,-0.543176},{2.70313,-1.13672,-0.543176},{-6.58008,-4.49268,-0.543176}
};
//zedPos[] = {{2.97949,2.16211,-3.84318},{-3.87012,5.46484,-3.84317},{6.9248,2.49219,-0.543175}};
lootPos[] = {{7.22266,-4.10205,-3.84318},{-2.04883,0.195313,-3.84318},{-6.33398,2.08691,-3.84318},{3.6582,0.32666,-3.84318},{7.24805,6.55469,-3.84318},{6.74023,2.40967,-0.543176},{-1.83203,2.08301,-0.543176},{6.85742,0.0131836,-0.543176},{-1.89258,-0.352051,-0.543176}};
lootPosSmall[] = {{2.41992,-4.59082,-3.84318},{-1.61133,-4.5249,-3.84318},{2.61719,3.53076,-3.84318},{7.63867,6.79102,-0.543176},{2.54883,6.95605,-0.543176},{-1.70898,6.92188,-0.543176},{2.70313,-1.13672,-0.543176},{-6.58008,-4.49268,-0.543176}};
zedPos[] = {{0.597656,-6.93311,-3.62662},{-8.15625,1.8877,-3.62662}};
};
class Land_House_C_10_EP1: Residential
{
lootPos[] = {
{-0.476807,-6.18408,-4.2081},{-2.19189,-2.32666,-4.19943},{0.970459,5.15942,-4.19894},{2.09814,8.11133,-4.19852},{0.209961,8.65503,-4.19772},{-1.55542,-2.83594,-0.0197258},{0.849854,-5.49219,-0.869633},{-1.56226,8.49561,-0.878298},{-4.927,0.8396,-0.574228},{-2.1604,8.40674,2.47196},{2.02271,5.81372,5.22763},{-2.17822,1.53076,-0.878794}
};
lootPosSmall[] = {
{-3.52124,-9.30933,-4.20103},{0.401611,-0.616211,-4.19847},{-1.30835,9.25757,-4.11613},{-0.946045,9.29761,-3.10613},{0.183594,9.23438,-2.74583},{1.15552,4.8877,-3.25071},{0.820313,4.84009,-3.58973},{-0.0129395,9.26294,-3.78608},{0.918701,-1.18433,-0.879436},{-2.12231,-2.69775,-0.399366},{-3.64014,4.15503,-0.268515},{-3.17114,0.63916,-0.878897},{2.64014,4.59009,2.47196},{0.853516,5.55664,5.22757},{2.84448,5.5791,2.47196},{3.43945,-9.37354,-0.879139},{1.83667,7.45825,-0.878618},{3.32861,-2.79565,-4.20015}
};
lootPos[] = {{-0.476807,-6.18408,-4.2081},{-2.19189,-2.32666,-4.19943},{0.970459,5.15942,-4.19894},{2.09814,8.11133,-4.19852},{0.209961,8.65503,-4.19772},{-1.55542,-2.83594,-0.0197258},{0.849854,-5.49219,-0.869633},{-1.56226,8.49561,-0.878298},{-4.927,0.8396,-0.574228},{-2.1604,8.40674,2.47196},{2.02271,5.81372,5.22763},{-2.17822,1.53076,-0.878794}};
lootPosSmall[] = {{-3.52124,-9.30933,-4.20103},{0.401611,-0.616211,-4.19847},{-1.30835,9.25757,-4.11613},{-0.946045,9.29761,-3.10613},{0.183594,9.23438,-2.74583},{1.15552,4.8877,-3.25071},{0.820313,4.84009,-3.58973},{-0.0129395,9.26294,-3.78608},{0.918701,-1.18433,-0.879436},{-2.12231,-2.69775,-0.399366},{-3.64014,4.15503,-0.268515},{-3.17114,0.63916,-0.878897},{2.64014,4.59009,2.47196},{0.853516,5.55664,5.22757},{2.84448,5.5791,2.47196},{3.43945,-9.37354,-0.879139},{1.83667,7.45825,-0.878618},{3.32861,-2.79565,-4.20015}};
zedPos[] = {{0.153076,-2.36743,-3.31192},{-0.96167,-7.51587,-3.32074},{2.4646,5.95142,-3.2957},{-3.10596,6.55762,-3.29418},{2.66089,5.73584,0.00634003},{-1.50708,7.18359,0.00669289},{-0.899902,-4.46045,0.00529861}};
};
class Land_House_L_6_EP1: Residential
{
lootPos[] = {
{ 5.51416,-0.64624,-1.509 },
{ 1.1626,1.93677,-1.5399 },
{ 4.20996,1.62158,1.28101 },
{ 3.15381,-2.12427,1.28099 },
{ -3.74268,-2.23193,-1.53738 }};
lootPos[] = {{ 5.51416,-0.64624,-1.509 },{ 1.1626,1.93677,-1.5399 },{ 4.20996,1.62158,1.28101 },{ 3.15381,-2.12427,1.28099 },{ -3.74268,-2.23193,-1.53738 }};
};
class Land_House_K_5_EP1: Residential
{
lootPos[] = {
{ -2.40381,1.90674,1.51889 },
{ -5.96777,0.826416,0.710116 },
{ -3.05811,4.05676,1.52165 },
{ 1.29199,1.85913,1.54825 },
{ 4.40381,3.96619,2.26365 },
{ 4.17725,0.271484,2.4009 },
{ 1.30908,1.50195,1.55225 }};
lootPos[] = {{ -2.40381,1.90674,1.51889 },{ -5.96777,0.826416,0.710116 },{ -3.05811,4.05676,1.52165 },{ 1.29199,1.85913,1.54825 },{ 4.40381,3.96619,2.26365 },{ 4.17725,0.271484,2.4009 },{ 1.30908,1.50195,1.55225 }};
};
class Land_House_L_3_EP1: Residential
{
lootPos[] = {
{ -5.59863,-0.384766,-0.173644 },
{ -5.23425,2.49609,-0.22691 },
{ 0.75769,2.95508,-0.222477 },
{ -0.387817,0.0234375,-0.222477 },
{ 2.11365,2.99512,-0.222477 }};
lootPos[] = {{ -5.59863,-0.384766,-0.173644 },{ -5.23425,2.49609,-0.22691 },{ 0.75769,2.95508,-0.222477 },{ -0.387817,0.0234375,-0.222477 },{ 2.11365,2.99512,-0.222477 }};
};
class Land_House_L_4_EP1: Residential
{
lootPos[] = {
{ -3.34961,-0.487122,-1.33058 },
{ -6.60547,0.131348,-1.29852 },
{ -0.385742,-0.0551758,-1.34066 },
{ -0.209961,3.14941,-1.253 },
{ 3.47559,0.370972,-1.05766 },
{ 5.41992,3.25671,-1.01435 }};
lootPos[] = {{ -3.34961,-0.487122,-1.33058 },{ -6.60547,0.131348,-1.29852 },{ -0.385742,-0.0551758,-1.34066 },{ -0.209961,3.14941,-1.253 },{ 3.47559,0.370972,-1.05766 },{ 5.41992,3.25671,-1.01435 }};
};
class Land_House_L_9_EP1: Residential
{
lootPos[] = {
{ 4.4043,0.311035,-0.621445 },
{ -2.23584,1.68604,-0.542923 },
{ 4.0918,0.924805,2.60419}};
lootPos[] = {{ 4.4043,0.311035,-0.621445 },{ -2.23584,1.68604,-0.542923 },{ 4.0918,0.924805,2.60419}};
};
class Land_House_L_8_EP1: Residential
{
lootPos[] = {
{ 0.662598,5.04395,-1.01205 },
{ 0.73291,2.59424,-1.01574 },
{ 4.73828,3.56836,-0.773781 },
{ 3.76758,3.67578,1.73622 },
{ -2.51514,-2.19971,-1.55013 },
{ -2.51514,-2.19971,-1.55013 }};
lootPos[] = {{ 0.662598,5.04395,-1.01205 },{ 0.73291,2.59424,-1.01574 },{ 4.73828,3.56836,-0.773781 },{ 3.76758,3.67578,1.73622 },{ -2.51514,-2.19971,-1.55013 },{ -2.51514,-2.19971,-1.55013 }};
};
class Land_ibrhotel: Residential
{
@@ -1077,12 +906,7 @@ class Land_ibrhotel: Residential
};
class Land_MBG_Shanty_BIG: Residential
{
lootPos[] = {
{ -29.8752,-15.8057,2.99997 },
{ 23.4097,11.5024,24.9672 },
{ -29.345,-16.7568,3.04013 },
{ 23.2319,11.6201,27.9672 },
{ -33.3779,-11.3564,5.81198 }};
lootPos[] = {{ -29.8752,-15.8057,2.99997 },{ 23.4097,11.5024,24.9672 },{ -29.345,-16.7568,3.04013 },{ 23.2319,11.6201,27.9672 },{ -33.3779,-11.3564,5.81198 }};
};
class Land_Shed_W03_EP1: Residential

View File

@@ -44,7 +44,6 @@ class MAP_sara_domek_vilka_ruins: ResidentialRuins {
};
class Land_ruin_01: ResidentialRuins {
//lootPos[] = {{-4.26,-0.18,-1.46},{3.41,0.27,-1.71},{3,3.43,-1.5},{0.62,-1.74,-1.36},{4.55,-2.17,-1.73},{-5.05,3.07,-1.73}};
lootPos[] = {{-4.31934,-0.115234,-1.45578},{3.41309,0.270508,-1.71365},{3.00293,3.42773,-1.55765},{0.62207,-1.73779,-1.49048}};
zedPos[] = {{3.41309,0.271484,-1.71381},{3.00293,3.42773,-1.49768},{-4.25708,-0.181641,-1.45575},{0.622559,-1.73828,-1.36047}};
};

View File

@@ -9,17 +9,12 @@ class FarmRoaming : Farm
zombieChance = 0.4;
maxRoaming = 2;
};
class Land_Shed_W03 : HouseRoaming {};
class Land_HouseV_2T1 : HouseRoaming {};
class Land_HouseV_3I2 : HouseRoaming {};
class land_housev_3i3: HouseRoaming {
lootPos[] = {
{-4.2334,0.291992,-1.47064},{1.10059,-2.99854,-0.790649},{3.53027,-2.34033,-1.74265}
};
lootPosSmall[] = {
{-4.85645,0.550293,-0.340637},{2.21289,0.783691,-0.160645},{-0.833008,0.554199,-0.620636},{1.79785,-2.99902,-1.09064},{5.06055,-2.68164,-1.56265}
};
lootPos[] = {{-4.2334,0.291992,-1.47064},{1.10059,-2.99854,-0.790649},{3.53027,-2.34033,-1.74265}};
lootPosSmall[] = {{-4.85645,0.550293,-0.340637},{2.21289,0.783691,-0.160645},{-0.833008,0.554199,-0.620636},{1.79785,-2.99902,-1.09064},{5.06055,-2.68164,-1.56265}};
zedPos[] = {{-4.18457,-1.68164,-0.525635},{0.419922,-1.00781,-0.525635},{4.35059,-1.37939,-0.98764}};
};
class Land_HouseBlock_A1_2 : HouseRoaming {};
@@ -38,8 +33,8 @@ class Land_HouseBlock_C2 : HouseRoaming {};
class Land_HouseBlock_C3 : HouseRoaming {};
class Land_HouseBlock_C4 : HouseRoaming {
zedPos[] = {{1.54199,3.79883,-4.57855},{-1.8208,-1.80664,-4.57855},{1.72363,-1.67188,-4.5746},{-2.75586,-3.64844,-4.57855},{-2.49805,4.07422,-4.57855}};
lootPos[] = {{2.68457,3.71484,-5.46355},{-2.98145,3.95508,-5.46355},{-2.95117,-3.64258,-5.46355},{-2.81152,-3.53125,-1.49755},{3.00293,-3.85156,-1.49755},{-1.68311,1.36914,-1.49755}};
lootPosSmall[] = {{-3.30518,-1.75488,-4.77355},{2.38623,-0.0947266,-4.5696},{-2.56396,-1.65137,-1.05755},{0.203613,-1.61328,-0.907551},{1.9502,-3.79883,-4.6796}};
lootPos[] = {{2.68457,3.71484,-5.46355},{-2.98145,3.95508,-5.46355},{-2.95117,-3.64258,-5.46355},{-2.81152,-3.53125,-1.49755},{3.00293,-3.85156,-1.49755},{-1.76465,0.222656,-1.48755}};
lootPosSmall[] = {{-3.30518,-1.75488,-4.77355},{2.38623,-0.0947266,-4.5696},{-2.56396,-1.65137,-1.05755},{0.203613,-1.61328,-0.907551},{1.9502,-3.79883,-4.6796},{-1.77246,2.92285,-1.48755},{2.42285,1.17822,-4.75355}};
};
class Land_HouseBlock_C5 : HouseRoaming {};
class Land_Misc_Cargo1D : HouseRoaming {};
@@ -47,17 +42,7 @@ class Land_Ind_Shed_01_end : HouseRoaming {};
class Land_A_statue01 : HouseRoaming
{
zombieClass[] =
{
"zZombie_Base",
"zZombie_Base",
"z_teacher",
"z_suit1",
"z_suit2",
"z_soldier",
"z_soldier_heavy",
"z_policeman"
};
zombieClass[] ={"zZombie_Base","zZombie_Base","z_teacher","z_suit1","z_suit2","z_soldier","z_soldier_heavy","z_policeman"};
minRoaming = 2;
maxRoaming = 8;
};
@@ -77,14 +62,12 @@ class GraveCrossHelmet : Military
class Land_Dam_Conc_20 : HouseRoaming
{
//lootPos[] = {{5.75,1.14,9.1},{3.11,1.22,9.09},{-4.22,9.19,9.11}};
zedPos[] = {{3.11,1.22,9.09},{5.75,1.14,9.1},{-4.22,9.19,9.11}};
lootChance = 0.4;
};
class Land_Misc_Scaffolding : HouseRoaming
{
//lootPos[] = {{0.43,6.92,0.45},{-0.16,-0.47,3.41},{-0.14,7.64,3.39},{-0.03,3.1,0.45}};
zedPos[] = {{-0.03,3.1,0.45},{0.43,6.92,0.45}};
};
// DAYZ AMP More buildings (DZE ADDED)

View File

@@ -39,7 +39,6 @@ class Land_A_GeneralStore_01a : Supermarket
{
zedPos[] = {{0.902344,-4.36133,-1.20178},{13.9651,-4.50293,-1.20172},{-3.41382,-4.39063,-1.20172},{7.36304,3.00781,-1.20172},{7.53394,-2.70117,-1.20172},{10.2612,0.111328,-1.2016},{1.93018,2.17285,-1.2016},{-2.90942,1.32031,-1.2016},{3.27588,-3.48242,-1.2016},{3.5752,0.0361328,-1.2016},{3.72729,8.36133,-1.2016},{-3.82788,5.33203,-1.2016},{-6.93237,1.07617,-1.2016},{7.84424,-0.136719,-1.2016},{-0.370605,5.17871,-1.20154},{10.5864,-3.84277,-1.20148},{4.77783,5.57617,-1.20148},{-7.29565,-2.68164,-1.20148},{9.84009,8.33984,-1.20148},{-1.28857,-2.57715,-1.20135},{13.0864,4.35645,-1.19165},{12.9934,6.31836,-1.19153},{-7.55054,8.54199,-1.19141},{-4.42407,8.9668,-1.19135}};
lootPos[] = {
//{-6.93237,1.07617,-1.2016},{-7.29565,-2.68164,-1.20148},{-3.41382,-4.39063,-1.20172},{-1.28857,-2.57715,-1.20135},{0.902344,-4.36133,-1.20178},{3.27588,-3.48242,-1.2016},{7.53394,-2.70117,-1.20172},{13.9651,-4.50293,-1.20172},{10.2612,0.111328,-1.2016},{10.5864,-3.84277,-1.20148},{7.84424,-0.136719,-1.2016},{3.5752,0.0361328,-1.2016},{-0.370605,5.17871,-1.20154},{4.77783,5.57617,-1.20148},{13.0864,4.35645,-1.19165},{12.9934,6.31836,-1.19153},{7.36304,3.00781,-1.20172},{1.93018,2.17285,-1.2016},{-3.82788,5.33203,-1.2016},{-7.55054,8.54199,-1.19141},{-4.42407,8.9668,-1.19135},{3.72729,8.36133,-1.2016},{9.84009,8.33984,-1.20148},{-2.90942,1.32031,-1.2016},
{13.2969,4.94678,-1.20155},{2.97559,7.32373,-1.20155},{-8.35352,-0.0244141,-1.20155},{7.78223,4.45801,-1.20155},{6.59863,-0.292969,-1.20155},{-6.92285,-1.6709,-1.20155},{11.9189,-2.81885,-1.20155},{-1.85547,-2.16162,-1.20155}
};
lootPosSmall[] = {
@@ -51,7 +50,6 @@ class Land_A_GeneralStore_01 : Supermarket
{
zedPos[] = {{0.105713,-9.60449,-1.21088},{10.5925,-9.94238,-1.21088},{-4.85986,-10.4199,-1.21082},{13.3127,-7.64941,-1.2016},{-3.57446,4.46777,-1.2016},{11.1685,-3.7334,-1.20154},{13.3013,-1.77441,-1.20154},{-3.33813,0.615234,-1.20154},{-7.97754,-5.78418,-1.20154},{1.12256,-1.58691,-1.20148},{-6.80884,-1.23926,-1.20148},{-8.2251,-7.32227,-1.20148},{1.31885,1.4668,-1.20142},{1.6499,5.14746,-1.20142},{-2.02612,-7.64844,-1.20142},{3.78979,-5.69238,-1.20142},{8.89404,-8.37207,-1.20142},{-9.38428,4.46094,-1.20142},{-9.38843,-3.30176,-1.20142},{9.81201,1.43066,-1.20142},{-3.77539,-3.86621,-1.20135},{0.753906,-3.69336,-1.20129},{9.01367,3.84961,-1.20129}};
lootPos[] = {
//{-9.38843,-3.30176,-1.20142},{-3.77539,-3.86621,-1.20135},{1.31885,1.4668,-1.20142},{9.01367,3.84961,-1.20129},{13.3013,-1.77441,-1.20154},{9.81201,1.43066,-1.20142},{1.6499,5.14746,-1.20142},{0.753906,-3.69336,-1.20129},{13.3127,-7.64941,-1.2016},{11.1685,-3.7334,-1.20154},{8.89404,-8.37207,-1.20142},{-2.02612,-7.64844,-1.20142},{-7.97754,-5.78418,-1.20154},{-8.2251,-7.32227,-1.20148},{3.78979,-5.69238,-1.20142},{-9.38428,4.46094,-1.20142},{-3.57446,4.46777,-1.2016},{-3.33813,0.615234,-1.20154},{10.5925,-9.94238,-1.21088},{0.105713,-9.60449,-1.21088},{-4.85986,-10.4199,-1.21082},{-6.80884,-1.23926,-1.20148},{1.12256,-1.58691,-1.20148},
{11.8149,1.27979,-1.20155},{5.10449,1.61377,-1.20155},{1.70215,3.4292,-1.20155},{-0.771973,2.04102,-1.20155},{-3.59473,-6.04688,-1.20155},{-2.38428,-5.82202,-1.20155},{10.5171,-6.46729,-1.20155},{12.8472,-4.97754,-1.20155},{8.63623,-3.65381,-1.20155},{-3.22852,-10.0454,-1.21081}
};
lootPosSmall[] = {

View File

@@ -1,17 +1,15 @@
#include "Groups\Buildings\Boat.hpp"
#include "Groups\Buildings\Castle.hpp"
#include "Groups\Buildings\Church.hpp"
#include "Groups\Buildings\Construction.hpp"
#include "Groups\Buildings\Farm.hpp"
#include "Groups\Buildings\Hospital.hpp"
#include "Groups\Buildings\Hunting.hpp"
#include "Groups\Buildings\Industrial.hpp"
#include "Groups\Buildings\Military.hpp"
#include "Groups\Buildings\Office.hpp"
//#include "Groups\Buildings\Powerlines.hpp"
#include "Groups\Buildings\Residential.hpp"
#include "Groups\Buildings\ResidentialRuins.hpp"
#include "Groups\Buildings\Supermarket.hpp"
#include "Groups\Buildings\Toilet.hpp"
#include "Groups\Buildings\Hangar.hpp"
#include "Groups\Buildings\DZE_Other.hpp"
#include "Groups\Buildings\Castle.hpp"
#include "Groups\Buildings\Church.hpp"
#include "Groups\Buildings\Construction.hpp"
#include "Groups\Buildings\Farm.hpp"
#include "Groups\Buildings\Hospital.hpp"
#include "Groups\Buildings\Hunting.hpp"
#include "Groups\Buildings\Industrial.hpp"
#include "Groups\Buildings\Military.hpp"
#include "Groups\Buildings\MilitaryIndustrial.hpp"
#include "Groups\Buildings\Office.hpp"
#include "Groups\Buildings\Residential.hpp"
#include "Groups\Buildings\ResidentialRuins.hpp"
#include "Groups\Buildings\Supermarket.hpp"
#include "Groups\Buildings\Toilet.hpp"

View File

@@ -4,28 +4,6 @@ class CfgLoot
{
class Groups
{
//Not renamed yet
#define DZ_BP_VestPouch DZ_Czech_Vest_Pouch
#define DZ_BP_Patrol DZ_Patrol_Pack_EP1
#define DZ_BP_Assault DZ_Assault_Pack_EP1
#define DZ_BP_Survival DZ_TK_Assault_Pack_EP1
#define DZ_BP_Alice DZ_ALICE_Pack_EP1
#define DZ_BP_British DZ_British_ACU
#define DZ_BP_Czech DZ_CivilBackpack_EP1
#define DZ_BP_Coyote DZ_Backpack_EP1
#define ItemBloodbagAPos bloodBagAPOS
#define ItemBloodbagANeg bloodBagANEG
#define ItemBloodbagBPos bloodBagBPOS
#define ItemBloodbagBNeg bloodBagBNEG
#define ItemBloodbagABPos bloodBagABPOS
#define ItemBloodbagABNeg bloodBagABNEG
#define ItemBloodbagOPos bloodBagOPOS
#define ItemBloodbagONeg bloodBagONEG
#define ItemBloodTester bloodTester
#define ItemTransfusionKit transfusionKit
#define ItemBloodbagEmpty emptyBloodBag
// General groups
#include "Groups\Ammo.hpp"
@@ -43,6 +21,8 @@ class CfgLoot
#include "Groups\Clothes.hpp"
#include "Groups\Backpacks.hpp"
#include "Groups\Wrecks.hpp"
#include "Groups\Vanilla.hpp"
#include "Groups\Tools.hpp"
// Points of interest
#include "Groups\CrashSite.hpp"
@@ -70,29 +50,6 @@ class CfgLoot
#include "Groups\Zombies\Rebels.hpp" //DZE
#include "Groups\Zombies\Rocker.hpp" //DZE
#include "Groups\Zombies\SpecialForces.hpp" //DZE
#undef DZ_BP_VestPouch
#undef DZ_BP_Patrol
#undef DZ_BP_Assault
#undef DZ_BP_Survival
#undef DZ_BP_Alice
#undef DZ_BP_British
#undef DZ_BP_Czech
#undef DZ_BP_Coyote
#undef ItemBloodbagAPos
#undef ItemBloodbagANeg
#undef ItemBloodbagBPos
#undef ItemBloodbagBNeg
#undef ItemBloodbagABPos
#undef ItemBloodbagABNeg
#undef ItemBloodbagOPos
#undef ItemBloodbagONeg
#undef ItemBloodTester
#undef ItemTransfusionKit
#undef ItemBloodbagEmpty
};
class Buildings
@@ -126,4 +83,4 @@ class CfgLoot
// Buildings
#include "CfgBuildingPos.hpp"
};
};
};

View File

@@ -1,350 +1,183 @@
AmmoCivilian[] =
{
//Pistols
{Loot_MAGAZINE, 5, 8Rnd_9x18_Makarov},
{Loot_MAGAZINE, 3, 7Rnd_45ACP_1911},
{Loot_MAGAZINE, 4, 6Rnd_45ACP},
{Loot_MAGAZINE, 1, 8Rnd_9x18_MakarovSD},
//Rifles
{Loot_MAGAZINE, 3, 15Rnd_W1866_Slug},
{Loot_MAGAZINE, 2, 5Rnd_762x54_Mosin},
{Loot_MAGAZINE, 2, 10Rnd_303British},
{Loot_MAGAZINE, 1, 5Rnd_17HMR},
//Shotgun
{Loot_MAGAZINE, 1, 8Rnd_12Gauge_Buck},
{Loot_MAGAZINE, 3, 8Rnd_12Gauge_Slug},
{Loot_MAGAZINE, 3, 2Rnd_12Gauge_Buck},
{Loot_MAGAZINE, 5, 2Rnd_12Gauge_Slug}
};
militaryVehicleAmmo[] = { //DZE
{Loot_MAGAZINE, 2, 2000Rnd_762x51_M134},
{Loot_MAGAZINE, 2, 29Rnd_30mm_AGS30},
{Loot_MAGAZINE, 2, 50Rnd_127x107_DSHKM},
{Loot_MAGAZINE, 2, 48Rnd_40mm_MK19},
{Loot_MAGAZINE, 3, 100Rnd_127x99_M2}
};
AmmoMilitaryLow[] =
{
//Pistols
{Loot_MAGAZINE, 5, 7Rnd_45ACP_1911},
{Loot_MAGAZINE, 5, 8Rnd_9x18_Makarov},
{Loot_MAGAZINE, 2.5, 8Rnd_9x18_MakarovSD},
{Loot_MAGAZINE, 4, 15Rnd_9x19_M9},
{Loot_MAGAZINE, 2, 15Rnd_9x19_M9SD},
{Loot_MAGAZINE, 3, 17Rnd_9x19_glock17},
{Loot_MAGAZINE, 1.5, 17Rnd_9x19_glock17SD},
//Submachineguns
{Loot_MAGAZINE, 4, 30Rnd_9x19_UZI},
// {Loot_MAGAZINE, 1, 30Rnd_9x19_UZI_SD},
{Loot_MAGAZINE, 8, 30Rnd_9x19_MP5},
{Loot_MAGAZINE, 4, 30Rnd_9x19_MP5SD},
{Loot_MAGAZINE, 6, 64Rnd_9x19_Bizon},
{Loot_MAGAZINE, 3, 64Rnd_9x19_SD_Bizon},
//Assault rifles
{Loot_MAGAZINE, 10, 30Rnd_545x39_AK},
{Loot_MAGAZINE, 5, 30Rnd_545x39_AKSD},
{Loot_MAGAZINE, 4, 30Rnd_762x39_AK47},
{Loot_MAGAZINE, 4, 30Rnd_762x39_SA58},
{Loot_MAGAZINE, 8, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 4, 30Rnd_556x45_StanagSD},
{Loot_MAGAZINE, 4, 30Rnd_556x45_G36},
{Loot_MAGAZINE, 3, 100Rnd_556x45_BetaCMag},
{Loot_MAGAZINE, 2, 30Rnd_556x45_G36SD},
//Machine guns
{Loot_MAGAZINE, 4, 75Rnd_545x39_RPK},
{Loot_MAGAZINE, 1, 50Rnd_762x54_UK59},
{Loot_MAGAZINE, 1, 200Rnd_556x45_M249},
{Loot_MAGAZINE, 2, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 2, 100Rnd_762x51_M240},
{Loot_MAGAZINE, 2, 100Rnd_762x54_PK},
{Loot_MAGAZINE, 3, 75Rnd_545x39_RPK},
{Loot_MAGAZINE, 3, 75Rnd_762x39_RPK},
{Loot_MAGAZINE, 3, 50Rnd_762x54_UK59},
//Sniper rifles
{Loot_MAGAZINE, 3, 5Rnd_762x51_M24},
{Loot_MAGAZINE, 3, 10Rnd_762x54_SVD},
//Grenade launchers
{Loot_MAGAZINE, 4, 1Rnd_HE_M203},
{Loot_MAGAZINE, 6, 1Rnd_HE_GP25},
{Loot_MAGAZINE, 3, FlareWhite_M203},
{Loot_MAGAZINE, 5, FlareWhite_GP25},
{Loot_MAGAZINE, 3, FlareGreen_M203},
{Loot_MAGAZINE, 5, FlareGreen_GP25},
{Loot_MAGAZINE, 3, 1Rnd_Smoke_M203},
{Loot_MAGAZINE, 5, 1Rnd_Smoke_GP25},
//DZE
{Loot_MAGAZINE, 3, 5Rnd_127x108_KSVK},
{Loot_MAGAZINE, 2, 10Rnd_127x99_m107},
{Loot_MAGAZINE, 4, 5Rnd_17HMR},
{Loot_MAGAZINE, 3, 20Rnd_762x51_SB_SCAR},
{Loot_MAGAZINE, 3, 20Rnd_9x39_SP5_VSS},
{Loot_MAGAZINE, 3, 5Rnd_86x70_L115A1},
{Loot_MAGAZINE, 3, 20Rnd_B_765x17_Ball},
{Loot_MAGAZINE, 4, 20Rnd_762x51_DMR},
{Loot_MAGAZINE, 4, 20Rnd_762x51_FNFAL},
{Loot_MAGAZINE, 3, 20Rnd_762x51_B_SCAR},
{Loot_MAGAZINE, 4, 20Rnd_B_AA12_Pellets},
{Loot_MAGAZINE, 4, 20Rnd_B_AA12_74Slug},
// {Loot_MAGAZINE, 3, 20Rnd_B_AA12_HE},
//Handgrenades
{Loot_MAGAZINE, 5, SmokeShell},
{Loot_MAGAZINE, 5, SmokeShellRed},
{Loot_MAGAZINE, 5, SmokeShellGreen}
};
AmmoMilitaryHigh[] =
{
//Assault rifles
{Loot_MAGAZINE, 10, 30Rnd_762x39_AK47},
{Loot_MAGAZINE, 10, 30Rnd_762x39_SA58},
{Loot_MAGAZINE, 10, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 5, 30Rnd_556x45_G36},
{Loot_MAGAZINE, 5, 100Rnd_556x45_BetaCMag},
{Loot_MAGAZINE, 5, 20Rnd_762x51_B_SCAR},
{Loot_MAGAZINE, 5, 20Rnd_B_AA12_Pellets},
{Loot_MAGAZINE, 5, 20Rnd_B_AA12_74Slug},
// {Loot_MAGAZINE, 5, 20Rnd_B_AA12_HE},
//Battle rifles
{Loot_MAGAZINE, 5, 20Rnd_762x51_DMR},
{Loot_MAGAZINE, 6, 20Rnd_762x51_FNFAL},
//Machine guns
{Loot_MAGAZINE, 1, 200Rnd_556x45_M249},
{Loot_MAGAZINE, 3, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 2, 100Rnd_762x51_M240},
{Loot_MAGAZINE, 3, 100Rnd_762x54_PK},
{Loot_MAGAZINE, 7, 75Rnd_545x39_RPK},
{Loot_MAGAZINE, 5, 75Rnd_762x39_RPK},
{Loot_MAGAZINE, 4, 50Rnd_762x54_UK59},
//Sniper rifles
{Loot_MAGAZINE, 8, 5Rnd_762x51_M24},
{Loot_MAGAZINE, 6, 10Rnd_762x54_SVD},
//DZE
{Loot_MAGAZINE, 6, 5Rnd_86x70_L115A1},
{Loot_MAGAZINE, 7, 20Rnd_B_765x17_Ball},
//Handgrenades
{Loot_MAGAZINE, 2, HandGrenade_East},
{Loot_MAGAZINE, 1, HandGrenade_West}
};
//TODO: Chernarussian ammo groups (building loot)
/*AmmoCZLow[] =
{
};
AmmoCZHigh[] =
{
};*/
AmmoRU[] =
{
//Pistols
{Loot_MAGAZINE, 8, 8Rnd_9x18_Makarov},
{Loot_MAGAZINE, 8, 8Rnd_9x18_MakarovSD},
//Submachineguns
{Loot_MAGAZINE, 6, 30Rnd_9x19_UZI},
{Loot_MAGAZINE, 6, 64Rnd_9x19_Bizon},
{Loot_MAGAZINE, 6, 64Rnd_9x19_SD_Bizon},
//Assault rifles
{Loot_MAGAZINE, 10, 30Rnd_545x39_AK},
{Loot_MAGAZINE, 8, 30Rnd_545x39_AKSD},
{Loot_MAGAZINE, 10, 30Rnd_762x39_AK47},
//Machine guns
{Loot_MAGAZINE, 7, 75Rnd_545x39_RPK},
{Loot_MAGAZINE, 5, 75Rnd_762x39_RPK},
{Loot_MAGAZINE, 3, 100Rnd_762x54_PK},
//Sniper rifles
{Loot_MAGAZINE, 7, 5Rnd_762x51_M24},
{Loot_MAGAZINE, 5, 10Rnd_762x54_SVD},
//Grenade launchers
{Loot_MAGAZINE, 5, 1Rnd_HE_GP25},
{Loot_MAGAZINE, 3, FlareWhite_GP25},
{Loot_MAGAZINE, 3, FlareGreen_GP25},
{Loot_MAGAZINE, 4, 1Rnd_Smoke_GP25},
//Handgrenades
{Loot_MAGAZINE, 2, SmokeShell},
{Loot_MAGAZINE, 2, SmokeShellRed},
{Loot_MAGAZINE, 2, SmokeShellGreen},
{Loot_MAGAZINE, 2, HandGrenade_East}
};
AmmoUS[] =
{
//Pistols
{Loot_MAGAZINE, 8, 15Rnd_9x19_M9},
{Loot_MAGAZINE, 8, 15Rnd_9x19_M9SD},
//Submachineguns
{Loot_MAGAZINE, 6, 30Rnd_9x19_MP5},
{Loot_MAGAZINE, 6, 30Rnd_9x19_MP5SD},
//Assault rifles
{Loot_MAGAZINE, 10, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 8, 30Rnd_556x45_StanagSD},
//Battle rifles
{Loot_MAGAZINE, 4, 20Rnd_762x51_DMR},
//Machine guns
{Loot_MAGAZINE, 2, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 1, 200Rnd_556x45_M249},
{Loot_MAGAZINE, 2, 100Rnd_762x51_M240},
//Sniper rifles
{Loot_MAGAZINE, 7, 5Rnd_762x51_M24},
//Grenade launchers
{Loot_MAGAZINE, 5, 1Rnd_HE_M203},
{Loot_MAGAZINE, 3, FlareWhite_M203},
{Loot_MAGAZINE, 3, FlareGreen_M203},
{Loot_MAGAZINE, 4, 1Rnd_Smoke_M203},
//Handgrenades
{Loot_MAGAZINE, 2, SmokeShell},
{Loot_MAGAZINE, 2, SmokeShellRed},
{Loot_MAGAZINE, 2, SmokeShellGreen},
{Loot_MAGAZINE, 2, HandGrenade_West}
};
AmmoEU[] =
{
//Pistols
{Loot_MAGAZINE, 8, 17Rnd_9x19_glock17},
{Loot_MAGAZINE, 8, 17Rnd_9x19_glock17SD},
//Submachineguns
{Loot_MAGAZINE, 6, 30Rnd_9x19_MP5},
{Loot_MAGAZINE, 6, 30Rnd_9x19_MP5SD},
//Assault rifles
{Loot_MAGAZINE, 8, 30Rnd_556x45_G36},
{Loot_MAGAZINE, 8, 30Rnd_556x45_G36SD},
{Loot_MAGAZINE, 4, 30Rnd_556x45_Stanag},
//Battle rifles
{Loot_MAGAZINE, 4, 20Rnd_762x51_FNFAL},
{Loot_MAGAZINE, 5, 20Rnd_762x51_B_SCAR},
//Machine guns
{Loot_MAGAZINE, 2, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 1, 200Rnd_556x45_M249},
{Loot_MAGAZINE, 2, 100Rnd_762x51_M240},
//Sniper rifles
{Loot_MAGAZINE, 7, 5Rnd_762x51_M24},
//Grenade launchers
{Loot_MAGAZINE, 5, 1Rnd_HE_M203},
{Loot_MAGAZINE, 3, FlareWhite_M203},
{Loot_MAGAZINE, 3, FlareGreen_M203},
{Loot_MAGAZINE, 4, 1Rnd_Smoke_M203},
//Handgrenades
{Loot_MAGAZINE, 2, SmokeShell},
{Loot_MAGAZINE, 2, SmokeShellRed},
{Loot_MAGAZINE, 2, SmokeShellGreen},
{Loot_MAGAZINE, 2, HandGrenade_West}
};
AmmoUN[] =
{
//Pistols
{Loot_MAGAZINE, 5, 7Rnd_45ACP_1911},
{Loot_MAGAZINE, 5, 8Rnd_9x18_Makarov},
{Loot_MAGAZINE, 3, 8Rnd_9x18_MakarovSD},
{Loot_MAGAZINE, 5, 15Rnd_9x19_M9},
{Loot_MAGAZINE, 3, 15Rnd_9x19_M9SD},
{Loot_MAGAZINE, 5, 17Rnd_9x19_glock17},
{Loot_MAGAZINE, 3, 17Rnd_9x19_glock17SD},
//Submachineguns
{Loot_MAGAZINE, 6, 30Rnd_9x19_UZI},
{Loot_MAGAZINE, 6, 30Rnd_9x19_MP5},
{Loot_MAGAZINE, 6, 64Rnd_9x19_Bizon},
//Assault rifles
{Loot_MAGAZINE, 10, 30Rnd_545x39_AK},
{Loot_MAGAZINE, 5, 30Rnd_545x39_AKSD},
{Loot_MAGAZINE, 6, 30Rnd_762x39_AK47},
{Loot_MAGAZINE, 4, 30Rnd_762x39_SA58},
{Loot_MAGAZINE, 6, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 4, 30Rnd_556x45_G36},
//Machine guns
{Loot_MAGAZINE, 5, 75Rnd_545x39_RPK},
//Grenade launchers
{Loot_MAGAZINE, 4, 1Rnd_HE_M203},
{Loot_MAGAZINE, 4, 1Rnd_HE_GP25},
{Loot_MAGAZINE, 2, FlareWhite_M203},
{Loot_MAGAZINE, 2, FlareWhite_GP25},
{Loot_MAGAZINE, 2, FlareGreen_M203},
{Loot_MAGAZINE, 2, FlareGreen_GP25},
{Loot_MAGAZINE, 3, 1Rnd_Smoke_M203},
{Loot_MAGAZINE, 3, 1Rnd_Smoke_GP25},
//Handgrenades
{Loot_MAGAZINE, 3, SmokeShell},
{Loot_MAGAZINE, 3, SmokeShellRed},
{Loot_MAGAZINE, 3, SmokeShellGreen}
};
//DZE
sniperriflesammo[] = {
{Loot_MAGAZINE, 3, 5Rnd_127x108_KSVK},
{Loot_MAGAZINE, 3, 5Rnd_86x70_L115A1},
{Loot_MAGAZINE, 2, 10Rnd_127x99_m107},
{Loot_MAGAZINE, 3, 10Rnd_762x54_SVD},
{Loot_MAGAZINE, 4, 20Rnd_762x51_DMR},
{Loot_MAGAZINE, 4, 5Rnd_762x51_M24},
{Loot_MAGAZINE, 4, 5Rnd_17HMR},
{Loot_MAGAZINE, 3, 20Rnd_762x51_SB_SCAR},
{Loot_MAGAZINE, 3, 20Rnd_9x39_SP5_VSS}
};
assaultrifleammo[] = {
{Loot_MAGAZINE, 5, 30Rnd_545x39_AKSD},
{Loot_MAGAZINE, 5, 30Rnd_762x39_SA58},
{Loot_MAGAZINE, 5, 30Rnd_762x39_AK47},
{Loot_MAGAZINE, 8, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 10, 30Rnd_545x39_AK},
{Loot_MAGAZINE, 5, 30Rnd_556x45_StanagSD},
{Loot_MAGAZINE, 8, 20Rnd_762x51_FNFAL},
{Loot_MAGAZINE, 6, 20Rnd_762x51_B_SCAR}
};
machinegunammo[] = {
{Loot_MAGAZINE, 4, 100Rnd_556x45_BetaCMag},
{Loot_MAGAZINE, 3, 75Rnd_545x39_RPK},
{Loot_MAGAZINE, 4, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 3, 100Rnd_762x51_M240},
{Loot_MAGAZINE, 3, 100Rnd_762x54_PK},
{Loot_MAGAZINE, 4, 200Rnd_556x45_M249}
};
machinegunammoexpl[] = {
{Loot_MAGAZINE, 4, 100Rnd_556x45_BetaCMag},
{Loot_MAGAZINE, 3, 75Rnd_545x39_RPK},
{Loot_MAGAZINE, 4, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 3, 100Rnd_762x51_M240},
{Loot_MAGAZINE, 3, 100Rnd_762x54_PK},
{Loot_MAGAZINE, 4, 200Rnd_556x45_M249},
{Loot_MAGAZINE, 1, MAAWS_HEAT},
{Loot_MAGAZINE, 2, PipeBomb}
};
// Ammo is organized in matching groups US,RU,CZ,EU, and Residential.
// 45Rnd_545x39_RPK removed due to 1.64 patch
AmmoCivilian[] =
{
// Pistols
{Loot_MAGAZINE, 7, 8Rnd_9x18_Makarov},
{Loot_MAGAZINE, 5, 7Rnd_45ACP_1911},
{Loot_MAGAZINE, 3, 6Rnd_45ACP},
// Rifles
{Loot_MAGAZINE, 3, 15Rnd_W1866_Slug},
{Loot_MAGAZINE, 2, 5Rnd_762x54_Mosin},
{Loot_MAGAZINE, 2, 10Rnd_303British},
{Loot_MAGAZINE, 1, 5Rnd_17HMR},
// Shotgun
{Loot_MAGAZINE, 1, 8Rnd_12Gauge_Buck},
{Loot_MAGAZINE, 1, 8Rnd_12Gauge_Slug},
{Loot_MAGAZINE, 1, 2Rnd_12Gauge_Buck},
{Loot_MAGAZINE, 1, 2Rnd_12Gauge_Slug}
};
militaryVehicleAmmo[] = { //DZE
{Loot_MAGAZINE, 1, 2000Rnd_762x51_M134},
{Loot_MAGAZINE, 1, 29Rnd_30mm_AGS30},
{Loot_MAGAZINE, 1, 50Rnd_127x107_DSHKM},
{Loot_MAGAZINE, 1, 48Rnd_40mm_MK19},
{Loot_MAGAZINE, 1, 100Rnd_127x99_M2}
};
// This ammo spawns on zombies near military buildings
AmmoMilitaryZed[] = {
{Loot_GROUP, 1, AmmoCZ},
{Loot_GROUP, 1, AmmoRU},
{Loot_GROUP, 1, AmmoUS},
{Loot_GROUP, 1, AmmoEU}
};
AmmoCZ[] = {
// Sniper rifles
{Loot_MAGAZINE, 1, 10Rnd_762x51_CZ750},
{Loot_MAGAZINE, 3, 20Rnd_762x51_B_SCAR},
// Submachine guns
{Loot_MAGAZINE, 3, 20Rnd_9x19_EVO},
{Loot_MAGAZINE, 3, 20Rnd_9x19_EVOSD},
{Loot_MAGAZINE, 3, 20Rnd_B_765x17_Ball},
// Pistols
{Loot_MAGAZINE, 5, 18Rnd_9x19_Phantom},
{Loot_MAGAZINE, 5, 18Rnd_9x19_PhantomSD},
// Assault rifles
{Loot_MAGAZINE, 3, 30Rnd_556x45_G36},
{Loot_MAGAZINE, 3, 30Rnd_556x45_G36SD},
{Loot_MAGAZINE, 3, 30Rnd_762x39_SA58},
// Machine gun
{Loot_MAGAZINE, 1, 50Rnd_762x54_UK59}
};
AmmoRU[] =
{
// Pistols
{Loot_MAGAZINE, 8, 8Rnd_9x18_Makarov},
{Loot_MAGAZINE, 8, 8Rnd_9x18_MakarovSD},
// Submachine guns
{Loot_MAGAZINE, 6, 64Rnd_9x19_Bizon},
{Loot_MAGAZINE, 6, 64Rnd_9x19_SD_Bizon},
{Loot_MAGAZINE, 3, 20Rnd_9x39_SP5_VSS},
// Assault rifles
{Loot_MAGAZINE, 10, 30Rnd_545x39_AK},
{Loot_MAGAZINE, 8, 30Rnd_545x39_AKSD},
{Loot_MAGAZINE, 10, 30Rnd_762x39_AK47},
// Sniper rifles
{Loot_MAGAZINE, 5, 10Rnd_762x54_SVD},
{Loot_MAGAZINE, 3, 5Rnd_127x108_KSVK},
{Loot_MAGAZINE, 1, 3rnd_Anzio_20x102mm},
// Machine guns
{Loot_MAGAZINE, 3, 75Rnd_545x39_RPK},
{Loot_MAGAZINE, 3, 75Rnd_762x39_RPK},
{Loot_MAGAZINE, 3, 100Rnd_762x54_PK},
// Grenade launchers
{Loot_MAGAZINE, 2, 1Rnd_HE_GP25},
{Loot_MAGAZINE, 2, FlareWhite_GP25},
{Loot_MAGAZINE, 2, FlareGreen_GP25},
{Loot_MAGAZINE, 2, 1Rnd_Smoke_GP25},
// Hand grenades
{Loot_MAGAZINE, 1, SmokeShell},
{Loot_MAGAZINE, 1, SmokeShellRed},
{Loot_MAGAZINE, 1, SmokeShellGreen},
{Loot_MAGAZINE, 1, HandGrenade_East}
};
AmmoUS[] =
{
// Pistols
{Loot_MAGAZINE, 8, 15Rnd_9x19_M9},
{Loot_MAGAZINE, 8, 15Rnd_9x19_M9SD},
// Submachine guns
{Loot_MAGAZINE, 6, 30Rnd_9x19_UZI},
{Loot_MAGAZINE, 6, 30Rnd_9x19_UZI_SD},
// Assault rifles
{Loot_MAGAZINE, 10, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 8, 30Rnd_556x45_StanagSD},
// Sniper rifles
{Loot_MAGAZINE, 7, 5Rnd_762x51_M24},
{Loot_MAGAZINE, 1, 10Rnd_127x99_m107},
{Loot_MAGAZINE, 4, 20Rnd_762x51_DMR},
// Machine guns
{Loot_MAGAZINE, 3, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 3, 100Rnd_762x51_M240},
{Loot_MAGAZINE, 3, 200Rnd_556x45_M249},
// Grenade launchers
{Loot_MAGAZINE, 1, 1Rnd_HE_M203},
{Loot_MAGAZINE, 1, FlareWhite_M203},
{Loot_MAGAZINE, 1, FlareGreen_M203},
{Loot_MAGAZINE, 1, 1Rnd_Smoke_M203},
// Hand grenades
{Loot_MAGAZINE, 1, SmokeShell},
{Loot_MAGAZINE, 1, SmokeShellRed},
{Loot_MAGAZINE, 1, SmokeShellGreen},
{Loot_MAGAZINE, 1, HandGrenade_West}
};
AmmoEU[] =
{
// Pistols
{Loot_MAGAZINE, 8, 17Rnd_9x19_glock17},
{Loot_MAGAZINE, 8, 17Rnd_9x19_glock17SD},
// Submachine guns
{Loot_MAGAZINE, 6, 30Rnd_9x19_MP5},
{Loot_MAGAZINE, 6, 30Rnd_9x19_MP5SD},
// Assault rifles
{Loot_MAGAZINE, 10, 30Rnd_556x45_G36},
{Loot_MAGAZINE, 8, 30Rnd_556x45_G36SD},
{Loot_MAGAZINE, 6, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 3, 30Rnd_556x45_StanagSD},
// Battle rifles
{Loot_MAGAZINE, 4, 20Rnd_762x51_FNFAL},
{Loot_MAGAZINE, 5, 20Rnd_762x51_B_SCAR},
{Loot_MAGAZINE, 3, 20Rnd_762x51_SB_SCAR},
//Sniper rifle
{Loot_MAGAZINE, 3, 5Rnd_86x70_L115A1},
{Loot_MAGAZINE, 1, 5Rnd_127x99_as50},
// Machine guns
{Loot_MAGAZINE, 3, 100Rnd_556x45_BetaCMag},
{Loot_MAGAZINE, 3, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 3, 100Rnd_762x51_M240},
{Loot_MAGAZINE, 3, 200Rnd_556x45_M249},
//Grenade launchers
{Loot_MAGAZINE, 1, 1Rnd_HE_M203},
{Loot_MAGAZINE, 1, FlareWhite_M203},
{Loot_MAGAZINE, 1, FlareGreen_M203},
{Loot_MAGAZINE, 1, 1Rnd_Smoke_M203},
// Hand grenades
{Loot_MAGAZINE, 1, SmokeShell},
{Loot_MAGAZINE, 1, SmokeShellRed},
{Loot_MAGAZINE, 1, SmokeShellGreen},
{Loot_MAGAZINE, 1, HandGrenade_West}
};

View File

@@ -1,106 +1,121 @@
//5.45x39mm
AmmoBoxRU1[] =
{
{Loot_MAGAZINE, 6, 30Rnd_545x39_AK},
{Loot_MAGAZINE, 3, 30Rnd_545x39_AKSD},
{Loot_MAGAZINE, 1, 75Rnd_545x39_RPK}
};
//7.62x39mm
AmmoBoxRU2[] =
{
{Loot_MAGAZINE, 9, 30Rnd_762x39_AK47},
{Loot_MAGAZINE, 1, 75Rnd_762x39_RPK}
};
//7.62x54Rmm
AmmoBoxRU3[] =
{
{Loot_MAGAZINE, 9, 10Rnd_762x54_SVD},
{Loot_MAGAZINE, 1, 100Rnd_762x54_PK}
};
//5.56x45mm
AmmoBoxUS1[] =
{
{Loot_MAGAZINE, 14, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 8, 30Rnd_556x45_StanagSD},
{Loot_MAGAZINE, 1.5, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 0.5, 200Rnd_556x45_M249}
};
//7.62x51mm
AmmoBoxUS2[] =
{
{Loot_MAGAZINE, 9, 20Rnd_762x51_DMR},
{Loot_MAGAZINE, 1, 100Rnd_762x51_M240}
};
//5.56x45mm
AmmoBoxEU1[] =
{
{Loot_MAGAZINE, 14, 30Rnd_556x45_G36},
{Loot_MAGAZINE, 8, 30Rnd_556x45_G36SD},
{Loot_MAGAZINE, 1.5, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 0.5, 200Rnd_556x45_M249}
};
//7.62x51mm
AmmoBoxEU2[] =
{
{Loot_MAGAZINE, 9, 20Rnd_762x51_FNFAL},
{Loot_MAGAZINE, 5, 20Rnd_762x51_B_SCAR},
{Loot_MAGAZINE, 1, 100Rnd_762x51_M240},
{Loot_MAGAZINE, 4, 5Rnd_86x70_L115A1}
};
//7.62x39mm
AmmoBoxCZ1[] =
{
{Loot_MAGAZINE, 9, 30Rnd_762x39_SA58},
{Loot_MAGAZINE, 1, 75Rnd_762x39_RPK}
};
//7.62x54Rmm
AmmoBoxCZ2[] =
{
{Loot_MAGAZINE, 1, 50Rnd_762x54_UK59}
};
//GP-25
AmmoBoxRU4[] =
{
{Loot_MAGAZINE, 3, 1Rnd_HE_GP25},
{Loot_MAGAZINE, 0.5, FlareWhite_GP25},
{Loot_MAGAZINE, 0.5, FlareGreen_GP25},
{Loot_MAGAZINE, 1, 1Rnd_Smoke_GP25}
};
//M203
AmmoBoxUS3[] =
{
{Loot_MAGAZINE, 3, 1Rnd_HE_M203},
{Loot_MAGAZINE, 0.5, FlareWhite_M203},
{Loot_MAGAZINE, 0.5, FlareGreen_M203},
{Loot_MAGAZINE, 1, 1Rnd_Smoke_M203}
};
//Explosives
AmmoBoxRU5[] =
{
{Loot_MAGAZINE, 2, HandGrenade_East},
{Loot_MAGAZINE, 1, SmokeShell},
{Loot_MAGAZINE, 1, SmokeShellRed},
{Loot_MAGAZINE, 1, SmokeShellGreen},
{Loot_MAGAZINE, 0.1, PipeBomb}
};
//Explosives
AmmoBoxUS4[] =
{
{Loot_MAGAZINE, 2, HandGrenade_West},
{Loot_MAGAZINE, 1, SmokeShell},
{Loot_MAGAZINE, 1, SmokeShellRed},
{Loot_MAGAZINE, 1, SmokeShellGreen},
{Loot_MAGAZINE, 0.3, PipeBomb}
//5.45x39mm
AmmoBoxRU1[] =
{
{Loot_MAGAZINE, 6, 30Rnd_545x39_AK},
{Loot_MAGAZINE, 3, 30Rnd_545x39_AKSD},
{Loot_MAGAZINE, 1, 75Rnd_545x39_RPK}
};
//7.62x39mm
AmmoBoxRU2[] =
{
{Loot_MAGAZINE, 5, 30Rnd_762x39_AK47},
{Loot_MAGAZINE, 1, 75Rnd_762x39_RPK}
};
//7.62x54Rmm
AmmoBoxRU3[] =
{
{Loot_MAGAZINE, 5, 10Rnd_762x54_SVD},
{Loot_MAGAZINE, 1, 100Rnd_762x54_PK}
};
//5.56x45mm
AmmoBoxUS1[] =
{
{Loot_MAGAZINE, 10, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 8, 30Rnd_556x45_StanagSD},
{Loot_MAGAZINE, 2, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 1, 200Rnd_556x45_M249}
};
//7.62x51mm
AmmoBoxUS2[] =
{
{Loot_MAGAZINE, 4, 20Rnd_762x51_DMR},
{Loot_MAGAZINE, 1, 100Rnd_762x51_M240}
};
//5.56x45mm
AmmoBoxEU1[] =
{
{Loot_MAGAZINE, 10, 30Rnd_556x45_G36},
{Loot_MAGAZINE, 8, 30Rnd_556x45_G36SD},
{Loot_MAGAZINE, 2, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 1, 200Rnd_556x45_M249}
};
//7.62x51mm and .338 Lapua
AmmoBoxEU2[] =
{
{Loot_MAGAZINE, 5, 20Rnd_762x51_FNFAL},
{Loot_MAGAZINE, 3, 20Rnd_762x51_B_SCAR},
{Loot_MAGAZINE, 1, 5Rnd_86x70_L115A1}
};
// L85 and 7.62x51 LMG
AmmoBoxEU3[] =
{
{Loot_MAGAZINE, 10, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 6, 30Rnd_556x45_StanagSD},
{Loot_MAGAZINE, 1, 100Rnd_762x51_M240}
};
// Assault Rifles
AmmoBoxCZ1[] =
{
{Loot_MAGAZINE, 1, 30Rnd_762x39_SA58},
{Loot_MAGAZINE, 3, 30Rnd_556x45_G36},
{Loot_MAGAZINE, 1, 30Rnd_556x45_G36SD}
};
// Machine Guns
AmmoBoxCZ2[] =
{
{Loot_MAGAZINE, 1, 50Rnd_762x54_UK59},
{Loot_MAGAZINE, 4, 20Rnd_9x19_EVO},
{Loot_MAGAZINE, 2, 20Rnd_9x19_EVOSD}
};
//Sniper Rifle
AmmoBoxCZ3[] =
{
{Loot_MAGAZINE, 1, 10Rnd_762x51_CZ750},
{Loot_MAGAZINE, 3, 20Rnd_762x51_B_SCAR}
};
//GP-25
AmmoBoxRU4[] =
{
{Loot_MAGAZINE, 3, 1Rnd_HE_GP25},
{Loot_MAGAZINE, 1, FlareWhite_GP25},
{Loot_MAGAZINE, 1, FlareGreen_GP25},
{Loot_MAGAZINE, 1, 1Rnd_Smoke_GP25}
};
//M203
AmmoBoxUS3[] =
{
{Loot_MAGAZINE, 3, 1Rnd_HE_M203},
{Loot_MAGAZINE, 1, FlareWhite_M203},
{Loot_MAGAZINE, 1, FlareGreen_M203},
{Loot_MAGAZINE, 1, 1Rnd_Smoke_M203}
};
//Explosives
AmmoBoxRU5[] =
{
{Loot_MAGAZINE, 2, HandGrenade_East},
{Loot_MAGAZINE, 1, SmokeShell},
{Loot_MAGAZINE, 1, SmokeShellRed},
{Loot_MAGAZINE, 1, SmokeShellGreen}
};
//Explosives
AmmoBoxUS4[] =
{
{Loot_MAGAZINE, 2, HandGrenade_West},
{Loot_MAGAZINE, 1, SmokeShell},
{Loot_MAGAZINE, 1, SmokeShellRed},
{Loot_MAGAZINE, 1, SmokeShellGreen}
};

View File

@@ -1,32 +1,54 @@
AttachmentsGeneric[] =
{
{Loot_MAGAZINE, 3, Attachment_BELT},
{Loot_MAGAZINE, 1, Attachment_SCOPED},
{Loot_MAGAZINE, 2, Attachment_FL},
{Loot_MAGAZINE, 2, Attachment_FL_Pist}
};
AttachmentsEast[] =
{
{Loot_MAGAZINE, 2, Attachment_Kobra},
{Loot_MAGAZINE, 1, Attachment_PSO1},
{Loot_MAGAZINE, 3, Attachment_Sup9},
{Loot_MAGAZINE, 1, Attachment_Sup545},
{Loot_MAGAZINE, 2, Attachment_GP25},
{Loot_MAGAZINE, 2, Attachment_Ghillie},
{Loot_MAGAZINE, 3, Attachment_SA58RIS}
};
AttachmentsWest[] =
{
{Loot_MAGAZINE, 1.5, Attachment_CCO},
{Loot_MAGAZINE, 1, Attachment_Holo},
{Loot_MAGAZINE, 0.5, Attachment_ACOG},
{Loot_MAGAZINE, 3, Attachment_Ghillie},
{Loot_MAGAZINE, 2, Attachment_M203},
{Loot_MAGAZINE, 1, Attachment_Sup556},
{Loot_MAGAZINE, 3, Attachment_Sup9},
{Loot_MAGAZINE, 3, Attachment_SA58RIS},
{Loot_MAGAZINE, 3, Attachment_MFL},
{Loot_MAGAZINE, 3, Attachment_MFL_Pist}
};
// Attachments for Mosin, Rem870, M9, G17, and Makarov
AttachmentsGeneric[] =
{
{Loot_MAGAZINE, 1, Attachment_BELT}, // Mosin
{Loot_MAGAZINE, 1, Attachment_SCOPED}, // Mosin
{Loot_MAGAZINE, 1, Attachment_FL}, // Mosin
{Loot_MAGAZINE, 1, Attachment_MFL}, // Mosin
{Loot_MAGAZINE, 1, Attachment_Sup9}
};
// Attachments for Russian Guns
AttachmentsRU[] =
{
{Loot_MAGAZINE, 1, Attachment_Kobra},
{Loot_MAGAZINE, 1, Attachment_PSO1},
{Loot_MAGAZINE, 1, Attachment_Sup9},
{Loot_MAGAZINE, 1, Attachment_Sup545},
{Loot_MAGAZINE, 1, Attachment_GP25},
{Loot_MAGAZINE, 1, Attachment_Ghillie}
};
// Attachments for U.S. Guns
AttachmentsUS[] =
{
{Loot_MAGAZINE, 1, Attachment_CCO},
{Loot_MAGAZINE, 1, Attachment_Holo},
{Loot_MAGAZINE, 1, Attachment_ACOG},
{Loot_MAGAZINE, 1, Attachment_Ghillie},
{Loot_MAGAZINE, 1, Attachment_M203},
{Loot_MAGAZINE, 1, Attachment_Sup556},
{Loot_MAGAZINE, 1, Attachment_Sup9}
};
// Attachments for European Guns
AttachmentsEU[] =
{
{Loot_MAGAZINE, 1, Attachment_CCO},
{Loot_MAGAZINE, 1, Attachment_Holo},
{Loot_MAGAZINE, 1, Attachment_ACOG},
{Loot_MAGAZINE, 1, Attachment_Sup556},
{Loot_MAGAZINE, 3, Attachment_Sup9},
{Loot_MAGAZINE, 1, Attachment_MFL},
{Loot_MAGAZINE, 3, Attachment_MFL_Pist} // G17 only
};
// Attachments for SA58
AttachmentsCZ[] =
{
{Loot_MAGAZINE, 1, Attachment_CCO},
{Loot_MAGAZINE, 1, Attachment_Holo},
{Loot_MAGAZINE, 1, Attachment_ACOG},
{Loot_MAGAZINE, 1, Attachment_SA58RIS},
{Loot_MAGAZINE, 1, Attachment_MFL}
};

View File

@@ -1,17 +1,16 @@
backpacks[] = {
{Loot_BACKPACK, 4, DZ_BP_Assault},
{Loot_BACKPACK, 2, DZ_BP_VestPouch},
{Loot_BACKPACK, 2, DZ_BP_Patrol},
{Loot_BACKPACK, 5, DZ_Assault_Pack_EP1},
{Loot_BACKPACK, 5, DZ_Czech_Vest_Pouch},
{Loot_BACKPACK, 4, DZ_Patrol_Pack_EP1},
{Loot_BACKPACK, 4, DZ_TerminalPack_EP1},
{Loot_BACKPACK, 3, DZ_BP_Alice},
{Loot_BACKPACK, 3, DZ_BP_Survival},
{Loot_BACKPACK, 3, DZ_CompactPack_EP1}
{Loot_BACKPACK, 3, DZ_ALICE_Pack_EP1},
{Loot_BACKPACK, 2, DZ_TK_Assault_Pack_EP1},
{Loot_BACKPACK, 1, DZ_CompactPack_EP1}
};
militarybackpacks[] = {
//{Loot_GROUP, 10, backpacks},
{Loot_BACKPACK, 3, DZ_BP_British},
{Loot_BACKPACK, 3, DZ_British_ACU},
{Loot_BACKPACK, 2, DZ_GunBag_EP1},
{Loot_BACKPACK, 2, DZ_BP_Czech},
{Loot_BACKPACK, 2, DZ_BP_Coyote},
{Loot_BACKPACK, 2, DZ_CivilBackpack_EP1},
{Loot_BACKPACK, 2, DZ_Backpack_EP1},
{Loot_BACKPACK, 1, DZ_LargeGunBag_EP1}
};
};

View File

@@ -1,20 +1,11 @@
Castle[] =
{
//Tools
{Loot_WEAPON, 1, ItemKnife},
{Loot_WEAPON, 1, ItemMap},
{Loot_WEAPON, 1, ItemCompass},
{Loot_WEAPON, 2, ItemFlashlight},
//{Loot_WEAPON, 1, ItemPickaxe},
//{Loot_WEAPON, 2, ItemPickaxeBroken},
{Loot_VEHICLE, 1, WeaponHolder_ItemPickaxe},
{Loot_VEHICLE, 2, WeaponHolder_ItemPickaxeBroken},
// {Loot_WEAPON, 2, ItemShovel},
// {Loot_WEAPON, 1, ItemHatchet},
{Loot_GROUP, 5, ToolsSurvival},
{Loot_VEHICLE, 1, WeaponHolder_ItemHatchet},
//Weapons
{Loot_WEAPON, 2, Mosin_DZ},
{Loot_GROUP, 5, shotgunsingleshot},
//Backpacks
{Loot_GROUP, 4, backpacks},
@@ -22,18 +13,16 @@ Castle[] =
//Items
{Loot_MAGAZINE, 4, ItemSandbag},
// {Loot_MAGAZINE, 1, equip_Crossbow_Kit}, //not functional yet
{Loot_MAGAZINE, 3, equip_rope},
{Loot_MAGAZINE, 4, PartWoodPile},
{Loot_MAGAZINE, 2, ItemComboLock},
{Loot_MAGAZINE, 1, ItemTent},
{Loot_MAGAZINE, 1, equip_tent_poles},
{Loot_MAGAZINE, 1, forest_net_kit},
//Groups
{Loot_GROUP, 5, AmmoCivilian},
{Loot_GROUP, 3, tents},
{Loot_GROUP, 10, Trash},
{Loot_GROUP, 2, AttachmentsGeneric},
{Loot_GROUP, 5, Generic},
{Loot_WEAPON, 3, ItemMatchbox},
{Loot_GROUP, 5, Consumable}
};
};

View File

@@ -1,10 +1,10 @@
Church[] =
{
//Tools
{Loot_WEAPON, 3, ItemFlashlight},
{Loot_GROUP, 5, ToolsSurvival},
//Weapons
{Loot_WEAPON, 3, M1911_DZ},
{Loot_GROUP, 3, pistols},
{Loot_WEAPON, 3, MeleeBaseBallBat},
//Backpacks
@@ -13,26 +13,24 @@ Church[] =
//Items
// {Loot_MAGAZINE, 1, equip_Crossbow_Kit}, //not functional yet
{Loot_MAGAZINE, 4, ItemBookBible},
{Loot_MAGAZINE, 2, equip_rag},
//Groups
{Loot_GROUP, 10, Trash},
{Loot_GROUP, 5, VanillaSurvival},
{Loot_GROUP, 5, Trash},
{Loot_GROUP, 5, AmmoCivilian},
{Loot_GROUP, 2, AttachmentsGeneric},
{Loot_GROUP, 4, Generic},
{Loot_WEAPON, 3, ItemMatchbox},
{Loot_GROUP, 8, Consumable}
};
ChurchSmall[] =
{
//Tools
{Loot_WEAPON, 3, ItemCompass},
{Loot_WEAPON, 3, ItemMatchbox},
{Loot_GROUP, 5, ToolsSurvival},
{Loot_GROUP, 3, pistols},
{Loot_GROUP, 10, Trash},
{Loot_GROUP, 5, AmmoCivilian},
{Loot_GROUP, 2, AttachmentsGeneric},
{Loot_GROUP, 4, GenericSmall},
{Loot_GROUP, 8, Consumable}
};
};

View File

@@ -1,47 +1,24 @@
Construction[] =
{
{Loot_MAGAZINE, 9, ItemLog}, // Used for crafting and vanilla buildables
{Loot_MAGAZINE, 9, ItemPlank},
{Loot_MAGAZINE, 5, ItemStone}, // Used for crafting and vanilla buildables
{Loot_MAGAZINE, 4, equip_nails},
// {Loot_MAGAZINE, 4, ItemScrews},
// {Loot_MAGAZINE, 9, equip_metal_sheet_rusted},
{Loot_MAGAZINE, 9, equip_metal_sheet},
{Loot_MAGAZINE, 1, equip_lever},
{Loot_MAGAZINE, 1, ItemComboLock},
//{Loot_WEAPON, 1, ItemPickaxe},
//{Loot_WEAPON, 2, ItemPickaxeBroken},
{Loot_VEHICLE, 1, WeaponHolder_ItemPickaxe},
{Loot_VEHICLE, 2, WeaponHolder_ItemPickaxeBroken},
{Loot_WEAPON, 1, ItemSledge},
{Loot_MAGAZINE, 2, ItemSledgeHandle},
{Loot_MAGAZINE, 2, ItemSledgeHead},
// {Loot_WEAPON, 2, ItemShovel},
{Loot_WEAPON, 1, ItemKeyKit},
//Items
{Loot_MAGAZINE, 1, ItemComboLock},
{Loot_MAGAZINE, 6, ItemSandbag},
{Loot_MAGAZINE, 1, ItemWire},
{Loot_MAGAZINE, 4, ItemTankTrap},
{Loot_MAGAZINE, 1, equip_brick},
{Loot_MAGAZINE, 3, equip_duct_tape},
{Loot_MAGAZINE, 2, equip_hose},
// {Loot_MAGAZINE, 1, equip_scrapelectronics},
{Loot_MAGAZINE, 2, equip_1inch_metal_pipe},
{Loot_MAGAZINE, 2, equip_2inch_metal_pipe},
{Loot_MAGAZINE, 1, MortarBucket},
{Loot_MAGAZINE, 2, CinderBlocks},
{Loot_MAGAZINE, 2, MortarBucket},
{Loot_MAGAZINE, 6, CinderBlocks},
{Loot_MAGAZINE, 3, ItemGenerator},
{Loot_MAGAZINE, 1, fuel_pump_kit},
//Other
{Loot_GROUP, 15, Parts},
{Loot_GROUP, 7, Military},
{Loot_GROUP, 5, VanillaConstruction},
{Loot_PILE, 4, Consumable, 1, 2},
{Loot_GROUP, 10, Trash},
//{Loot_GROUP, 6, Parts},
{Loot_GROUP, 4, JerryCan},
{Loot_GROUP, 5, ToolsBuilding},
{Loot_VEHICLE, 3, WeaponHolder_ItemCrowbar},
{Loot_GROUP, 3, FuelBarrel},
{Loot_GROUP, 3, Generic}
};
};

View File

@@ -1,53 +0,0 @@
DynamicDebris[] =
{
{Loot_WEAPON, 2, ItemWatch},
{Loot_WEAPON, 4, ItemMatchbox},
{Loot_WEAPON, 4, ItemFlashlight},
{Loot_WEAPON, 3, M1911_DZ}, //Colt1911
{Loot_WEAPON, 4, Makarov_DZ}, //Makarov
{Loot_WEAPON, 2, ItemMap},
{Loot_WEAPON, 5, ItemKnife},
{Loot_WEAPON, 5, ItemToolbox},
{Loot_WEAPON, 5, ItemHatchet},
{Loot_WEAPON, 5, ItemCompass},
{Loot_PILE, 12, Consumable, 1, 2},
{Loot_GROUP, 7, JerryCan},
{Loot_GROUP, 15, Parts}
};
DynamicDebrisMilitary[] =
{
{Loot_WEAPON, 2, ItemWatch},
{Loot_WEAPON, 4, ItemMatchbox},
{Loot_WEAPON, 4, ItemFlashlight},
{Loot_WEAPON, 4, ItemEtool},
{Loot_WEAPON, 3, M1911_DZ}, //Colt1911
{Loot_WEAPON, 4, Makarov_DZ}, //Makarov
{Loot_WEAPON, 2, Makarov_SD_DZ}, //MakarovSD
{Loot_WEAPON, 2, ItemMap},
{Loot_WEAPON, 5, ItemKnife},
{Loot_WEAPON, 5, ItemToolbox},
{Loot_WEAPON, 5, ItemHatchet},
{Loot_WEAPON, 5, ItemCompass},
{Loot_PILE, 12, Consumable, 1, 2},
{Loot_GROUP, 7, JerryCan},
{Loot_MAGAZINE, 7, ItemSandbag},
{Loot_GROUP, 8, Military},
{Loot_GROUP, 15, Parts}
};
SupplyDrop[] = {
{Loot_WEAPON, 5, ItemSledge},
{Loot_PILE, 12, Consumable, 1, 2},
{Loot_GROUP, 7, JerryCan},
{Loot_MAGAZINE, 7, bulk_ItemTankTrap},
{Loot_MAGAZINE, 7, PartPlywoodPack},
{Loot_MAGAZINE, 7, PartPlankPack},
{Loot_MAGAZINE, 7, MortarBucket},
{Loot_MAGAZINE, 7, bulk_PartGeneric},
{Loot_MAGAZINE, 7, bulk_ItemSandbag},
{Loot_MAGAZINE, 7, CinderBlocks}
};
MassGrave[] = {
{Loot_GROUP, 30, MilitarySpecial},
{Loot_GROUP, 30, Parts}
};

View File

@@ -1,53 +1,40 @@
Farm[] =
{
//Weapons
{Loot_GROUP, 10, farmweapons},
{Loot_WEAPON, 2, ItemFishingPole},
{Loot_GROUP, 6, shotgunsingleshot},
{Loot_GROUP, 1, Chainsaws},
{Loot_WEAPON, 1, ItemFishingPole},
//Tools
{Loot_WEAPON, 5, ItemMachete},
// {Loot_WEAPON, 6, ItemHatchet},
{Loot_VEHICLE, 6, WeaponHolder_ItemHatchet},
{Loot_WEAPON, 5, ItemKnife},
{Loot_VEHICLE, 5, WeaponHolder_ItemHatchet},
{Loot_GROUP, 4, ToolsBuilding},
//Items
{Loot_MAGAZINE, 1, equip_tent_poles},
{Loot_MAGAZINE, 4, ItemSandbag},
{Loot_MAGAZINE, 1, TrapBear},
{Loot_MAGAZINE, 8, PartWoodPile},
{Loot_MAGAZINE, 3, equip_rope},
{Loot_MAGAZINE, 3, equip_duct_tape},
{Loot_MAGAZINE, 3, equip_nails},
{Loot_MAGAZINE, 4, equip_string},
{Loot_MAGAZINE, 2, equip_lever},
{Loot_MAGAZINE, 2, PartPlankPack},
{Loot_MAGAZINE, 1, ItemLightBulb},
{Loot_MAGAZINE, 1, ItemSledgeHead},
{Loot_MAGAZINE, 1.5, ItemSledgeHandle},
//Groups
{Loot_GROUP, 10, Trash},
{Loot_GROUP, 15, AmmoCivilian},
{Loot_GROUP, 3, AttachmentsGeneric},
{Loot_GROUP, 10, AmmoCivilian},
{Loot_GROUP, 1, AttachmentsGeneric},
{Loot_GROUP, 8, Consumable},
{Loot_WEAPON, 3, ItemMatchbox},
{Loot_GROUP, 3, JerryCan},
{Loot_GROUP, 4, FuelCan},
{Loot_GROUP, 2, FuelBarrel},
{Loot_GROUP, 8, Generic}
{Loot_GROUP, 3, ToolsSurvival},
{Loot_GROUP, 1, JerryCan},
{Loot_GROUP, 1, FuelCan},
{Loot_GROUP, 1, FuelBarrel},
{Loot_GROUP, 6, Generic}
};
FarmSmall[] =
{
{Loot_GROUP, 10, pistols},
{Loot_WEAPON, 5, ItemKnife},
{Loot_MAGAZINE, 3, equip_duct_tape},
{Loot_MAGAZINE, 6, equip_nails},
{Loot_MAGAZINE, 4, equip_string},
{Loot_GROUP, 10, Trash},
{Loot_GROUP, 15, AmmoCivilian},
{Loot_GROUP, 3, AttachmentsGeneric},
{Loot_GROUP, 8, Consumable},
{Loot_WEAPON, 3, ItemMatchbox},
{Loot_GROUP, 8, GenericSmall}
};
{Loot_GROUP, 8, pistols},
{Loot_GROUP, 3, ToolsSurvival},
{Loot_GROUP, 3, VanillaSurvival},
{Loot_GROUP, 5, Trash},
{Loot_GROUP, 8, AmmoCivilian},
{Loot_GROUP, 1, AttachmentsGeneric},
{Loot_GROUP, 5, Consumable},
{Loot_GROUP, 5, GenericSmall}
};

View File

@@ -1,45 +0,0 @@
Hangar[] =
{
{Loot_GROUP, 8, MilitarySpecial},
//Tools
{Loot_WEAPON, 4, ItemEtool},
//Items
{Loot_MAGAZINE, 2, PartVRotor},
{Loot_MAGAZINE, 1, PartEngine},
{Loot_MAGAZINE, 4, PartGeneric},
{Loot_MAGAZINE, 3, PartGlass},
{Loot_MAGAZINE, 3, ItemSandbag},
{Loot_MAGAZINE, 3, ItemWire},
{Loot_MAGAZINE, 3, ItemTankTrap},
//Groups
{Loot_PILE, 6, Trash, 1, 2},
{Loot_PILE, 3, Consumable, 1, 2},
{Loot_GROUP, 6, Generic},
{Loot_GROUP, 3, AttachmentsGeneric}
};
HangarSmall[] =
{
{Loot_TOOL, 2, Binocular},
{Loot_WEAPON, 2, NVGoggles},
{Loot_GROUP, 8, pistols},
{Loot_TOOL, 2, Binocular_Vector},
{Loot_TOOL, 3, ItemKnife},
{Loot_TOOL, 1.3, ItemGPS},
{Loot_TOOL, 3, ItemMap},
{Loot_GROUP, 3, militaryclothes},
{Loot_GROUP, 2, specialclothes},
{Loot_MAGAZINE, 0.5, PipeBomb},
{Loot_MAGAZINE, 0.5, MAAWS_HEAT},
{Loot_MAGAZINE, 2, 100Rnd_762x54_PK},
{Loot_GROUP, 8, AmmoMilitaryLow},
{Loot_GROUP, 8, AmmoMilitaryHigh},
{Loot_GROUP, 8, AttachmentsEast},
{Loot_GROUP, 6, AttachmentsWest},
{Loot_GROUP, 8, MedicalLow},
{Loot_GROUP, 8, Trash},
{Loot_GROUP, 8, Consumable},
{Loot_GROUP, 8, GenericSmall}
};

View File

@@ -1,28 +1,15 @@
Hospital[] =
{
{Loot_MAGAZINE, 2, equip_gauze},
{Loot_MAGAZINE, 2, equip_gauzepackaged},
{Loot_PILE, 8, MedicalLow, 1, 3},
{Loot_PILE, 5, MedicalHigh, 1, 2},
{Loot_CONTAINER, 1, DZ_MedBox, MedicalBox, 8, 16},
{Loot_CONTAINER, 3, DZ_MedBox, MedicalBox, 10, 18},
{Loot_PILE, 10, Trash, 1, 2}
};
HospitalSmall[] =
{
{Loot_MAGAZINE, 2, equip_gauze},
{Loot_MAGAZINE, 2, equip_gauzepackaged},
{Loot_MAGAZINE, 8, ItemBandage},
{Loot_MAGAZINE, 5, ItemPainkiller},
{Loot_MAGAZINE, 4, ItemMorphine},
{Loot_MAGAZINE, 3, ItemEpinephrine},
{Loot_MAGAZINE, 4, ItemAntibacterialWipe},
{Loot_MAGAZINE, 4, ItemHeatPack},
{Loot_MAGAZINE, 3, ItemBloodTester},
{Loot_MAGAZINE, 2, ItemBloodbagEmpty},
{Loot_GROUP, 2, Antibiotics},
{Loot_GROUP, 6, Bloodbags}
};
{Loot_MAGAZINE, 1, equip_gauze},
{Loot_MAGAZINE, 1, equip_gauzepackaged},
{Loot_GROUP, 10, MedicalLow},
{Loot_GROUP, 5, MedicalHigh},
};

View File

@@ -1,26 +1,19 @@
Hunting[] =
{
//Weapons
{Loot_GROUP, 5, farmweapons},
{Loot_GROUP, 3, Military},
{Loot_WEAPON, 2, Mosin_DZ},
{Loot_GROUP, 10, shotgunsingleshot},
{Loot_GROUP, 1, Chainsaws},
{Loot_WEAPON, 1, DMR_Gh_DZ},
{Loot_WEAPON, 1, RedRyder},
//Tools
{Loot_WEAPON, 4, ItemMachete},
{Loot_WEAPON, 6, ItemMap},
{Loot_WEAPON, 6, ItemFlashlight},
{Loot_WEAPON, 7, ItemKnife},
{Loot_WEAPON, 2, ItemCompass},
{Loot_WEAPON, 4, ItemHatchet},
{Loot_MAGAZINE, 1, 5Rnd_17HMR},
{Loot_MAGAZINE, 1, 10Rnd_303British},
{Loot_GROUP, 5, ToolsSurvival},
{Loot_MAGAZINE, 2, ItemWaterbottleUnfilled},
{Loot_MAGAZINE, 2, ItemHeatPack},
{Loot_MAGAZINE, 2, FoodMRE},
{Loot_MAGAZINE, 2, FoodNutmix},
{Loot_MAGAZINE, 1, ItemDocument},
{Loot_MAGAZINE, 1, ItemMixOil},
{Loot_WEAPON, 1, RedRyder},
{Loot_MAGAZINE, 1, 350Rnd_BB_Magazine},
//Backpacks
@@ -28,17 +21,16 @@ Hunting[] =
{Loot_GROUP, 1, militarybackpacks},
//Other
{Loot_MAGAZINE, 2, ItemTent},
{Loot_GROUP, 3, tents},
{Loot_MAGAZINE, 1, equip_tent_poles},
{Loot_MAGAZINE, 2, ItemBandage},
{Loot_MAGAZINE, 1, ItemDomeTent},
{Loot_MAGAZINE, 3, TrapBear},
{Loot_MAGAZINE, 3, 12Rnd_Quiver_Wood},
{Loot_MAGAZINE, 2, 1Rnd_Bolt_Tranquilizer},
{Loot_MAGAZINE, 1, 1Rnd_Bolt_Explosive},
{Loot_MAGAZINE, 1, 20Rnd_762x51_DMR},
{Loot_PILE, 10, AmmoCivilian, 1, 3},
{Loot_PILE, 10, Consumable, 1, 3},
{Loot_WEAPON, 3, ItemMatchbox},
{Loot_GROUP, 10, Generic}
};
};

View File

@@ -1,42 +1,18 @@
Industrial[] =
{
//Tools
{Loot_WEAPON, 3, ItemKnife},
{Loot_WEAPON, 6, ItemToolbox},
// {Loot_WEAPON, 8, ItemCrowbar},
{Loot_GROUP, 15, ToolsBuilding},
{Loot_VEHICLE, 8, WeaponHolder_ItemCrowbar},
// {Loot_WEAPON, 5, ItemHatchet},
{Loot_VEHICLE, 5, WeaponHolder_ItemHatchet},
//{Loot_WEAPON, 1, ItemPickaxe},
//{Loot_WEAPON, 2, ItemPickaxeBroken},
{Loot_VEHICLE, 1, WeaponHolder_ItemPickaxe},
{Loot_VEHICLE, 2, WeaponHolder_ItemPickaxeBroken},
{Loot_WEAPON, 1, ItemSledge},
{Loot_MAGAZINE, 2, ItemSledgeHandle},
{Loot_MAGAZINE, 2, ItemSledgeHead},
{Loot_WEAPON, 1, ItemKeyKit},
//Items
// {Loot_MAGAZINE, 6, ItemSandbag},
// {Loot_MAGAZINE, 1, ItemWire},
// {Loot_MAGAZINE, 4, ItemTankTrap},
{Loot_MAGAZINE, 1, equip_brick},
{Loot_MAGAZINE, 3, equip_duct_tape},
{Loot_MAGAZINE, 2, equip_hose},
{Loot_MAGAZINE, 3, equip_nails},
// {Loot_MAGAZINE, 3, ItemScrews},
// {Loot_MAGAZINE, 1, equip_scrapelectronics},
{Loot_MAGAZINE, 2, equip_metal_sheet},
{Loot_MAGAZINE, 2, equip_1inch_metal_pipe},
{Loot_MAGAZINE, 2, equip_2inch_metal_pipe},
{Loot_MAGAZINE, 8, ItemPlank},
{Loot_MAGAZINE, 2, MortarBucket},
{Loot_MAGAZINE, 3, CinderBlocks},
{Loot_MAGAZINE, 6, CinderBlocks},
{Loot_MAGAZINE, 3, ItemGenerator},
{Loot_MAGAZINE, 1, fuel_pump_kit},
//Other
{Loot_GROUP, 15, Parts},
{Loot_GROUP, 3, VanillaConstruction},
{Loot_PILE, 10, Trash, 1, 3},
{Loot_PILE, 3, Consumable, 1, 2},
{Loot_GROUP, 4, JerryCan},
@@ -46,10 +22,7 @@ Industrial[] =
IndustrialSmall[] =
{
{Loot_WEAPON, 3, ItemKnife},
{Loot_WEAPON, 1, ItemKeyKit},
{Loot_MAGAZINE, 2, equip_duct_tape},
{Loot_MAGAZINE, 6, equip_nails},
{Loot_GROUP, 2, VanillaSurvival},
{Loot_GROUP, 10, Trash},
{Loot_GROUP, 3, Consumable},
{Loot_GROUP, 5, GenericSmall}

View File

@@ -1,167 +1,184 @@
// Military and Military Industrial buildings spawn matching loot based on RU, US, EU and CZ groups.
Military[] =
{
//Probably shouldn't use one big group for this. It breaks the RU/US/EU/CZ crashsite themes.
//Also it spawns mismatched ammo box and weapon types.
//Pistols
{Loot_GROUP, 10, pistols},
{Loot_GROUP, 5, shotgunsingleshot},
{Loot_GROUP, 4, sniperrifles},
{Loot_GROUP, 8, submachinegun},
{Loot_GROUP, 13, assaultrifles},
{Loot_GROUP, 4, machineguns},
//Tools
{Loot_TOOL, 3, Binocular},
{Loot_TOOL, 4, ItemFlashlightRed},
{Loot_TOOL, 3.5, ItemKnife},
{Loot_TOOL, 0.5, ItemGPS},
{Loot_TOOL, 3, ItemMap},
{Loot_TOOL, 3, ItemEtool},
//Backpacks
{Loot_GROUP, 6, backpacks},
{Loot_GROUP, 6, militarybackpacks},
//Clothing
{Loot_GROUP, 2, militaryclothes},
{Loot_GROUP, 1, specialclothes},
//Containers
{Loot_CONTAINER, 1.1, DZ_AmmoBoxRU, AmmoBoxRU1, 10, 20}, //545x39 AK74, RPK74
{Loot_CONTAINER, 0.5, DZ_AmmoBoxRU, AmmoBoxRU2, 10, 20}, //762x39 AK47
{Loot_CONTAINER, 0.2, DZ_AmmoBoxRU, AmmoBoxRU3, 5, 10}, //762x54r SVD, PKM
{Loot_CONTAINER, 1.2, DZ_AmmoBoxUS, AmmoBoxEU1, 10, 20}, //556x45 G36, M249
{Loot_CONTAINER, 0.8, DZ_AmmoBoxUS, AmmoBoxEU2, 5, 10}, //762x51 FAL, M240
{Loot_CONTAINER, 1.2, DZ_AmmoBoxUS, AmmoBoxUS1, 10, 20}, //556x45 STANAG, M249
{Loot_CONTAINER, 0.8, DZ_AmmoBoxUS, AmmoBoxUS2, 5, 10}, //762x51 DMR, M240
// {Loot_CONTAINER, 2, DZ_MedBox, MedicalBox, 10, 20},
//Other
{Loot_MAGAZINE, 5, FoodMRE},
// {Loot_MAGAZINE, 4, ItemSandbag},
{Loot_PILE, 15, AmmoMilitaryLow, 1, 3},
{Loot_GROUP, 4, AmmoMilitaryHigh},
{Loot_GROUP, 4, AttachmentsGeneric},
{Loot_GROUP, 8, AttachmentsEast},
{Loot_PILE, 10, MedicalLow, 1, 2},
{Loot_PILE, 15, Trash, 1, 2},
{Loot_PILE, 10, Consumable, 1, 2}
// {Loot_GROUP, 10, Generic}
{
{Loot_NONE, 1, MilitaryRU, MilitarySmallRU}, //Russian Weapons, Attachments, Ammo
{Loot_NONE, 1, MilitaryUS, MilitarySmallUS}, //American Weapons, Attachments, Ammo
{Loot_NONE, 1, MilitaryEU, MilitarySmallEU}, //European Weapons, Attachments, Ammo
{Loot_NONE, 1, MilitaryCZ, MilitarySmallCZ} //Czech Weapons, Attachments, Ammo
};
MilitarySmall[] =
MilitaryRU[] =
{
{Loot_GROUP, 10, pistols},
{Loot_TOOL, 2, Binocular},
{Loot_TOOL, 0.5, ItemGPS},
{Loot_TOOL, 3, ItemMap},
{Loot_TOOL, 3, ItemKnife},
{Loot_GROUP, 2, militaryclothes},
{Loot_GROUP, 2, specialclothes},
{Loot_GROUP, 15, AmmoMilitaryLow},
{Loot_GROUP, 4, AmmoMilitaryHigh},
{Loot_GROUP, 4, AttachmentsGeneric},
{Loot_GROUP, 8, AttachmentsEast},
{Loot_GROUP, 10, MedicalLow},
{Loot_GROUP, 15, Trash},
{Loot_GROUP, 10, Consumable}
// {Loot_GROUP, 10, GenericSmall}
};
MilitarySpecial[] =
{
{Loot_WEAPON, 2, NVGoggles},
{Loot_GROUP, 10, pistols},
{Loot_GROUP, 5, shotgunsingleshot},
{Loot_GROUP, 9, sniperrifles},
{Loot_GROUP, 12, submachinegun},
{Loot_GROUP, 13, assaultrifles},
{Loot_GROUP, 9, machineguns},
// Weapons
{Loot_GROUP, 40, weaponsRU},
//Tools
{Loot_TOOL, 3, Binocular},
{Loot_TOOL, 2, Binocular_Vector},
{Loot_TOOL, 3, ItemFlashlightRed},
{Loot_TOOL, 4, ItemKnife},
{Loot_TOOL, 1.3, ItemGPS},
{Loot_TOOL, 4, ItemMap},
{Loot_TOOL, 2, ItemEtool},
{Loot_GROUP, 10, ToolsMilitary},
//Backpacks
{Loot_GROUP, 9, militarybackpacks},
{Loot_GROUP, 9, machinegunammo},
//Clothing
{Loot_GROUP, 3, militaryclothes},
{Loot_GROUP, 2, specialclothes},
//Containers
{Loot_CONTAINER, 2.2, DZ_AmmoBoxRU, AmmoBoxRU1, 10, 20}, //5.45x39
{Loot_CONTAINER, 1.8, DZ_AmmoBoxUS, AmmoBoxUS1, 7, 14}, //5.56x45
{Loot_CONTAINER, 1.8, DZ_AmmoBoxRU, AmmoBoxCZ1, 7, 14}, //7.62x39
{Loot_CONTAINER, 0.8, DZ_AmmoBoxRU, AmmoBoxCZ2, 2, 5}, //7.62x54R
// {Loot_CONTAINER, 0.5, DZ_AmmoBoxRU, AmmoBoxRU3, 3, 7}, //7.62x54R
{Loot_CONTAINER, 0.2, DZ_ExplosiveBoxRU, AmmoBoxRU4, 5, 15}, //GP-25
{Loot_CONTAINER, 0.2, DZ_ExplosiveBoxRU, AmmoBoxRU5, 3, 7}, //Grenades
{Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxRU1, 10, 20}, //5.45x39
{Loot_CONTAINER, 2, DZ_AmmoBoxRU, AmmoBoxRU2, 10, 20}, //7.62x39
{Loot_CONTAINER, 1, DZ_AmmoBoxRU, AmmoBoxRU3, 3, 7}, //7.62x54R
{Loot_CONTAINER, 1, DZ_ExplosiveBoxRU, AmmoBoxRU4, 5, 15}, //GP-25
{Loot_CONTAINER, 1, DZ_ExplosiveBoxRU, AmmoBoxRU5, 3, 7}, //Grenades
//Other
{Loot_MAGAZINE, 3, FoodMRE},
// {Loot_MAGAZINE, 2, ItemSandbag},
{Loot_MAGAZINE, 0.5, PipeBomb},
{Loot_MAGAZINE, 0.5, MAAWS_HEAT},
{Loot_MAGAZINE, 2, 100Rnd_762x54_PK},
{Loot_PILE, 15, AmmoMilitaryLow, 1, 4},
{Loot_PILE, 10, AmmoMilitaryHigh, 1, 3},
{Loot_GROUP, 2, AttachmentsGeneric},
{Loot_GROUP, 8, AttachmentsEast},
{Loot_GROUP, 6, AttachmentsWest},
{Loot_PILE, 15, AmmoRU, 1, 4},
{Loot_GROUP, 8, AttachmentsRU},
{Loot_PILE, 10, MedicalLow, 1, 2},
{Loot_PILE, 10, Trash, 1, 2},
{Loot_PILE, 10, Consumable, 1, 2}
// {Loot_GROUP, 8, Generic}
};
MilitarySpecialSmall[] =
MilitarySmallRU[] =
{
{Loot_WEAPON, 2, NVGoggles},
{Loot_GROUP, 10, pistols},
{Loot_TOOL, 3, Binocular},
{Loot_TOOL, 2, Binocular_Vector},
{Loot_TOOL, 3, ItemKnife},
{Loot_TOOL, 1.3, ItemGPS},
{Loot_TOOL, 3, ItemMap},
{Loot_WEAPON, 8, Makarov_DZ},
{Loot_WEAPON, 5, Makarov_SD_DZ},
{Loot_GROUP, 5, ToolsMilitary},
{Loot_GROUP, 3, militaryclothes},
{Loot_GROUP, 2, specialclothes},
{Loot_MAGAZINE, 0.5, PipeBomb},
{Loot_MAGAZINE, 0.5, MAAWS_HEAT},
{Loot_MAGAZINE, 2, 100Rnd_762x54_PK},
{Loot_GROUP, 15, AmmoMilitaryLow},
{Loot_GROUP, 10, AmmoMilitaryHigh},
{Loot_GROUP, 2, AttachmentsGeneric},
{Loot_GROUP, 8, AttachmentsEast},
{Loot_GROUP, 6, AttachmentsWest},
{Loot_MAGAZINE, 1, PipeBomb}, // Satchel charges are very destructive and should be rare.
{Loot_GROUP, 30, AmmoRU},
{Loot_GROUP, 15, AttachmentsRU},
{Loot_GROUP, 10, MedicalLow},
{Loot_GROUP, 10, Trash},
{Loot_GROUP, 10, Consumable}
// {Loot_GROUP, 8, GenericSmall}
};
MilitaryIndustrial[] = {//DZE ADDED
{Loot_GROUP, 15, Parts},
{Loot_MAGAZINE, 5, FoodMRE},
{Loot_GROUP, 3, FuelBarrel},
{Loot_MAGAZINE, 2, ItemGenerator},
{Loot_MAGAZINE, 2, fuel_pump_kit},
{Loot_MAGAZINE, 3, ItemWire},
{Loot_MAGAZINE, 3, ItemTankTrap},
{Loot_MAGAZINE, 6, ItemSandbag},
{Loot_MAGAZINE, 1, PartEngine},
{Loot_GROUP, 15, Military},
{Loot_GROUP, 4, Generic}
MilitaryUS[] =
{
// Weapons
{Loot_GROUP, 40, weaponsUS},
//Tools
{Loot_GROUP, 10, ToolsMilitary},
//Backpacks
{Loot_GROUP, 9, militarybackpacks},
//Clothing
{Loot_GROUP, 3, militaryclothes},
//Containers
{Loot_CONTAINER, 1, DZ_AmmoBoxUS, AmmoBoxUS1, 7, 14}, //5.56x45
{Loot_CONTAINER, 1, DZ_AmmoBoxUS, AmmoBoxUS2, 7, 14}, //7.62x51
{Loot_CONTAINER, 1, DZ_AmmoBoxUS, AmmoBoxUS3, 7, 14}, //M203
{Loot_CONTAINER, 1, DZ_AmmoBoxUS, AmmoBoxUS4, 7, 14}, //Explosives
//Other
{Loot_MAGAZINE, 3, FoodMRE},
{Loot_PILE, 15, AmmoUS, 1, 4},
{Loot_GROUP, 6, AttachmentsUS},
{Loot_PILE, 10, MedicalLow, 1, 2},
{Loot_PILE, 10, Trash, 1, 2},
{Loot_PILE, 10, Consumable, 1, 2}
};
MilitaryIndustrialSmall[] = {
{Loot_GROUP, 15, MilitarySmall},
{Loot_GROUP, 8, GenericSmall}
MilitarySmallUS[] =
{
{Loot_WEAPON, 8, M9_DZ},
{Loot_WEAPON, 5, M9_SD_DZ},
{Loot_GROUP, 5, ToolsMilitary},
{Loot_GROUP, 3, militaryclothes},
{Loot_MAGAZINE, 1, PipeBomb},
{Loot_GROUP, 30, AmmoUS},
{Loot_GROUP, 15, AttachmentsUS},
{Loot_GROUP, 10, MedicalLow},
{Loot_GROUP, 10, Trash},
{Loot_GROUP, 10, Consumable}
};
MilitaryEU[] =
{
// Weapons
{Loot_GROUP, 40, weaponsEU},
//Tools
{Loot_GROUP, 10, ToolsMilitary},
//Backpacks
{Loot_GROUP, 9, militarybackpacks},
//Clothing
{Loot_GROUP, 3, militaryclothes},
//Containers
{Loot_CONTAINER, 1, DZ_AmmoBoxUS, AmmoBoxEU1, 7, 14}, //5.56x45
{Loot_CONTAINER, 1, DZ_AmmoBoxRU, AmmoBoxEU2, 7, 14}, //7.62x51mm
//Other
{Loot_MAGAZINE, 3, FoodMRE},
{Loot_PILE, 15, AmmoEU, 1, 4},
{Loot_GROUP, 6, AttachmentsEU},
{Loot_PILE, 10, MedicalLow, 1, 2},
{Loot_PILE, 10, Trash, 1, 2},
{Loot_PILE, 10, Consumable, 1, 2}
};
MilitarySmallEU[] =
{
{Loot_WEAPON, 8, G17_DZ},
{Loot_WEAPON, 5, G17_SD_DZ},
{Loot_GROUP, 5, ToolsMilitary},
{Loot_GROUP, 3, militaryclothes},
{Loot_MAGAZINE, 1, PipeBomb},
{Loot_GROUP, 30, AmmoEU},
{Loot_GROUP, 15, AttachmentsEU},
{Loot_GROUP, 10, MedicalLow},
{Loot_GROUP, 10, Trash},
{Loot_GROUP, 10, Consumable}
};
MilitaryCZ[] =
{
// Weapons
{Loot_GROUP, 40, weaponsCZ},
//Tools
{Loot_GROUP, 10, ToolsMilitary},
//Backpacks
{Loot_GROUP, 9, militarybackpacks},
//Clothing
{Loot_GROUP, 3, militaryclothes},
//Containers
{Loot_CONTAINER, 1, DZ_AmmoBoxUS, AmmoBoxCZ1, 7, 14},
{Loot_CONTAINER, 1, DZ_AmmoBoxRU, AmmoBoxCZ2, 7, 14},
{Loot_CONTAINER, 1, DZ_AmmoBoxUS, AmmoBoxCZ3, 7, 14},
//Other
{Loot_MAGAZINE, 3, FoodMRE},
{Loot_MAGAZINE, 1, MAAWS_HEAT}, // MAAWS added exclusively to CZ group. They should be fairly rare.
{Loot_PILE, 15, AmmoCZ, 1, 4},
{Loot_GROUP, 6, AttachmentsCZ},
{Loot_PILE, 10, MedicalLow, 1, 2},
{Loot_PILE, 10, Trash, 1, 2},
{Loot_PILE, 10, Consumable, 1, 2}
};
MilitarySmallCZ[] =
{
{Loot_WEAPON, 6, Sa61_EP1},
{Loot_WEAPON, 3, CZ_75_P_07_DUTY},
{Loot_WEAPON, 3, CZ_75_D_COMPACT},
{Loot_WEAPON, 3, CZ_75_SP_01_PHANTOM},
{Loot_WEAPON, 2, CZ_75_SP_01_PHANTOM_SD},
{Loot_GROUP, 5, ToolsMilitary},
{Loot_GROUP, 3, militaryclothes},
{Loot_MAGAZINE, 1, PipeBomb},
{Loot_MAGAZINE, 1, MAAWS_HEAT},
{Loot_GROUP, 30, AmmoCZ},
{Loot_GROUP, 15, AttachmentsCZ},
{Loot_GROUP, 10, MedicalLow},
{Loot_GROUP, 10, Trash},
{Loot_GROUP, 10, Consumable}
};

View File

@@ -0,0 +1,85 @@
// Military and Military Industrial buildings spawn matching loot based on RU, US, EU and CZ groups.
MilitaryIndustrial[] =
{
{Loot_NONE, 1, MilitaryIndustrialRU, MilitaryIndustrialSmallRU}, //Russian Weapons, Attachments, Ammo
{Loot_NONE, 1, MilitaryIndustrialUS, MilitaryIndustrialSmallUS}, //American Weapons, Attachments, Ammo
{Loot_NONE, 1, MilitaryIndustrialEU, MilitaryIndustrialSmallEU}, //European Weapons, Attachments, Ammo
{Loot_NONE, 1, MilitaryIndustrialCZ, MilitaryIndustrialSmallCZ} //Czech Weapons, Attachments, Ammo
};
MilitaryIndustrialRU[] = {
{Loot_GROUP, 15, Parts},
{Loot_MAGAZINE, 1, PartVRotor},
{Loot_MAGAZINE, 4, FoodMRE},
{Loot_GROUP, 1, FuelBarrel},
{Loot_MAGAZINE, 1, ItemGenerator},
{Loot_MAGAZINE, 1, fuel_pump_kit},
{Loot_MAGAZINE, 1, ItemTankTrap},
{Loot_MAGAZINE, 4, ItemSandbag},
{Loot_MAGAZINE, 1, ItemWire},
{Loot_PILE, 5, Trash, 1, 2},
{Loot_PILE, 3, Consumable, 1, 2},
{Loot_GROUP, 10, MilitaryRU}
};
MilitaryIndustrialSmallRU[] = {
{Loot_GROUP, 1, MilitarySmallRU}
};
MilitaryIndustrialUS[] = {
{Loot_GROUP, 15, Parts},
{Loot_MAGAZINE, 1, PartVRotor},
{Loot_MAGAZINE, 4, FoodMRE},
{Loot_GROUP, 1, FuelBarrel},
{Loot_MAGAZINE, 1, ItemGenerator},
{Loot_MAGAZINE, 1, fuel_pump_kit},
{Loot_MAGAZINE, 1, ItemTankTrap},
{Loot_MAGAZINE, 4, ItemSandbag},
{Loot_MAGAZINE, 1, ItemWire},
{Loot_PILE, 5, Trash, 1, 2},
{Loot_PILE, 3, Consumable, 1, 2},
{Loot_GROUP, 10, MilitaryUS}
};
MilitaryIndustrialSmallUS[] = {
{Loot_GROUP, 1, MilitarySmallUS}
};
MilitaryIndustrialEU[] = {
{Loot_GROUP, 15, Parts},
{Loot_MAGAZINE, 1, PartVRotor},
{Loot_MAGAZINE, 4, FoodMRE},
{Loot_GROUP, 1, FuelBarrel},
{Loot_MAGAZINE, 1, ItemGenerator},
{Loot_MAGAZINE, 1, fuel_pump_kit},
{Loot_MAGAZINE, 1, ItemTankTrap},
{Loot_MAGAZINE, 4, ItemSandbag},
{Loot_MAGAZINE, 1, ItemWire},
{Loot_PILE, 5, Trash, 1, 2},
{Loot_PILE, 3, Consumable, 1, 2},
{Loot_GROUP, 10, MilitaryEU}
};
MilitaryIndustrialSmallEU[] = {
{Loot_GROUP, 1, MilitarySmallEU}
};
MilitaryIndustrialCZ[] = {
{Loot_GROUP, 15, Parts},
{Loot_MAGAZINE, 1, PartVRotor},
{Loot_MAGAZINE, 4, FoodMRE},
{Loot_GROUP, 1, FuelBarrel},
{Loot_MAGAZINE, 1, ItemGenerator},
{Loot_MAGAZINE, 1, fuel_pump_kit},
{Loot_MAGAZINE, 1, ItemTankTrap},
{Loot_MAGAZINE, 4, ItemSandbag},
{Loot_MAGAZINE, 1, ItemWire},
{Loot_PILE, 5, Trash, 1, 2},
{Loot_PILE, 3, Consumable, 1, 2},
{Loot_GROUP, 10, MilitaryCZ}
};
MilitaryIndustrialSmallCZ[] = {
{Loot_GROUP, 1, MilitarySmallCZ}
};

View File

@@ -1,41 +1,30 @@
Office[] =
{
//Tools
{Loot_WEAPON, 3, ItemWatch},
{Loot_WEAPON, 6, ItemMap},
{Loot_WEAPON, 6, ItemCompass},
{Loot_WEAPON, 6, ItemKnife},
{Loot_WEAPON, 4, ItemFlashlight},
{Loot_WEAPON, 4, ItemMatchbox},
{Loot_WEAPON, 4, Binocular},
{Loot_WEAPON, 3, ItemCrowbar},
{Loot_GROUP, 15, ToolsSurvival},
{Loot_VEHICLE, 8, WeaponHolder_ItemCrowbar},
//Pistols
//Weapons
{Loot_GROUP, 10, pistols},
{Loot_GROUP, 4, Military},
{Loot_GROUP, 6, shotgunsingleshot},
//Rifles
//Melee
{Loot_WEAPON, 3, MeleeBaseBallBat},
//Backpacks
{Loot_GROUP, 4, backpacks},
{Loot_GROUP, 4, tents},
{Loot_GROUP, 3, clothes},
{Loot_GROUP, 2, specialclothes},
//Items
{Loot_MAGAZINE, 5, ItemAntibacterialWipe},
{Loot_MAGAZINE, 5, ItemPainkiller},
{Loot_MAGAZINE, 1, ItemBriefcaseEmpty},
{Loot_MAGAZINE, 1, ItemLockbox},
{Loot_MAGAZINE, 1, PartPlywoodPack},
{Loot_MAGAZINE, 1, ItemDocument},
//{Loot_MAGAZINE, 3, 10Rnd_303British}, //IN GENERIC
//{Loot_MAGAZINE, 1, 5Rnd_17HMR}, //IN GENERIC
//Groups
{Loot_GROUP, 5, MedicalLow},
{Loot_GROUP, 8, Consumable},
{Loot_GROUP, 4, tents},
{Loot_GROUP, 3, clothes},
{Loot_GROUP, 6, Trash},
{Loot_GROUP, 8, Generic},
{Loot_GROUP, 10, AmmoCivilian},
@@ -44,21 +33,13 @@ Office[] =
OfficeSmall[] =
{
{Loot_WEAPON, 3, ItemWatch},
{Loot_WEAPON, 6, ItemMap},
{Loot_WEAPON, 6, ItemCompass},
{Loot_WEAPON, 6, ItemKnife},
{Loot_WEAPON, 4, ItemMatchbox},
{Loot_WEAPON, 4, Binocular},
{Loot_GROUP, 10, ToolsSurvival},
{Loot_GROUP, 10, pistols},
{Loot_GROUP, 4, MilitarySmall},
{Loot_GROUP, 3, clothes},
{Loot_GROUP, 2, specialclothes},
{Loot_MAGAZINE, 5, ItemAntibacterialWipe},
{Loot_MAGAZINE, 5, ItemPainkiller},
{Loot_GROUP, 5, MedicalLow},
{Loot_GROUP, 8, Consumable},
{Loot_GROUP, 6, Trash},
{Loot_GROUP, 8, GenericSmall},
{Loot_GROUP, 10, AmmoCivilian},
{Loot_GROUP, 5, AttachmentsGeneric}
};
};

View File

@@ -1,4 +0,0 @@
Powerlines[] =
{
{Loot_MAGAZINE, 1, PartGeneric}
};

View File

@@ -1,23 +1,12 @@
Residential[] =
{
{Loot_WEAPON, 1, Mosin_DZ},
{Loot_WEAPON, 6, MeleeBaseBallBat},
//Weapon Groups
// {Loot_GROUP, 3, Military},
//Weapons
{Loot_GROUP, 8, pistols},
{Loot_GROUP, 6, shotgunsingleshot},
{Loot_WEAPON, 3, MeleeBaseBallBat},
//Tools
{Loot_WEAPON, 3, ItemMap},
{Loot_WEAPON, 5, ItemWatch},
{Loot_WEAPON, 5, ItemCompass},
{Loot_WEAPON, 6, ItemFlashlight},
{Loot_WEAPON, 5, ItemKnife},
// {Loot_WEAPON, 3, ItemShovel},
// {Loot_WEAPON, 1, ItemDIY_wood}, //DUPLICATE OF AN EPOCH BUILDABLE?????
// {Loot_WEAPON, 1, ItemDIY_Gate}, //DUPLICATE OF AN EPOCH BUILDABLE?????
{Loot_WEAPON, 1, Binocular},
{Loot_GROUP, 10, ToolsSurvival},
//Backpacks
{Loot_GROUP, 4, backpacks},
@@ -28,27 +17,20 @@ Residential[] =
{Loot_PILE, 10, Consumable, 1, 2},
{Loot_GROUP, 4, AttachmentsGeneric},
{Loot_GROUP, 5, clothes},
{Loot_GROUP, 3, specialclothes},
{Loot_GROUP, 3, tents},
{Loot_WEAPON, 3, ItemMatchbox},
{Loot_GROUP, 8, Generic}
};
ResidentialSmall[] =
{
{Loot_GROUP, 8, pistols},
{Loot_WEAPON, 3, ItemMap},
{Loot_WEAPON, 5, ItemWatch},
{Loot_WEAPON, 5, ItemCompass},
{Loot_WEAPON, 5, ItemKnife},
{Loot_WEAPON, 1, Binocular},
{Loot_MAGAZINE, 0.5, ItemComboLock},
{Loot_GROUP, 10, ToolsSurvival},
{Loot_GROUP, 5, VanillaSurvival},
{Loot_MAGAZINE, 1, ItemComboLock},
{Loot_GROUP, 6, AmmoCivilian},
{Loot_GROUP, 10, Trash},
{Loot_GROUP, 10, Consumable},
{Loot_GROUP, 4, AttachmentsGeneric},
{Loot_GROUP, 5, clothes},
{Loot_GROUP, 3, specialclothes},
{Loot_WEAPON, 3, ItemMatchbox},
{Loot_GROUP, 8, GenericSmall}
};

View File

@@ -1,8 +1,7 @@
ResidentialRuins[] =
{
{Loot_MAGAZINE, 10, ItemLog}, // Used for crafting and vanilla buildables
{Loot_MAGAZINE, 10, ItemStone}, // Used for crafting and vanilla buildables
// {Loot_MAGAZINE, 7, equip_metal_sheet_rusted},
{Loot_GROUP, 5, ToolsSurvival},
{Loot_GROUP, 5, VanillaSurvival},
{Loot_GROUP, 4, Trash},
{Loot_GROUP, 3, AttachmentsGeneric}
};

View File

@@ -1,70 +1,45 @@
Supermarket[] =
{
//Tools
{Loot_WEAPON, 5, ItemWatch},
{Loot_WEAPON, 1, ItemCompass},
{Loot_WEAPON, 6, ItemMap},
{Loot_WEAPON, 5, ItemFlashlight},
{Loot_WEAPON, 2, ItemKnife},
{Loot_WEAPON, 3, Binocular},
// {Loot_WEAPON, 2, ItemDIY_wood},
// {Loot_WEAPON, 1, ItemDIY_Gate},
{Loot_GROUP, 5, ToolsSurvival},
//Pistols
{Loot_GROUP, 10, pistols},
{Loot_GROUP, 5, shotgunsingleshot},
{Loot_GROUP, 5, pistols},
//Rifles
/* {Loot_WEAPON, 1, LeeEnfield_DZ},
{Loot_WEAPON, 1, Mosin_DZ},
{Loot_WEAPON, 2, Winchester1866_DZ},
{Loot_WEAPON, 2, MR43_DZ},
{Loot_WEAPON, 2, Crossbow_DZ},*/
{Loot_GROUP, 1, shotgunsingleshot},
//Backpacks
{Loot_GROUP, 5, backpacks},
//Items
//{Loot_MAGAZINE, 1, ItemTent}, //IN TENTS GROUP
{Loot_MAGAZINE, 1, ItemMixOil},
{Loot_MAGAZINE, 1, PartPlywoodPack},
//{Loot_MAGAZINE, 0.5, ItemDomeTent}, //IN TENTS GROUP
{Loot_MAGAZINE, 1, forest_net_kit},
{Loot_MAGAZINE, 0.1, ItemComboLock},
{Loot_MAGAZINE, 3, ItemBandage},
{Loot_MAGAZINE, 2, ItemPainkiller},
{Loot_MAGAZINE, 2, ItemAntibacterialWipe},
{Loot_MAGAZINE, 1, equip_nails},
// Piles
{Loot_PILE, 5, Consumable, 1, 3},
{Loot_PILE, 5, AmmoCivilian, 1, 3},
//Groups
{Loot_GROUP, 40, Consumable},
{Loot_GROUP, 20, Generic},
{Loot_GROUP, 10, AmmoCivilian},
{Loot_GROUP, 30, Consumable},
{Loot_GROUP, 10, Generic},
{Loot_GROUP, 3, AttachmentsGeneric},
{Loot_GROUP, 3, tents},
{Loot_WEAPON, 3, ItemMatchbox},
// {Loot_GROUP, 3, MedicalLow},
{Loot_GROUP, 10, Trash}
{Loot_GROUP, 3, Trash},
{Loot_CONTAINER, 1, DZ_CardboardBox, Consumable, 10, 20}
};
SupermarketSmall[] =
{
{Loot_WEAPON, 5, ItemWatch},
{Loot_WEAPON, 1, ItemCompass},
{Loot_WEAPON, 6, ItemMap},
{Loot_WEAPON, 2, ItemKnife},
{Loot_WEAPON, 3, Binocular},
{Loot_GROUP, 10, pistols},
{Loot_MAGAZINE, 1, ItemMixOil},
{Loot_MAGAZINE, 0.1, ItemComboLock},
{Loot_MAGAZINE, 3, ItemBandage},
{Loot_MAGAZINE, 2, ItemPainkiller},
{Loot_MAGAZINE, 2, ItemAntibacterialWipe},
{Loot_MAGAZINE, 5, equip_nails},
{Loot_GROUP, 40, Consumable},
{Loot_GROUP, 20, GenericSmall},
{Loot_GROUP, 1, ToolsSurvival},
{Loot_MAGAZINE, 2, ItemMixOil},
{Loot_MAGAZINE, 1, ItemComboLock},
{Loot_GROUP, 3, VanillaSurvival},
{Loot_GROUP, 30, Consumable},
{Loot_GROUP, 10, GenericSmall},
{Loot_GROUP, 10, AmmoCivilian},
{Loot_GROUP, 3, AttachmentsGeneric},
{Loot_WEAPON, 3, ItemMatchbox},
{Loot_GROUP, 10, Trash},
{Loot_GROUP, 3, MedicalLow}
};
};

View File

@@ -1,19 +1,16 @@
//Vehicle class, min loot, max loot, min loot distance, max loot distance
CarePackageType[] =
{
{Loot_NONE, 5, Misc_cargo_cont_net1, 3, 6},
{Loot_NONE, 4, Misc_cargo_cont_net2, 4, 9},
{Loot_NONE, 3, Misc_cargo_cont_net3, 5, 12}
{Loot_NONE, 5, Misc_cargo_cont_net1, 4, 8},
{Loot_NONE, 4, Misc_cargo_cont_net2, 6, 10},
{Loot_NONE, 3, Misc_cargo_cont_net3, 8, 12}
};
CarePackage[] =
{
//Tools
{Loot_WEAPON, 5, ItemFlashlight},
{Loot_WEAPON, 2, ItemCompass},
{Loot_WEAPON, 3, ItemMap},
{Loot_WEAPON, 4, ItemWatch},
{Loot_WEAPON, 5, ItemKnife},
{Loot_GROUP, 6, ToolsMilitary},
{Loot_GROUP, 6, ToolsBuilding},
//Backpacks
{Loot_GROUP, 4, backpacks},
@@ -24,10 +21,15 @@ CarePackage[] =
{Loot_CONTAINER, 3, DZ_MedBox, MedicalHigh, 8, 16},
//Items
{Loot_MAGAZINE, 6, ItemTent},
{Loot_MAGAZINE, 4, ItemDomeTent},
{Loot_GROUP, 10, tents},
{Loot_PILE, 10, MedicalLow, 1, 3},
{Loot_PILE, 15, Consumable, 1, 3},
{Loot_WEAPON, 3, ItemMatchbox},
{Loot_GROUP, 12, Generic}
{Loot_PILE, 15, Consumable, 1, 3}
//DZE from old SupplyDrop group
//{Loot_MAGAZINE, 1, bulk_ItemTankTrap},
//{Loot_MAGAZINE, 1, PartPlywoodPack},
//{Loot_MAGAZINE, 1, PartPlankPack},
//{Loot_MAGAZINE, 1, bulk_PartGeneric},
//{Loot_MAGAZINE, 1, bulk_ItemSandbag},
//{Loot_MAGAZINE, 1, MortarBucket},
//{Loot_MAGAZINE, 3, CinderBlocks}
};

View File

@@ -1,89 +1,89 @@
clothes[] = {
{Loot_MAGAZINE, 3, Skin_RU_Policeman_DZ},
{Loot_MAGAZINE, 3, Skin_Pilot_EP1_DZ},
{Loot_MAGAZINE, 3, Skin_Functionary1_EP1_DZ},
{Loot_MAGAZINE, 3, Skin_Priest_DZ},
{Loot_MAGAZINE, 2, Skin_Rocker1_DZ},
{Loot_MAGAZINE, 2, Skin_Rocker2_DZ},
{Loot_MAGAZINE, 2, Skin_Rocker3_DZ},
{Loot_MAGAZINE, 2, Skin_Rocker4_DZ},
{Loot_MAGAZINE, 2, Skin_SurvivorW3_DZ},
{Loot_MAGAZINE, 2, Skin_SurvivorWpink_DZ},
{Loot_MAGAZINE, 2, Skin_SurvivorWurban_DZ},
{Loot_MAGAZINE, 1, Skin_RU_Policeman_DZ},
{Loot_MAGAZINE, 1, Skin_Pilot_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_Functionary1_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_Priest_DZ},
{Loot_MAGAZINE, 1, Skin_Rocker1_DZ},
{Loot_MAGAZINE, 1, Skin_Rocker2_DZ},
{Loot_MAGAZINE, 1, Skin_Rocker3_DZ},
{Loot_MAGAZINE, 1, Skin_Rocker4_DZ},
{Loot_MAGAZINE, 1, Skin_SurvivorW3_DZ},
{Loot_MAGAZINE, 1, Skin_SurvivorWpink_DZ},
{Loot_MAGAZINE, 1, Skin_SurvivorWurban_DZ},
{Loot_MAGAZINE, 1, Skin_INS_Bardak_DZ},
{Loot_MAGAZINE, 1, Skin_INS_Worker2_DZ},
{Loot_MAGAZINE, 2, Skin_INS_Lopotev_DZ},
{Loot_MAGAZINE, 2, Skin_Doctor_DZ},
{Loot_MAGAZINE, 2, Skin_Assistant_DZ},
{Loot_MAGAZINE, 2, Skin_Worker1_DZ},
{Loot_MAGAZINE, 2, Skin_Worker3_DZ},
{Loot_MAGAZINE, 2, Skin_Worker4_DZ},
{Loot_MAGAZINE, 2, Skin_TK_CIV_Takistani01_EP1_DZ},
{Loot_MAGAZINE, 2, Skin_TK_CIV_Takistani03_EP1_DZ},
{Loot_MAGAZINE, 2, Skin_TK_CIV_Takistani04_EP1_DZ},
{Loot_MAGAZINE, 2, Skin_TK_CIV_Takistani06_EP1_DZ}
{Loot_MAGAZINE, 1, Skin_INS_Lopotev_DZ},
{Loot_MAGAZINE, 1, Skin_Doctor_DZ},
{Loot_MAGAZINE, 1, Skin_Assistant_DZ},
{Loot_MAGAZINE, 1, Skin_Worker1_DZ},
{Loot_MAGAZINE, 1, Skin_Worker3_DZ},
{Loot_MAGAZINE, 1, Skin_Worker4_DZ},
{Loot_MAGAZINE, 1, Skin_TK_CIV_Takistani01_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_TK_CIV_Takistani03_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_TK_CIV_Takistani04_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_TK_CIV_Takistani06_EP1_DZ}
};
// These should probably be split up into separate groups.
militaryclothes[] = {
{Loot_MAGAZINE, 3, Skin_Camo1_DZ},
{Loot_MAGAZINE, 3, Skin_Sniper1_DZ},
{Loot_MAGAZINE, 2, Skin_Rocket_DZ},
{Loot_MAGAZINE, 3, Skin_Soldier1_DZ},
{Loot_MAGAZINE, 3, Skin_Drake_Light_DZ},
{Loot_MAGAZINE, 3, Skin_Soldier_TL_PMC_DZ},
{Loot_MAGAZINE, 2, Skin_Soldier_Sniper_PMC_DZ},
{Loot_MAGAZINE, 3, Skin_Soldier_Bodyguard_AA12_PMC_DZ},
{Loot_MAGAZINE, 2, Skin_CZ_Special_Forces_GL_DES_EP1_DZ},
{Loot_MAGAZINE, 3, Skin_FR_OHara_DZ},
{Loot_MAGAZINE, 3, Skin_FR_Rodriguez_DZ},
{Loot_MAGAZINE, 1, Skin_Camo1_DZ},
{Loot_MAGAZINE, 1, Skin_Sniper1_DZ},
{Loot_MAGAZINE, 1, Skin_Rocket_DZ},
{Loot_MAGAZINE, 1, Skin_Soldier1_DZ},
{Loot_MAGAZINE, 1, Skin_Drake_Light_DZ},
{Loot_MAGAZINE, 1, Skin_Soldier_TL_PMC_DZ},
{Loot_MAGAZINE, 1, Skin_Soldier_Sniper_PMC_DZ},
{Loot_MAGAZINE, 1, Skin_Soldier_Bodyguard_AA12_PMC_DZ},
{Loot_MAGAZINE, 1, Skin_CZ_Special_Forces_GL_DES_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_FR_OHara_DZ},
{Loot_MAGAZINE, 1, Skin_FR_Rodriguez_DZ},
{Loot_MAGAZINE, 1, Skin_CZ_Soldier_Sniper_EP1_DZ},
{Loot_MAGAZINE, 3, Skin_Graves_Light_DZ},
{Loot_MAGAZINE, 2, Skin_INS_Soldier_AR_DZ},
{Loot_MAGAZINE, 2, Skin_INS_Soldier_CO_DZ},
{Loot_MAGAZINE, 2, Skin_USMC_Soldier_Officer_DZ},
{Loot_MAGAZINE, 2, Skin_USMC_Soldier_MG_DZ},
{Loot_MAGAZINE, 2, Skin_USMC_Soldier_Pilot_DZ},
{Loot_MAGAZINE, 2, Skin_FR_TL_DZ},
{Loot_MAGAZINE, 2, Skin_FR_R_DZ},
{Loot_MAGAZINE, 2, Skin_FR_Sapper_DZ},
{Loot_MAGAZINE, 2, Skin_FR_Marksman_DZ},
{Loot_MAGAZINE, 2, Skin_FR_Assault_R_DZ},
{Loot_MAGAZINE, 2, Skin_US_Soldier_EP1_DZ},
{Loot_MAGAZINE, 2, Skin_UN_CDF_Soldier_Guard_EP1_DZ},
{Loot_MAGAZINE, 2, Skin_UN_CDF_Soldier_EP1_DZ},
{Loot_MAGAZINE, 2, Skin_GER_Soldier_TL_EP1_DZ},
{Loot_MAGAZINE, 2, Skin_BAF_Soldier_Officer_MTP_DZ},
{Loot_MAGAZINE, 2, Skin_BAF_Soldier_N_MTP_DZ}
};
specialclothes[] = {
{Loot_MAGAZINE, 3, Skin_Ins_Soldier_GL_DZ},
{Loot_MAGAZINE, 3, Skin_GUE_Commander_DZ},
{Loot_MAGAZINE, 1, Skin_Graves_Light_DZ},
{Loot_MAGAZINE, 1, Skin_INS_Soldier_AR_DZ},
{Loot_MAGAZINE, 1, Skin_INS_Soldier_CO_DZ},
{Loot_MAGAZINE, 1, Skin_USMC_Soldier_Officer_DZ},
{Loot_MAGAZINE, 1, Skin_USMC_Soldier_MG_DZ},
{Loot_MAGAZINE, 1, Skin_USMC_Soldier_Pilot_DZ},
{Loot_MAGAZINE, 1, Skin_FR_TL_DZ},
{Loot_MAGAZINE, 1, Skin_FR_R_DZ},
{Loot_MAGAZINE, 1, Skin_FR_Sapper_DZ},
{Loot_MAGAZINE, 1, Skin_FR_Marksman_DZ},
{Loot_MAGAZINE, 1, Skin_FR_Assault_R_DZ},
{Loot_MAGAZINE, 1, Skin_US_Soldier_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_UN_CDF_Soldier_Guard_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_UN_CDF_Soldier_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_GER_Soldier_TL_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_BAF_Soldier_Officer_MTP_DZ},
{Loot_MAGAZINE, 1, Skin_BAF_Soldier_N_MTP_DZ},
{Loot_MAGAZINE, 1, Skin_Ins_Soldier_GL_DZ},
{Loot_MAGAZINE, 1, Skin_GUE_Commander_DZ},
{Loot_MAGAZINE, 4, Skin_Bandit1_DZ},
{Loot_MAGAZINE, 3, Skin_Bandit2_DZ},
{Loot_MAGAZINE, 2, Skin_BanditW1_DZ},
{Loot_MAGAZINE, 2, Skin_BanditW2_DZ},
{Loot_MAGAZINE, 2, Skin_TK_INS_Soldier_EP1_DZ},
{Loot_MAGAZINE, 2, Skin_TK_INS_Warlord_EP1_DZ},
{Loot_MAGAZINE, 3, Skin_SurvivorWcombat_DZ},
{Loot_MAGAZINE, 3, Skin_SurvivorWdesert_DZ},
{Loot_MAGAZINE, 2, Skin_GUE_Soldier_MG_DZ},
{Loot_MAGAZINE, 2, Skin_GUE_Soldier_Sniper_DZ},
{Loot_MAGAZINE, 2, Skin_GUE_Soldier_Crew_DZ},
{Loot_MAGAZINE, 2, Skin_GUE_Soldier_CO_DZ},
{Loot_MAGAZINE, 2, Skin_GUE_Soldier_2_DZ},
{Loot_MAGAZINE, 1, Skin_Bandit2_DZ},
{Loot_MAGAZINE, 1, Skin_BanditW1_DZ},
{Loot_MAGAZINE, 1, Skin_BanditW2_DZ},
{Loot_MAGAZINE, 1, Skin_TK_INS_Soldier_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_TK_INS_Warlord_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_SurvivorWcombat_DZ},
{Loot_MAGAZINE, 1, Skin_SurvivorWdesert_DZ},
{Loot_MAGAZINE, 1, Skin_GUE_Soldier_MG_DZ},
{Loot_MAGAZINE, 1, Skin_GUE_Soldier_Sniper_DZ},
{Loot_MAGAZINE, 1, Skin_GUE_Soldier_Crew_DZ},
{Loot_MAGAZINE, 1, Skin_GUE_Soldier_CO_DZ},
{Loot_MAGAZINE, 1, Skin_GUE_Soldier_2_DZ},
{Loot_MAGAZINE, 1, Skin_TK_Special_Forces_MG_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_TK_Soldier_Sniper_EP1_DZ},
{Loot_MAGAZINE, 2, Skin_TK_Commander_EP1_DZ},
{Loot_MAGAZINE, 2, Skin_RU_Soldier_Crew_DZ},
{Loot_MAGAZINE, 2, Skin_TK_INS_Soldier_AR_EP1_DZ},
{Loot_MAGAZINE, 2, Skin_TK_GUE_Soldier_EP1_DZ},
{Loot_MAGAZINE, 2, Skin_CZ_Soldier_SL_DES_EP1_DZ},
{Loot_MAGAZINE, 2, Skin_RU_Soldier_DZ},
{Loot_MAGAZINE, 2, Skin_RU_Soldier_Officer_DZ},
{Loot_MAGAZINE, 2, Skin_RUS_Soldier1_DZ},
{Loot_MAGAZINE, 2, Skin_RUS_Commander_DZ},
{Loot_MAGAZINE, 2, Skin_MVD_Soldier_DZ},
{Loot_MAGAZINE, 2, Skin_Ins_Soldier_2_DZ},
{Loot_MAGAZINE, 2, Skin_Ins_Commander_DZ},
{Loot_MAGAZINE, 2, Skin_Ins_Soldier_Crew_DZ},
{Loot_MAGAZINE, 2, Skin_CDF_Soldier_DZ}
{Loot_MAGAZINE, 1, Skin_TK_Commander_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_RU_Soldier_Crew_DZ},
{Loot_MAGAZINE, 1, Skin_TK_INS_Soldier_AR_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_TK_GUE_Soldier_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_CZ_Soldier_SL_DES_EP1_DZ},
{Loot_MAGAZINE, 1, Skin_RU_Soldier_DZ},
{Loot_MAGAZINE, 1, Skin_RU_Soldier_Officer_DZ},
{Loot_MAGAZINE, 1, Skin_RUS_Soldier1_DZ},
{Loot_MAGAZINE, 1, Skin_RUS_Commander_DZ},
{Loot_MAGAZINE, 1, Skin_MVD_Soldier_DZ},
{Loot_MAGAZINE, 1, Skin_Ins_Soldier_2_DZ},
{Loot_MAGAZINE, 1, Skin_Ins_Commander_DZ},
{Loot_MAGAZINE, 1, Skin_Ins_Soldier_Crew_DZ},
{Loot_MAGAZINE, 1, Skin_CDF_Soldier_DZ}
};

View File

@@ -1,70 +1,64 @@
Consumable[] =
{
{Loot_MAGAZINE, 3, ItemWaterBottleUnfilled}, //TODO: replace with canteen to better fit Epoch lootPosSmall
{Loot_MAGAZINE, 3, ItemWaterBottleSafe},
{Loot_MAGAZINE, 3, ItemWaterBottle},
{Loot_MAGAZINE, 3, ItemHeatPack},
{Loot_MAGAZINE, 3, ItemSodaCoke},
{Loot_MAGAZINE, 3, ItemSodaPepsi},
{Loot_MAGAZINE, 1, ItemWaterBottleUnfilled}, //TODO: replace with canteen to better fit Epoch lootPosSmall
{Loot_MAGAZINE, 1, ItemWaterBottleSafe},
{Loot_MAGAZINE, 1, ItemWaterBottle},
{Loot_MAGAZINE, 1, ItemHeatPack},
{Loot_MAGAZINE, 1, ItemSodaCoke},
{Loot_MAGAZINE, 1, ItemSodaPepsi},
{Loot_MAGAZINE, 1, ItemSodaMdew},
{Loot_MAGAZINE, 1, ItemSodaRbull},
{Loot_MAGAZINE, 1, ItemSodaOrangeSherbet},
{Loot_MAGAZINE, 2, ItemSodaMtngreen},
{Loot_MAGAZINE, 5, ItemSodaR4z0r},
{Loot_MAGAZINE, 5, ItemSodaClays},
{Loot_MAGAZINE, 5, ItemSodaSmasht},
{Loot_MAGAZINE, 5, ItemSodaDrwaste},
{Loot_MAGAZINE, 5, ItemSodaFranka},
{Loot_MAGAZINE, 5, ItemSodaLemonade},
{Loot_MAGAZINE, 5, ItemSodaLirik},
{Loot_MAGAZINE, 2, ItemSodaLvg},
{Loot_MAGAZINE, 5, ItemSodaMzly},
{Loot_MAGAZINE, 5, ItemSodaPeppsy},
{Loot_MAGAZINE, 2, ItemSodaRabbit},
{Loot_MAGAZINE, 5, ItemSodaSacrite},
{Loot_MAGAZINE, 1, ItemSodaMtngreen},
{Loot_MAGAZINE, 1, ItemSodaR4z0r},
{Loot_MAGAZINE, 1, ItemSodaClays},
{Loot_MAGAZINE, 1, ItemSodaSmasht},
{Loot_MAGAZINE, 1, ItemSodaDrwaste},
{Loot_MAGAZINE, 1, ItemSodaFranka},
{Loot_MAGAZINE, 1, ItemSodaLemonade},
{Loot_MAGAZINE, 1, ItemSodaLirik},
{Loot_MAGAZINE, 1, ItemSodaLvg},
{Loot_MAGAZINE, 1, ItemSodaMzly},
{Loot_MAGAZINE, 1, ItemSodaPeppsy},
{Loot_MAGAZINE, 1, ItemSodaRabbit},
{Loot_MAGAZINE, 1, ItemSodaSacrite},
{Loot_MAGAZINE, 1, ItemSodaRocketFuel},
{Loot_MAGAZINE, 1, ItemSodaGrapeDrink},
{Loot_MAGAZINE, 1, ItemSherbet},
{Loot_MAGAZINE, 3, FoodPistachio},
{Loot_MAGAZINE, 4, FoodNutmix},
{Loot_MAGAZINE, 4, FoodChipsSulahoops},
{Loot_MAGAZINE, 4, FoodChipsMysticales},
{Loot_MAGAZINE, 4, FoodChipsChocolate},
{Loot_MAGAZINE, 4, FoodCandyChubby},
{Loot_MAGAZINE, 4, FoodCandyAnders},
{Loot_MAGAZINE, 4, FoodCandyLegacys},
{Loot_MAGAZINE, 4, FoodCandyMintception},
{Loot_MAGAZINE, 4, FoodCakeCremeCakeClean},
{Loot_MAGAZINE, 5, FoodCanBeef},
{Loot_MAGAZINE, 5, FoodCanPotatoes},
{Loot_MAGAZINE, 5, FoodCanGriff},
{Loot_MAGAZINE, 5, FoodCanBadguy},
{Loot_MAGAZINE, 5, FoodCanBoneboy},
{Loot_MAGAZINE, 5, FoodCanCorn},
{Loot_MAGAZINE, 5, FoodCanCurgon},
{Loot_MAGAZINE, 5, FoodCanDemon},
{Loot_MAGAZINE, 5, FoodCanFraggleos},
{Loot_MAGAZINE, 5, FoodCanHerpy},
{Loot_MAGAZINE, 5, FoodCanDerpy},
{Loot_MAGAZINE, 5, FoodCanOrlok},
{Loot_MAGAZINE, 5, FoodCanPowell},
{Loot_MAGAZINE, 5, FoodCanTylers},
{Loot_MAGAZINE, 4, FoodCanUnlabeled},
{Loot_MAGAZINE, 2, FoodCanBakedBeans},
{Loot_MAGAZINE, 2, FoodCanSardines},
{Loot_MAGAZINE, 2, FoodCanFrankBeans},
{Loot_MAGAZINE, 2, FoodCanPasta},
{Loot_MAGAZINE, 2, FoodBioMeat},
{Loot_MAGAZINE, 5, FoodCanRusUnlabeled},
{Loot_MAGAZINE, 5, FoodCanRusStew},
{Loot_MAGAZINE, 5, FoodCanRusPork},
{Loot_MAGAZINE, 5, FoodCanRusPeas},
{Loot_MAGAZINE, 4, FoodCanRusMilk},
{Loot_MAGAZINE, 5, FoodCanRusCorn}
{Loot_MAGAZINE, 1, FoodPistachio},
{Loot_MAGAZINE, 1, FoodNutmix},
{Loot_MAGAZINE, 1, FoodChipsSulahoops},
{Loot_MAGAZINE, 1, FoodChipsMysticales},
{Loot_MAGAZINE, 1, FoodChipsChocolate},
{Loot_MAGAZINE, 1, FoodCandyChubby},
{Loot_MAGAZINE, 1, FoodCandyAnders},
{Loot_MAGAZINE, 1, FoodCandyLegacys},
{Loot_MAGAZINE, 1, FoodCandyMintception},
{Loot_MAGAZINE, 1, FoodCakeCremeCakeClean},
{Loot_MAGAZINE, 1, FoodCanBeef},
{Loot_MAGAZINE, 1, FoodCanPotatoes},
{Loot_MAGAZINE, 1, FoodCanGriff},
{Loot_MAGAZINE, 1, FoodCanBadguy},
{Loot_MAGAZINE, 1, FoodCanBoneboy},
{Loot_MAGAZINE, 1, FoodCanCorn},
{Loot_MAGAZINE, 1, FoodCanCurgon},
{Loot_MAGAZINE, 1, FoodCanDemon},
{Loot_MAGAZINE, 1, FoodCanFraggleos},
{Loot_MAGAZINE, 1, FoodCanHerpy},
{Loot_MAGAZINE, 1, FoodCanDerpy},
{Loot_MAGAZINE, 1, FoodCanOrlok},
{Loot_MAGAZINE, 1, FoodCanPowell},
{Loot_MAGAZINE, 1, FoodCanTylers},
{Loot_MAGAZINE, 1, FoodCanUnlabeled},
{Loot_MAGAZINE, 1, FoodCanBakedBeans},
{Loot_MAGAZINE, 1, FoodCanSardines},
{Loot_MAGAZINE, 1, FoodCanFrankBeans},
{Loot_MAGAZINE, 1, FoodCanPasta},
{Loot_MAGAZINE, 1, FoodBioMeat},
{Loot_MAGAZINE, 1, FoodCanRusUnlabeled},
{Loot_MAGAZINE, 1, FoodCanRusStew},
{Loot_MAGAZINE, 1, FoodCanRusPork},
{Loot_MAGAZINE, 1, FoodCanRusPeas},
{Loot_MAGAZINE, 1, FoodCanRusMilk},
{Loot_MAGAZINE, 1, FoodCanRusCorn}
};

View File

@@ -1,243 +1,171 @@
//Crash site types
//Vehicle class, loot group
CrashSiteType[] =
{
{Loot_NONE, 2, CrashSite_RU, CrashSiteRU}, //Russian Mi-8
{Loot_NONE, 1, CrashSite_US, CrashSiteUS}, //American UH-1Y
{Loot_NONE, 1, CrashSite_EU, CrashSiteEU}, //European HC3
{Loot_NONE, 1, CrashSite_UN, CrashSiteUN} //United Nations Mi-8
};
/* Russian */
CrashSiteRU[] =
{
{Loot_GROUP, 10, assaultrifles},
{Loot_GROUP, 4, submachinegun},
{Loot_GROUP, 7, sniperrifles},
{Loot_GROUP, 6, machineguns},
{Loot_GROUP, 3, Military},
{Loot_WEAPON, 0.2, MAAWS},
//Tools
{Loot_WEAPON, 1.5, ItemGPS},
{Loot_WEAPON, 1, Binocular_Vector},
{Loot_WEAPON, 0.5, NVGoggles},
//Backpacks
{Loot_GROUP, 4, militarybackpacks},
{Loot_GROUP, 4, militaryVehicleAmmo},
//Clothing
{Loot_GROUP, 3, militaryclothes},
{Loot_GROUP, 2, specialclothes},
//Containers
{Loot_CONTAINER, 1, DZ_MedBox, MedicalBox, 10, 20},
//{Loot_CONTAINER, 2.3, DZ_AmmoBoxRU, AmmoBoxRU1, 10, 20}, //545x39 AK74, RPK74
//{Loot_CONTAINER, 1.7, DZ_AmmoBoxRU, AmmoBoxRU2, 10, 20}, //762x39 AK47
//{Loot_CONTAINER, 1, DZ_AmmoBoxRU, AmmoBoxRU3, 5, 10}, //762x54r SVD, PKM
//Other
{Loot_MAGAZINE, 1, PartVRotor},
{Loot_MAGAZINE, 2, forest_large_net_kit},
{Loot_GROUP, 7, AttachmentsEast},
{Loot_GROUP, 3, AttachmentsWest},
//Piles
{Loot_PILE, 15, CrashSiteRUPile, 2, 4}
};
CrashSiteRUPile[] =
{
//Tools
{Loot_WEAPON, 2, ItemCompass},
{Loot_WEAPON, 3, Binocular},
{Loot_WEAPON, 4, ItemKnife},
{Loot_WEAPON, 4, ItemMap},
//Items
{Loot_MAGAZINE, 8, FoodMRE},
//Other
{Loot_GROUP, 10, Consumable},
{Loot_GROUP, 30, AmmoRU},
{Loot_GROUP, 20, MedicalLow}
};
/* American */
CrashSiteUS[] =
{
//Weapons
{Loot_GROUP, 10, assaultrifles},
{Loot_GROUP, 4, submachinegun},
{Loot_GROUP, 7, sniperrifles},
{Loot_GROUP, 6, machineguns},
{Loot_GROUP, 3, Military},
{Loot_WEAPON, 0.2, MAAWS},
//Tools
{Loot_WEAPON, 1.5, ItemGPS},
{Loot_WEAPON, 1, Binocular_Vector},
{Loot_WEAPON, 0.5, NVGoggles},
//Backpacks
{Loot_GROUP, 4, militarybackpacks},
{Loot_GROUP, 4, militaryVehicleAmmo},
//Clothing
{Loot_GROUP, 3, militaryclothes},
{Loot_GROUP, 2, specialclothes},
//Containers
//{Loot_CONTAINER, 3, DZ_MedBox, MedicalBox, 10, 20},
//{Loot_CONTAINER, 3, DZ_AmmoBoxUS, AmmoBoxUS1, 10, 20}, //556x45 STANAG, M249
//{Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxUS2, 5, 10}, //762x51 DMR, M240
//Other
{Loot_MAGAZINE, 1, PartVRotor},
{Loot_MAGAZINE, 2, forest_large_net_kit},
{Loot_GROUP, 10, AttachmentsWest},
//Piles
{Loot_PILE, 15, CrashSiteUSPile, 2, 4}
};
CrashSiteUSPile[] =
{
//Tools
{Loot_WEAPON, 2, ItemCompass},
{Loot_WEAPON, 3, Binocular},
{Loot_WEAPON, 4, ItemKnife},
{Loot_WEAPON, 4, ItemMap},
//Items
{Loot_MAGAZINE, 8, FoodMRE},
//Other
{Loot_GROUP, 10, Consumable},
{Loot_GROUP, 30, AmmoUS},
{Loot_GROUP, 20, MedicalLow}
};
/* European */
CrashSiteEU[] =
{
//Weapons
{Loot_GROUP, 10, assaultrifles},
{Loot_GROUP, 4, submachinegun},
{Loot_GROUP, 7, sniperrifles},
{Loot_GROUP, 6, machineguns},
{Loot_GROUP, 3, Military},
{Loot_WEAPON, 0.2, MAAWS},
//Tools
{Loot_WEAPON, 1.5, ItemGPS},
{Loot_WEAPON, 1, Binocular_Vector},
{Loot_WEAPON, 0.5, NVGoggles},
//Backpacks
{Loot_GROUP, 4, militarybackpacks},
{Loot_GROUP, 4, militaryVehicleAmmo},
//Clothing
{Loot_GROUP, 3, militaryclothes},
{Loot_GROUP, 2, specialclothes},
//Containers
{Loot_CONTAINER, 3, DZ_MedBox, MedicalBox, 10, 20},
//{Loot_CONTAINER, 3, DZ_AmmoBoxUS, AmmoBoxEU1, 10, 20}, //556x45 G36, M249
//{Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxEU2, 5, 10}, //762x51 FAL, M240
//Other
{Loot_MAGAZINE, 1, PartVRotor},
{Loot_MAGAZINE, 2, desert_net_kit},
{Loot_GROUP, 10, AttachmentsWest},
//Piles
{Loot_PILE, 15, CrashSiteEUPile, 2, 4}
};
CrashSiteEUPile[] =
{
//Tools
{Loot_WEAPON, 2, ItemCompass},
{Loot_WEAPON, 3, Binocular},
{Loot_WEAPON, 4, ItemKnife},
{Loot_WEAPON, 4, ItemMap},
//Items
{Loot_MAGAZINE, 8, FoodMRE},
//Other
{Loot_GROUP, 10, Consumable},
{Loot_GROUP, 30, AmmoEU},
{Loot_GROUP, 20, MedicalLow}
};
/* United Nations */
CrashSiteUN[] =
{
//Weapons
{Loot_GROUP, 10, assaultrifles},
{Loot_GROUP, 4, submachinegun},
{Loot_GROUP, 7, sniperrifles},
{Loot_GROUP, 6, machineguns},
{Loot_GROUP, 3, Military},
{Loot_WEAPON, 0.2, MAAWS},
//Tools
{Loot_WEAPON, 1.5, ItemGPS},
{Loot_WEAPON, 1, Binocular_Vector},
{Loot_WEAPON, 0.5, NVGoggles},
//Backpacks
{Loot_GROUP, 4, militarybackpacks},
{Loot_GROUP, 4, militaryVehicleAmmo},
//Clothing
{Loot_GROUP, 3, militaryclothes},
{Loot_GROUP, 2, specialclothes},
//Containers
{Loot_CONTAINER, 10, DZ_MedBox, MedicalBox, 10, 20},
{Loot_CONTAINER, 10, DZ_CardboardBox, Consumable, 10, 20},
//{Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxUS1, 5, 15}, //556x45 STANAG, M249
//{Loot_CONTAINER, 2, DZ_AmmoBoxRU, AmmoBoxRU1, 5, 15}, //545x39 AK74, RPK74
//Other
{Loot_MAGAZINE, 1, PartVRotor},
{Loot_MAGAZINE, 2, desert_large_net_kit},
{Loot_GROUP, 3, AttachmentsEast},
{Loot_GROUP, 3, AttachmentsWest},
//Piles
{Loot_PILE, 20, CrashSiteUNPile, 2, 4}
};
CrashSiteUNPile[] =
{
//Tools
{Loot_WEAPON, 4, ItemCompass},
{Loot_WEAPON, 6, Binocular},
{Loot_WEAPON, 4, ItemKnife},
{Loot_WEAPON, 6, ItemMap},
//Items
{Loot_MAGAZINE, 4, FoodMRE},
//Other
{Loot_GROUP, 20, Consumable},
{Loot_GROUP, 20, AmmoUN},
{Loot_GROUP, 30, MedicalHigh}
//Crash site types
//Vehicle class, loot group
CrashSiteType[] =
{
{Loot_NONE, 2, CrashSite_RU, CrashSiteRU}, //Russian Mi-8
{Loot_NONE, 1, CrashSite_US, CrashSiteUS}, //American UH-1Y
{Loot_NONE, 1, CrashSite_EU, CrashSiteEU}, //European HC3
{Loot_NONE, 1, CrashSite_UN, CrashSiteCZ} //United Nations Mi-8
};
CrashSiteRU[] =
{
// Weapons
{Loot_GROUP, 30, weaponsRU},
{Loot_WEAPON, 1, Anzio_20_DZ}, // High value weapon
//Tools
{Loot_GROUP, 3, ToolsMilitary},
//Backpacks
{Loot_GROUP, 4, militarybackpacks},
{Loot_GROUP, 4, militaryVehicleAmmo},
//Clothing
{Loot_GROUP, 3, militaryclothes},
//Containers
{Loot_CONTAINER, 1, DZ_MedBox, MedicalBox, 10, 20},
{Loot_CONTAINER, 3, DZ_CardboardBox, Consumable, 10, 20},
{Loot_CONTAINER, 1, DZ_AmmoBoxUS, AmmoBoxRU1, 10, 20},
{Loot_CONTAINER, 1, DZ_AmmoBoxRU, AmmoBoxRU2, 10, 20},
{Loot_CONTAINER, 1, DZ_AmmoBoxRU, AmmoBoxRU3, 5, 10},
//Other
{Loot_MAGAZINE, 1, PartVRotor},
{Loot_MAGAZINE, 2, forest_large_net_kit},
{Loot_GROUP, 10, AttachmentsRU},
//Piles
{Loot_PILE, 15, CrashSiteRUPile, 2, 4}
};
CrashSiteRUPile[] =
{
{Loot_GROUP, 5, ToolsMilitary},
{Loot_MAGAZINE, 10, FoodMRE},
{Loot_GROUP, 15, AmmoRU},
{Loot_MAGAZINE, 3, 3rnd_Anzio_20x102mm},
{Loot_GROUP, 10, MedicalLow}
};
CrashSiteUS[] =
{
//Weapons
{Loot_GROUP, 30, weaponsUS},
{Loot_WEAPON, 1, M107_DZ}, // High value weapon
//Tools
{Loot_GROUP, 3, ToolsMilitary},
//Backpacks
{Loot_GROUP, 4, militarybackpacks},
{Loot_GROUP, 4, militaryVehicleAmmo},
//Clothing
{Loot_GROUP, 3, militaryclothes},
//Containers
{Loot_CONTAINER, 3, DZ_MedBox, MedicalBox, 10, 20},
{Loot_CONTAINER, 3, DZ_CardboardBox, Consumable, 10, 20},
{Loot_CONTAINER, 1, DZ_AmmoBoxUS, AmmoBoxUS1, 10, 20},
{Loot_CONTAINER, 1, DZ_AmmoBoxUS, AmmoBoxUS2, 5, 10},
//Other
{Loot_MAGAZINE, 1, PartVRotor},
{Loot_MAGAZINE, 2, forest_large_net_kit},
{Loot_GROUP, 10, AttachmentsUS},
//Piles
{Loot_PILE, 15, CrashSiteUSPile, 2, 4}
};
CrashSiteUSPile[] =
{
{Loot_GROUP, 5, ToolsMilitary},
{Loot_MAGAZINE, 10, FoodMRE},
{Loot_GROUP, 15, AmmoUS},
{Loot_MAGAZINE, 3, 10Rnd_127x99_m107},
{Loot_GROUP, 10, MedicalLow}
};
CrashSiteEU[] =
{
//Weapons
{Loot_GROUP, 30, weaponsEU},
{Loot_WEAPON, 1, BAF_AS50_scoped_DZ}, // High value weapon
//Tools
{Loot_GROUP, 3, ToolsMilitary},
//Backpacks
{Loot_GROUP, 4, militarybackpacks},
{Loot_GROUP, 4, militaryVehicleAmmo},
//Clothing
{Loot_GROUP, 3, militaryclothes},
//Containers
{Loot_CONTAINER, 3, DZ_MedBox, MedicalBox, 10, 20},
{Loot_CONTAINER, 3, DZ_CardboardBox, Consumable, 10, 20},
{Loot_CONTAINER, 1, DZ_AmmoBoxUS, AmmoBoxEU1, 10, 20},
{Loot_CONTAINER, 1, DZ_AmmoBoxUS, AmmoBoxEU2, 5, 10},
//Other
{Loot_MAGAZINE, 1, PartVRotor},
{Loot_MAGAZINE, 2, desert_net_kit},
{Loot_GROUP, 10, AttachmentsEU},
//Piles
{Loot_PILE, 15, CrashSiteEUPile, 2, 4}
};
CrashSiteEUPile[] =
{
{Loot_GROUP, 5, ToolsMilitary},
{Loot_MAGAZINE, 10, FoodMRE},
{Loot_GROUP, 15, AmmoEU},
{Loot_MAGAZINE, 3, 5Rnd_127x99_as50},
{Loot_GROUP, 10, MedicalLow}
};
CrashSiteCZ[] =
{
//Weapons
{Loot_GROUP, 30, weaponsCZ},
{Loot_WEAPON, 1, MAAWS}, // High value weapon
//Tools
{Loot_GROUP, 3, ToolsMilitary},
//Backpacks
{Loot_GROUP, 4, militarybackpacks},
{Loot_GROUP, 4, militaryVehicleAmmo},
//Clothing
{Loot_GROUP, 3, militaryclothes},
//Containers
{Loot_CONTAINER, 3, DZ_MedBox, MedicalBox, 10, 20},
{Loot_CONTAINER, 3, DZ_CardboardBox, Consumable, 10, 20},
{Loot_CONTAINER, 1, DZ_AmmoBoxUS, AmmoBoxCZ1, 10, 20},
{Loot_CONTAINER, 1, DZ_AmmoBoxRU, AmmoBoxCZ2, 10, 20},
{Loot_CONTAINER, 1, DZ_AmmoBoxUS, AmmoBoxCZ3, 10, 20},
//Other
{Loot_MAGAZINE, 1, PartVRotor},
{Loot_MAGAZINE, 2, desert_large_net_kit},
{Loot_GROUP, 10, AttachmentsCZ},
//Piles
{Loot_PILE, 15, CrashSiteCZPile, 2, 4}
};
CrashSiteCZPile[] =
{
{Loot_GROUP, 5, ToolsMilitary},
{Loot_MAGAZINE, 10, FoodMRE},
{Loot_GROUP, 15, AmmoCZ},
{Loot_MAGAZINE, 3, MAAWS_HEAT},
{Loot_GROUP, 10, MedicalHigh}
};

View File

@@ -1,58 +1,38 @@
Generic[] =
{
{Loot_MAGAZINE, 1, 1Rnd_Arrow_Wood},
{Loot_MAGAZINE, 1, HandRoadFlare},
{Loot_MAGAZINE, 1, HandChemGreen},
{Loot_MAGAZINE, 1, HandChemBlue},
{Loot_MAGAZINE, 1, HandChemRed},
//DZE
{Loot_MAGAZINE, 1, 5Rnd_17HMR},
{Loot_MAGAZINE, 2, 10Rnd_303British},
{Loot_MAGAZINE, 2, 15Rnd_W1866_Slug},
{Loot_MAGAZINE, 2, 5Rnd_762x54_Mosin},
{Loot_MAGAZINE, 2, 8Rnd_9x18_Makarov},
{Loot_MAGAZINE, 2, 7Rnd_45ACP_1911},
{Loot_MAGAZINE, 2, 6Rnd_45ACP},
// {Loot_MAGAZINE, 1, ItemBookBible},
{Loot_MAGAZINE, 1, equip_string},
{Loot_MAGAZINE, 1, ItemDocument},
{Loot_MAGAZINE, 1, equip_duct_tape},
{Loot_MAGAZINE, 1, equip_rope},
{Loot_MAGAZINE, 1, equip_herb_box},
// {Loot_MAGAZINE, 1, equip_pvc_box},
{Loot_MAGAZINE, 1, equip_lever},
{Loot_MAGAZINE, 1, equip_rag},
{Loot_MAGAZINE, 0.3, equip_nails},
{Loot_MAGAZINE, 1, PartWoodPile},
{Loot_GROUP, 1, FuelCan}
};
tents[] = {
{Loot_MAGAZINE, 0.5, ItemDomeTent},
{Loot_MAGAZINE, 1, ItemTent},
{Loot_MAGAZINE, 0.5, ItemDesertTent} //EPOCH ADDITION
};
GenericSmall[] =
{
{Loot_MAGAZINE, 1, HandRoadFlare},
{Loot_MAGAZINE, 1, HandChemGreen},
{Loot_MAGAZINE, 1, HandChemBlue},
{Loot_MAGAZINE, 1, HandChemRed},
{Loot_MAGAZINE, 1, 5Rnd_17HMR},
{Loot_MAGAZINE, 2, 10Rnd_303British},
{Loot_MAGAZINE, 2, 15Rnd_W1866_Slug},
{Loot_MAGAZINE, 1, 5Rnd_762x54_Mosin},
{Loot_MAGAZINE, 2, 8Rnd_9x18_Makarov},
{Loot_MAGAZINE, 2, 7Rnd_45ACP_1911},
{Loot_MAGAZINE, 1, 6Rnd_45ACP},
{Loot_MAGAZINE, 1, equip_string},
{Loot_MAGAZINE, 1, equip_duct_tape},
{Loot_MAGAZINE, 1, equip_rope},
{Loot_MAGAZINE, 1, equip_nails}
};
Generic[] =
{
{Loot_MAGAZINE, 1, 1Rnd_Arrow_Wood},
{Loot_MAGAZINE, 1, HandRoadFlare},
{Loot_MAGAZINE, 1, HandChemGreen},
{Loot_MAGAZINE, 1, HandChemBlue},
{Loot_MAGAZINE, 1, HandChemRed},
{Loot_MAGAZINE, 1, 5Rnd_17HMR},
{Loot_MAGAZINE, 2, 10Rnd_303British},
{Loot_MAGAZINE, 2, 15Rnd_W1866_Slug},
{Loot_MAGAZINE, 2, 5Rnd_762x54_Mosin},
{Loot_MAGAZINE, 2, 8Rnd_9x18_Makarov},
{Loot_MAGAZINE, 2, 7Rnd_45ACP_1911},
{Loot_MAGAZINE, 2, 6Rnd_45ACP},
{Loot_MAGAZINE, 1, ItemDocument},
{Loot_GROUP, 1, FuelCan}
};
tents[] = {
{Loot_MAGAZINE, 1, ItemDomeTent},
{Loot_MAGAZINE, 1, ItemTent},
{Loot_MAGAZINE, 1, ItemDesertTent} //EPOCH ADDITION
};
GenericSmall[] =
{
{Loot_MAGAZINE, 1, HandRoadFlare},
{Loot_MAGAZINE, 1, HandChemGreen},
{Loot_MAGAZINE, 1, HandChemBlue},
{Loot_MAGAZINE, 1, HandChemRed},
{Loot_MAGAZINE, 1, 5Rnd_17HMR},
{Loot_MAGAZINE, 2, 10Rnd_303British},
{Loot_MAGAZINE, 2, 15Rnd_W1866_Slug},
{Loot_MAGAZINE, 1, 5Rnd_762x54_Mosin},
{Loot_MAGAZINE, 2, 8Rnd_9x18_Makarov},
{Loot_MAGAZINE, 2, 7Rnd_45ACP_1911},
{Loot_MAGAZINE, 1, 6Rnd_45ACP}
};

View File

@@ -1,3 +1,5 @@
// Loot is inserted into tents so no "weaponholder_" type tools here.
InfectedCampType[] =
{
{Loot_NONE, 1, Camp1_Small},
@@ -29,20 +31,19 @@ InfectedCampWreck[] =
InfectedCamp[] =
{
//Tools
{Loot_WEAPON, 7, ItemWatch},
{Loot_WEAPON, 3, ItemCompass},
{Loot_WEAPON, 7, ItemFlashlight},
{Loot_WEAPON, 5, ItemKnife},
{Loot_WEAPON, 4, Binocular},
{Loot_WEAPON, 8, ItemCrowbar},
{Loot_WEAPON, 1, ItemWatch},
{Loot_WEAPON, 1, ItemCompass},
{Loot_WEAPON, 1, ItemFlashlight},
{Loot_WEAPON, 1, ItemKnife},
{Loot_WEAPON, 1, Binocular},
{Loot_WEAPON, 1, ItemCrowbar},
//Pistols
{Loot_GROUP, 10, pistols},
{Loot_GROUP, 5, pistols},
//Rifles
{Loot_GROUP, 6, assaultrifles},
{Loot_GROUP, 8, farmweapons},
{Loot_WEAPON, 2, Mosin_DZ},
//Weapons
{Loot_GROUP, 10, shotgunsingleshot},
{Loot_GROUP, 1, Chainsaws},
{Loot_WEAPON, 4, Crossbow_DZ},
{Loot_WEAPON, 5, MeleeBaseBallBat},
@@ -56,9 +57,10 @@ InfectedCamp[] =
{Loot_MAGAZINE, 2, ItemBookBible},
//Groups
{Loot_GROUP, 30, MedicalLow},
{Loot_GROUP, 20, MedicalHigh},
{Loot_GROUP, 15, MedicalLow},
{Loot_GROUP, 10, MedicalHigh},
{Loot_GROUP, 10, AmmoCivilian},
{Loot_GROUP, 10, Parts},
{Loot_GROUP, 100, Consumable},
{Loot_GROUP, 30, Consumable},
{Loot_WEAPON, 3, ItemMatchbox}
};
};

View File

@@ -1,57 +1,43 @@
MedicalLow[] =
{
{Loot_MAGAZINE, 8, ItemBandage},
{Loot_MAGAZINE, 5, ItemPainkiller},
{Loot_MAGAZINE, 4, ItemMorphine},
{Loot_MAGAZINE, 3, ItemEpinephrine},
{Loot_MAGAZINE, 4, ItemAntibacterialWipe},
{Loot_MAGAZINE, 4, ItemHeatPack}
};
MedicalHigh[] =
{
{Loot_MAGAZINE, 5, ItemMorphine},
{Loot_MAGAZINE, 3, ItemBloodTester},
{Loot_MAGAZINE, 5, ItemHeatPack},
{Loot_MAGAZINE, 2, ItemBloodbagEmpty},
{Loot_GROUP, 2, Antibiotics},
{Loot_GROUP, 6, Bloodbags},
{Loot_GROUP, 7, MedicalLow}
};
MedicalBox[] =
{
{Loot_MAGAZINE, 5, ItemMorphine},
{Loot_MAGAZINE, 3, ItemBloodTester},
{Loot_MAGAZINE, 5, ItemHeatPack},
{Loot_MAGAZINE, 2, ItemBloodbagEmpty},
{Loot_GROUP, 1, Antibiotics},
{Loot_GROUP, 15, Bloodbags},
{Loot_GROUP, 7, MedicalLow}
};
Antibiotics[] =
{
{Loot_MAGAZINE, 1, ItemAntibiotic3},
{Loot_MAGAZINE, 3, ItemAntibiotic2},
{Loot_MAGAZINE, 5, ItemAntibiotic1}
};
Bloodbags[] =
{
{Loot_MAGAZINE, 5, ItemBloodbagAPos},
{Loot_MAGAZINE, 4, ItemBloodbagANeg},
{Loot_MAGAZINE, 5, ItemBloodbagBPos},
{Loot_MAGAZINE, 4, ItemBloodbagBNeg},
{Loot_MAGAZINE, 2, ItemBloodbagABPos},
{Loot_MAGAZINE, 2, ItemBloodbagABNeg},
{Loot_MAGAZINE, 2, ItemBloodbagOPos},
{Loot_MAGAZINE, 1, ItemBloodbagONeg}
MedicalLow[] =
{
{Loot_MAGAZINE, 5, ItemBandage},
{Loot_MAGAZINE, 3, ItemPainkiller},
{Loot_MAGAZINE, 3, ItemMorphine},
{Loot_MAGAZINE, 1, ItemEpinephrine},
{Loot_MAGAZINE, 2, ItemAntibacterialWipe},
{Loot_MAGAZINE, 1, ItemHeatPack}
};
MedicalHigh[] =
{
{Loot_MAGAZINE, 1, bloodTester},
{Loot_MAGAZINE, 1, emptyBloodBag},
{Loot_GROUP, 3, Antibiotics},
{Loot_GROUP, 15, Bloodbags},
{Loot_GROUP, 8, MedicalLow}
};
MedicalBox[] =
{
{Loot_GROUP, 5, MedicalHigh},
{Loot_GROUP, 1, MedicalLow}
};
Antibiotics[] =
{
{Loot_MAGAZINE, 1, ItemAntibiotic3},
{Loot_MAGAZINE, 3, ItemAntibiotic2},
{Loot_MAGAZINE, 5, ItemAntibiotic1}
};
Bloodbags[] =
{
{Loot_MAGAZINE, 5, bloodBagAPOS},
{Loot_MAGAZINE, 4, bloodBagANEG},
{Loot_MAGAZINE, 5, bloodBagBPOS},
{Loot_MAGAZINE, 4, bloodBagBNEG},
{Loot_MAGAZINE, 2, bloodBagABPOS},
{Loot_MAGAZINE, 2, bloodBagABNEG},
{Loot_MAGAZINE, 2, bloodBagOPOS},
{Loot_MAGAZINE, 1, bloodBagONEG}
};

View File

@@ -1,8 +1,9 @@
// In order to fix up a vehicle more wheels and glass are required, so they have higher weights.
Parts[] =
{
{Loot_MAGAZINE, 5, PartGeneric},
{Loot_MAGAZINE, 1, PartGeneric},
{Loot_MAGAZINE, 3, PartGlass},
{Loot_MAGAZINE, 2, PartFueltank},
{Loot_MAGAZINE, 2, PartWheel},
{Loot_MAGAZINE, 1, PartFueltank},
{Loot_MAGAZINE, 3, PartWheel},
{Loot_MAGAZINE, 1, PartEngine}
};

View File

@@ -0,0 +1,38 @@
// This file was created to group tools into different categories
// Melee weapons hatchet, machete, crowbar, and baseball bat added directly to building loot.
// This list contains small tools that can spawn anywhere
ToolsSurvival[] =
{
{Loot_TOOL, 1, ItemKnife},
{Loot_TOOL, 1, ItemMap},
{Loot_TOOL, 1, ItemWatch},
{Loot_TOOL, 1, ItemCompass},
{Loot_TOOL, 1, ItemMatchbox},
{Loot_TOOL, 1, ItemFlashlight},
{Loot_TOOL, 1, Binocular}
};
// This list contains large tools that should not be called in small groups
ToolsBuilding[] =
{
{Loot_TOOL, 1, ItemSledge}, // Sledge hammer should be a bit more rare than everything else.
{Loot_MAGAZINE, 2, ItemSledgeHandle},
{Loot_MAGAZINE, 2, ItemSledgeHead},
{Loot_TOOL, 3, ItemKeyKit},
{Loot_TOOL, 6, ItemToolbox},
{Loot_TOOL, 4, ItemEtool}
};
// Small tools that can spawn anywhere
ToolsMilitary[] =
{
{Loot_TOOL, 1, ItemKnife},
{Loot_TOOL, 1, ItemGPS},
{Loot_TOOL, 1, ItemCompass},
{Loot_TOOL, 1, ItemFlashlightRed},
{Loot_TOOL, 1, Binocular},
{Loot_TOOL, 1, NVGoggles},
{Loot_TOOL, 1, Binocular_Vector},
{Loot_TOOL, 1, ItemEtool}
};

View File

@@ -0,0 +1,39 @@
// Grouping Vanilla Mod specific items together because they have limited use in Epoch and should be called sporadically.
// DayZ Mod base building is not enabled in Epoch so there is no reason to spawn many of these items.
// skigoggles posted a list of unused (junk) items here: https://helpthedeadreturn.wordpress.com/2015/12/08/items-of-dubious-value-junk/
VanillaSurvival[] =
{
// {Loot_MAGAZINE, 1, equip_pvc_box}, // Unused
// {Loot_MAGAZINE, 1, ItemBookBible}, // Novelty church item - added directly to church loot
// {Loot_MAGAZINE, 1, PartWoodPile}, // Build a fire - In Epoch these can be easily harvested from trees
// {Loot_MAGAZINE, 1, equip_rope}, // Only appears to be used to craft string
{Loot_MAGAZINE, 1, equip_rag}, // Used to craft bandages and makeshift backpack
{Loot_MAGAZINE, 1, equip_string}, // Used in multiple crafting recipes
{Loot_MAGAZINE, 1, equip_duct_tape}, // Repair broken stuff - craft a sling
{Loot_MAGAZINE, 1, equip_herb_box}, // Combine with ItemWaterBottle to make Herbal Tea
{Loot_MAGAZINE, 1, equip_nails}, // Combine with baseball bat - Vanilla base building
{Loot_MAGAZINE, 1, equip_hose} // Need this to siphon gas with fuel container - very useful
};
VanillaConstruction[] =
{
// {Loot_MAGAZINE, 1, equip_scrapelectronics}, // Unused
// {Loot_MAGAZINE, 2, equip_1inch_metal_pipe}, // Unused
// {Loot_MAGAZINE, 2, equip_2inch_metal_pipe}, // Unused
// {Loot_WEAPON, 2, ItemShovel}, // Has no function in Epoch
// {Loot_WEAPON, 1, WeaponHolder_ItemPickaxe}, // Get ItemStone from rocks on the map - no function in Epoch.
// {Loot_WEAPON, 2, WeaponHolder_ItemPickaxeBroken},
// {Loot_MAGAZINE, 9, equip_metal_sheet}, // Vanilla base building
// {Loot_MAGAZINE, 9, equip_metal_sheet_rusted}, // Unused
// {Loot_MAGAZINE, 4, ItemScrews}, // Vanilla base building
// {Loot_MAGAZINE, 5, ItemStone}, // Vanilla base building - foundations
// {Loot_WEAPON, 1, ItemDIY_wood}, // Vanilla base building
// {Loot_WEAPON, 1, ItemDIY_Gate} // Vanilla base building
{Loot_MAGAZINE, 1, equip_hose}, // Need this to siphon gas with fuel container - very useful
{Loot_MAGAZINE, 1, equip_lever}, // Repair broken handles if dayz_toolBreaking enabled
{Loot_MAGAZINE, 1, ItemPlank}, // Vanilla base building - craft a sling
{Loot_MAGAZINE, 1, equip_nails}, // Combine with baseball bat - Vanilla base building
{Loot_MAGAZINE, 1, equip_brick}, // Used to sharpen tools if dayz_knifeDulling enabled
{Loot_MAGAZINE, 1, ItemLog} // Make a fire, make ItemPlank
};

View File

@@ -1,139 +1,193 @@
//{Loot_GROUP, 2, pistols},
//{Loot_GROUP, 2, shotgunsingleshot},
//{Loot_GROUP, 2, farmweapons},
//{Loot_GROUP, 2, sniperrifles},
//{Loot_GROUP, 2, submachinegun},
//{Loot_GROUP, 2, assaultrifles},
//{Loot_GROUP, 2, militaryshotguns},
pistols[] = {
{Loot_WEAPON, 2, Makarov_DZ}, //Makarov
{Loot_WEAPON, 2, M1911_DZ}, //Colt1911
{Loot_WEAPON, 1.5, Revolver_DZ}, //revolver_EP1
{Loot_WEAPON, 1, G17_DZ}, //glock17_EP1
{Loot_WEAPON, 1, Makarov_SD_DZ}, //MakarovSD
{Loot_WEAPON, 0.7, M9_DZ}, //M9
{Loot_WEAPON, 0.5, M9_SD_DZ}, //M9SD
{Loot_WEAPON, 0.1, revolver_gold_EP1}
};
shotgunsingleshot[] = {
{Loot_WEAPON, 2, Winchester1866_DZ}, //Winchester1866
{Loot_WEAPON, 1.7, LeeEnfield_DZ}, //LeeEnfield
{Loot_WEAPON, 1.7, MR43_DZ}, //MR43
{Loot_WEAPON, 1, Saiga12K},
{Loot_WEAPON, 1, Remington870_DZ}, //Remington870_lamp
{Loot_WEAPON, 1, Crossbow_DZ},
{Loot_WEAPON, 1, RedRyder},
{Loot_WEAPON, 1, M1014_DZ} //M1014
};
Chainsaws[] = {
{Loot_WEAPON, 1, ChainSaw},
{Loot_WEAPON, 1, ChainSawB},
{Loot_WEAPON, 1, ChainSawG},
{Loot_WEAPON, 1, ChainSawP},
{Loot_WEAPON, 1, ChainSawR}
};
farmweapons[] = {
{Loot_GROUP, 5, shotgunsingleshot},
{Loot_WEAPON, 2, CZ550_DZ}, //huntingrifle
{Loot_GROUP, 0.3, Chainsaws},
{Loot_WEAPON, 2, RedRyder},
{Loot_WEAPON, 3, Mosin_DZ}
};
sniperrifles[] = {
{Loot_WEAPON, 1, AK_107_PSO},
{Loot_WEAPON, 0.9, M4SPR},
{Loot_WEAPON, 0.9, M40A3_DZ}, //M40A3
{Loot_WEAPON, 0.7, SVD_PSO1_Gh_DZ},
{Loot_WEAPON, 0.7, SVD_PSO1_DZ},
{Loot_WEAPON, 1, CZ550_DZ}, //huntingrifle
{Loot_WEAPON, 0.8, M24_des_EP1},
{Loot_WEAPON, 0.8, M24_DZ}, //M24
{Loot_WEAPON, 0.6, BAF_LRR_scoped},
{Loot_WEAPON, 0.6, BAF_LRR_scoped_W},
{Loot_WEAPON, 0.5, M107_DZ},
{Loot_WEAPON, 0.5, KSVK_DZE},
{Loot_WEAPON, 0.5, VSS_vintorez},
{Loot_WEAPON, 0.6, SCAR_H_LNG_Sniper_SD},
{Loot_WEAPON, 1, M14_DZ}, //M14_EP1
{Loot_WEAPON, 0.7, DMR_DZ}, //DMR
{Loot_WEAPON, 0.8, SCAR_H_LNG_Sniper}, //Mk17 Sniper
{Loot_WEAPON, 0.6, M110_NVG_EP1} //M110 NVG
};
submachinegun[] = {
{Loot_WEAPON, 2, PDW_DZ}, //UZI_EP1
{Loot_WEAPON, 1.5, Bizon_DZ}, //bizon
{Loot_WEAPON, 1.5, Sa61_EP1},
{Loot_WEAPON, 1, MP5_DZ}, //MP5A5
{Loot_WEAPON, 1, Bizon_SD_DZ}, //bizon_silenced
{Loot_WEAPON, 0.8, UZI_SD_EP1},
{Loot_WEAPON, 0.7, MP5_SD_DZ} //MP5SD
};
assaultrifles[] = {
{Loot_WEAPON, 0.5, AK74_Kobra_DZ}, //AKS_74_kobra (stock is slightly different, otherwise identical)
{Loot_WEAPON, 0.5, AKS74U_DZ}, //AKS_74_U
{Loot_WEAPON, 0.1, AKS_GOLD},
{Loot_WEAPON, 0.5, AKM_DZ}, //AK_47_M
{Loot_WEAPON, 0.5, AK74_DZ}, //AK_74
{Loot_WEAPON, 0.5, AK107_DZ}, //AK_107
{Loot_WEAPON, 0.3, FNFAL_DZ}, //FN_FAL
{Loot_WEAPON, 0.1, FN_FAL_ANPVS4_DZE}, //FNFAL_ANPVS4_DZ is NV only _DZE is toggleable
{Loot_WEAPON, 0.5, G36A_Camo_DZ}, //G36A_camo
{Loot_WEAPON, 0.5, G36C_DZ}, //G36C
{Loot_WEAPON, 0.4, G36C_camo},
{Loot_WEAPON, 0.5, G36K_Camo_DZ}, //G36K_camo
{Loot_WEAPON, 0.2, G36_C_SD_camo},
{Loot_WEAPON, 0.5, M16A2_DZ}, //M16A2
//{Loot_WEAPON, 0.2, M16A2_GL_DZ}, //M16A2GL //added to attachments system
{Loot_WEAPON, 0.1, M16A4_ACOG_DZ}, //M16A4_ACG (has slightly different scope)
{Loot_WEAPON, 0.5, M4A1_DZ}, //M4A1
{Loot_WEAPON, 0.4, M4A1_CCO_DZ}, //M4A1_Aim
{Loot_WEAPON, 0.1, M4A1_AIM_SD_camo},
{Loot_WEAPON, 0.1, M4A1_HWS_GL_camo},
{Loot_WEAPON, 0.3, M4A3_CCO_EP1},
{Loot_WEAPON, 0.4, SA58_DZ}, //Sa58P_EP1 (identical), Sa58V_EP1 (different stock)
{Loot_WEAPON, 0.3, SA58_CCO_DZ}, //No camo, no grip handle
{Loot_WEAPON, 0.2, Sa58V_CCO_EP1}, //Camo with grip handle
{Loot_WEAPON, 0.3, SA58_ACOG_DZ}, //No camo, no grip handle
{Loot_WEAPON, 0.2, Sa58V_RCO_EP1}, // Camo with grip handle
{Loot_WEAPON, 0.3, SA58_RIS_DZ}, //SA58_DZ with different rail
{Loot_WEAPON, 0.3, m8_compact},
{Loot_WEAPON, 0.2, m8_sharpshooter},
{Loot_WEAPON, 0.2, m8_holo_sd},
{Loot_WEAPON, 0.3, m8_carbine},
{Loot_WEAPON, 0.5, L85A2_DZ},
{Loot_WEAPON, 0.1, M4A1_HWS_GL_SD_Camo},
//Mk16
{Loot_WEAPON, 0.2, SCAR_L_CQC_CCO_SD}, //Mk16 Aimpoint SD
{Loot_WEAPON, 0.3, SCAR_L_CQC}, //Mk16 CQC
{Loot_WEAPON, 0.3, SCAR_L_CQC_Holo}, //Mk16 CQC EOTech
{Loot_WEAPON, 0.2, SCAR_L_CQC_EGLM_Holo}, //Mk16 EGLM EOTech,(40mm)
{Loot_WEAPON, 0.2, SCAR_L_STD_EGLM_RCO}, //Mk16 EGLM RCO,(40mm)
{Loot_WEAPON, 0.3, SCAR_L_STD_HOLO}, //Mk16 EOTech
{Loot_WEAPON, 0.3, SCAR_L_STD_Mk4CQT}, //Mk16 Mk4CQ/T
//Mk17
{Loot_WEAPON, 0.1, SCAR_H_CQC_CCO}, //Mk17 Aimpoint
{Loot_WEAPON, 0.1, SCAR_H_CQC_CCO_SD}, //Mk17 Aimpoint SD
{Loot_WEAPON, 0.1, SCAR_H_STD_EGLM_Spect} //Mk17 EGLM ACOG,(40mm)
};
machineguns[] = {
{Loot_WEAPON, 1.1, RPK74_DZ}, //RPK_74
{Loot_WEAPON, 1.1, M8_SAW},
{Loot_WEAPON, 1, Pecheneg_DZ},
{Loot_WEAPON, 1, PKM_DZ}, //PK_DZ
{Loot_WEAPON, 0.9, L110A1_DZ}, //BAF_L110A1_Aim_DZE scope is slightly different from L110A1_CCO_DZ, otherwise identical
{Loot_WEAPON, 0.9, MG36_camo},
{Loot_WEAPON, 1, M60A4_EP1_DZE},
{Loot_WEAPON, 1, MG36},
{Loot_WEAPON, 1, M249_m145_EP1_DZE},
{Loot_WEAPON, 1, m240_scoped_EP1_DZE},
{Loot_WEAPON, 0.8, M240_DZ},
{Loot_WEAPON, 0.9, M249_DZ},
{Loot_WEAPON, 0.5, Mk48_DZ}, //Mk_48_DZ (removed, was a duplicate of Mk48_CCO_DZ)
{Loot_WEAPON, 0.9, BAF_L86A2_ACOG} //L86A2 ACOG
};
militaryshotguns[] = {
{Loot_WEAPON, 2, Saiga12K},
{Loot_WEAPON, 2, Remington870_FL_DZ}, //Remington870_lamp
{Loot_WEAPON, 2, M1014_DZ}, //M1014
{Loot_WEAPON, 1, AA12_PMC} //AA12 Shotgun
};
// Weapons are organized in matching groups US,RU,CZ,EU, and Residential.
// Pistols also spawn in small groups so they are given smaller weights here.
weaponsRU[] =
{
// Pistols
{Loot_WEAPON, 2, Makarov_DZ},
{Loot_WEAPON, 1, Makarov_SD_DZ},
// Bolt action rifles and shotguns
{Loot_WEAPON, 5, Saiga12K},
{Loot_WEAPON, 5, Mosin_PU_DZ},
// Sniper Rifles
{Loot_WEAPON, 4, SVD_des_EP1},
{Loot_WEAPON, 4, SVD_DZ},
{Loot_WEAPON, 4, VSS_vintorez},
{Loot_WEAPON, 1, KSVK_DZE}, // High value weapon, low spawn chance.
{Loot_WEAPON, 1, Anzio_20_DZ}, // High value weapon, low spawn chance.
// Submachine Guns
{Loot_WEAPON, 7, Bizon_DZ},
{Loot_WEAPON, 7, Bizon_SD_DZ},
// Assault Rifles
{Loot_WEAPON, 6, AK74_Kobra_DZ},
{Loot_WEAPON, 6, AKS74U_DZ},
{Loot_WEAPON, 1, AKS_GOLD},
{Loot_WEAPON, 6, AKM_DZ},
{Loot_WEAPON, 6, AK107_DZ}, // Attachment support added to AK-107 in 1.0.7
{Loot_WEAPON, 6, AK74_DZ},
// Machine Guns
{Loot_WEAPON, 3, RPK74_DZ},
{Loot_WEAPON, 2, Pecheneg_DZ},
{Loot_WEAPON, 3, RPK_DZ},
{Loot_WEAPON, 3, PKM_DZ}
};
weaponsUS[] =
{
// Pistols
{Loot_WEAPON, 1, M9_DZ},
{Loot_WEAPON, 2, M9_SD_DZ},
// Bolt action rifles and shotguns
{Loot_WEAPON, 5, Remington870_DZ},
{Loot_WEAPON, 5, AA12_PMC},
// Sniper Rifles
{Loot_WEAPON, 5, M4SPR},
{Loot_WEAPON, 4, M40A3_DZ},
{Loot_WEAPON, 4, M24_des_EP1},
{Loot_WEAPON, 4, M24_DZ},
{Loot_WEAPON, 4, M14_DZ},
{Loot_WEAPON, 3, DMR_DZ},
{Loot_WEAPON, 1, M107_DZ}, // High value weapon, low spawn chance.
// Submachine Guns
{Loot_WEAPON, 3, PDW_DZ},
{Loot_WEAPON, 3, UZI_SD_EP1},
// Assault Rifles
{Loot_WEAPON, 6, M16A2_DZ},
{Loot_WEAPON, 6, M16A4_ACOG_DZ},
{Loot_WEAPON, 6, M4A1_DZ},
{Loot_WEAPON, 6, M4A1_AIM_SD_camo},
{Loot_WEAPON, 6, M4A1_HWS_GL_camo},
{Loot_WEAPON, 6, M4A3_CCO_EP1},
{Loot_WEAPON, 6, M4A1_HWS_GL_SD_Camo},
// Machine Guns
{Loot_WEAPON, 3, M60A4_EP1_DZE},
{Loot_WEAPON, 5, M249_m145_EP1_DZE},
{Loot_WEAPON, 3, m240_scoped_EP1_DZE},
{Loot_WEAPON, 3, M240_DZ},
{Loot_WEAPON, 5, M249_DZ}
};
weaponsEU[] =
{
// Pistols
{Loot_WEAPON, 2, G17_DZ},
{Loot_WEAPON, 1, G17_SD_DZ},
// Bolt action rifles and shotguns
{Loot_WEAPON, 5, LeeEnfield_DZ},
{Loot_WEAPON, 5, M1014_DZ},
// Sniper Rifles
{Loot_WEAPON, 1, L115A3_DZ}, // Tan Lapua
{Loot_WEAPON, 1, L115A3_2_DZ}, // Green Lapua
{Loot_WEAPON, 4, SCAR_H_LNG_Sniper_SD},
{Loot_WEAPON, 4, SCAR_H_LNG_Sniper},
{Loot_WEAPON, 4, FNFAL_DZ},
{Loot_WEAPON, 3, FN_FAL_ANPVS4_DZE}, //FNFAL_ANPVS4_DZ is NV only _DZE is toggleable
{Loot_WEAPON, 1, BAF_AS50_scoped_DZ}, // High value weapon, low spawn chance.
// Submachine Guns
{Loot_WEAPON, 7, MP5_DZ},
{Loot_WEAPON, 7, MP5_SD_DZ},
// Assault Rifles
{Loot_WEAPON, 5, G36A_Camo_DZ},
{Loot_WEAPON, 5, G36C_DZ},
{Loot_WEAPON, 5, G36C_camo},
{Loot_WEAPON, 5, G36K_Camo_DZ},
{Loot_WEAPON, 5, G36_C_SD_camo},
{Loot_WEAPON, 5, m8_compact},
{Loot_WEAPON, 5, m8_sharpshooter},
{Loot_WEAPON, 5, m8_holo_sd},
{Loot_WEAPON, 5, m8_carbine},
{Loot_WEAPON, 5, L85A2_DZ},
{Loot_WEAPON, 5, SCAR_L_CQC_CCO_SD},
{Loot_WEAPON, 5, SCAR_L_CQC},
{Loot_WEAPON, 5, SCAR_L_CQC_Holo},
{Loot_WEAPON, 5, SCAR_L_CQC_EGLM_Holo},
{Loot_WEAPON, 5, SCAR_L_STD_EGLM_RCO},
{Loot_WEAPON, 5, SCAR_L_STD_HOLO},
{Loot_WEAPON, 5, SCAR_L_STD_Mk4CQT},
{Loot_WEAPON, 3, SCAR_H_CQC_CCO},
{Loot_WEAPON, 3, SCAR_H_CQC_CCO_SD},
{Loot_WEAPON, 3, SCAR_H_STD_EGLM_Spect},
// Machine Guns
{Loot_WEAPON, 6, M8_SAW},
{Loot_WEAPON, 4, L110A1_DZ},
{Loot_WEAPON, 4, MG36_camo},
{Loot_WEAPON, 4, MG36},
{Loot_WEAPON, 3, Mk48_DZ},
{Loot_WEAPON, 5, BAF_L86A2_ACOG}
};
weaponsCZ[] =
{
// Pistols
{Loot_WEAPON, 2, CZ_75_P_07_DUTY},
{Loot_WEAPON, 2, CZ_75_D_COMPACT},
{Loot_WEAPON, 2, CZ_75_SP_01_PHANTOM},
{Loot_WEAPON, 1, CZ_75_SP_01_PHANTOM_SD},
// Sniper Rifles
{Loot_WEAPON, 3, CZ_750_S1_ACR},
{Loot_WEAPON, 3, M110_NVG_EP1}, // Technically a US rifle, but the CZ group does not have a DMR type rifle.
// Submachine Guns
{Loot_WEAPON, 7, Evo_ACR},
{Loot_WEAPON, 7, Evo_mrad_ACR},
{Loot_WEAPON, 5, evo_sd_ACR},
// Assault Rifles
{Loot_WEAPON, 6, SA58_DZ},
{Loot_WEAPON, 6, Sa58V_CCO_EP1},
{Loot_WEAPON, 6, Sa58V_RCO_EP1},
{Loot_WEAPON, 6, SA58_RIS_DZ},
{Loot_WEAPON, 6, CZ805_A1_ACR},
{Loot_WEAPON, 6, CZ805_A1_GL_ACR},
{Loot_WEAPON, 6, CZ805_A2_ACR},
{Loot_WEAPON, 6, CZ805_A2_SD_ACR},
{Loot_WEAPON, 3, CZ805_B_GL_ACR}, // 7.62x51, uses SCAR mags.
// Machine Gun
{Loot_WEAPON, 6, UK59_DZ}
};
pistols[] = { // Residential spawns
{Loot_WEAPON, 7, Makarov_DZ},
{Loot_WEAPON, 5, M1911_DZ},
{Loot_WEAPON, 3, Revolver_DZ},
{Loot_WEAPON, 1, revolver_gold_EP1}
};
shotgunsingleshot[] = { // Residential Spawns
{Loot_WEAPON, 2, Winchester1866_DZ},
{Loot_WEAPON, 2, Remington870_DZ},
{Loot_WEAPON, 2, LeeEnfield_DZ},
{Loot_WEAPON, 3, MR43_DZ},
{Loot_WEAPON, 3, Crossbow_DZ},
{Loot_WEAPON, 3, RedRyder},
{Loot_WEAPON, 1, CZ550_DZ},
{Loot_WEAPON, 1, Mosin_DZ}
};
Chainsaws[] = {
{Loot_WEAPON, 1, ChainSaw},
{Loot_WEAPON, 1, ChainSawB},
{Loot_WEAPON, 1, ChainSawG},
{Loot_WEAPON, 1, ChainSawP},
{Loot_WEAPON, 1, ChainSawR}
};

View File

@@ -1,29 +1,23 @@
Land_iron_vein_wreck[] =
{
{Loot_MAGAZINE,85,PartOre,10,10},
{Loot_MAGAZINE,10,PartOreSilver,0,10},
{Loot_MAGAZINE,5,PartOreGold,0,5}
{Loot_MAGAZINE, 1, PartOre,10,10},
};
Land_silver_vein_wreck[] =
{
{Loot_MAGAZINE,80,PartOreSilver,10,10},
{Loot_MAGAZINE,15,PartOreGold,2,6},
{Loot_MAGAZINE,5,PartOre,0,1}
{Loot_MAGAZINE, 1, PartOreSilver,10,10}
};
Land_gold_vein_wreck[] =
{
{Loot_MAGAZINE,80,PartOreGold,10,10},
{Loot_MAGAZINE,15,PartOreSilver,2,6},
{Loot_MAGAZINE,5,PartOre,0,1}
{Loot_MAGAZINE, 1, PartOreGold,10,10},
};
Land_ammo_supply_wreck[] =
{
{Loot_MAGAZINE, 20, 2000Rnd_762x51_M134},
{Loot_MAGAZINE, 20, 29Rnd_30mm_AGS30},
{Loot_MAGAZINE, 20, 50Rnd_127x107_DSHKM},
{Loot_MAGAZINE, 20, 48Rnd_40mm_MK19},
{Loot_MAGAZINE, 20, 100Rnd_127x99_M2}
{Loot_MAGAZINE, 1, 2000Rnd_762x51_M134},
{Loot_MAGAZINE, 1, 29Rnd_30mm_AGS30},
{Loot_MAGAZINE, 1, 50Rnd_127x107_DSHKM},
{Loot_MAGAZINE, 1, 48Rnd_40mm_MK19},
{Loot_MAGAZINE, 1, 100Rnd_127x99_M2}
};

View File

@@ -1,10 +1,9 @@
ZombieBodyguard[] =
{
{Loot_MAGAZINE, 1, FoodMRE},
{Loot_MAGAZINE, 0.5, ItemHotwireKit},
{Loot_MAGAZINE, 5, FoodMRE},
{Loot_MAGAZINE, 1, ItemHotwireKit},
{Loot_GROUP, 3, MedicalLow},
{Loot_GROUP, 10, AmmoMilitaryLow},
{Loot_GROUP, 2, AmmoMilitaryHigh},
{Loot_GROUP, 10, AmmoMilitaryZed},
{Loot_GROUP, 2, Consumable}
};

View File

@@ -1,10 +1,9 @@
ZombieCrewman[] =
{
{Loot_MAGAZINE, 1, FoodMRE},
{Loot_MAGAZINE, 0.5, ItemHotwireKit},
{Loot_MAGAZINE, 5, FoodMRE},
{Loot_MAGAZINE, 1, ItemHotwireKit},
{Loot_GROUP, 3, MedicalLow},
{Loot_GROUP, 10, AmmoMilitaryLow},
{Loot_GROUP, 2, AmmoMilitaryHigh},
{Loot_GROUP, 10, AmmoMilitaryZed},
{Loot_GROUP, 2, Consumable}
};
@@ -12,4 +11,4 @@ ZombieCrewmanViral[] =
{
{Loot_GROUP, 10, ZombieCrewman},
{Loot_MAGAZINE, 1, ItemAntibiotic1}
};
};

View File

@@ -1,9 +1,9 @@
ZombieDoctor[] =
{
{Loot_MAGAZINE, 5, ItemMorphine},
{Loot_MAGAZINE, 3, ItemBloodTester},
{Loot_MAGAZINE, 3, bloodTester},
{Loot_MAGAZINE, 5, ItemHeatPack},
{Loot_MAGAZINE, 2, ItemBloodbagEmpty},
{Loot_MAGAZINE, 2, emptyBloodBag},
{Loot_GROUP, 2, Antibiotics},
{Loot_GROUP, 6, Bloodbags},
{Loot_GROUP, 7, MedicalLow}

View File

@@ -1,10 +1,9 @@
ZombieGhillie[] =
{
{Loot_MAGAZINE, 1, FoodMRE},
{Loot_MAGAZINE, 0.5, ItemHotwireKit},
{Loot_MAGAZINE, 5, FoodMRE},
{Loot_MAGAZINE, 1, ItemHotwireKit},
{Loot_GROUP, 3, MedicalLow},
{Loot_GROUP, 10, AmmoMilitaryLow},
{Loot_GROUP, 2, AmmoMilitaryHigh},
{Loot_GROUP, 10, AmmoMilitaryZed},
{Loot_GROUP, 2, Consumable}
};

View File

@@ -1,10 +1,9 @@
ZombieMilitary[] =
{
{Loot_MAGAZINE, 1, FoodMRE},
{Loot_MAGAZINE, 0.5, ItemHotwireKit},
{Loot_MAGAZINE, 5, FoodMRE},
{Loot_MAGAZINE, 1, ItemHotwireKit},
{Loot_GROUP, 3, MedicalLow},
{Loot_GROUP, 10, AmmoMilitaryLow},
{Loot_GROUP, 2, AmmoMilitaryHigh},
{Loot_GROUP, 10, AmmoMilitaryZed},
{Loot_GROUP, 2, Consumable}
};

View File

@@ -1,10 +1,9 @@
ZombieOfficer[] =
{
{Loot_MAGAZINE, 1, FoodMRE},
{Loot_MAGAZINE, 0.5, ItemHotwireKit},
{Loot_MAGAZINE, 5, FoodMRE},
{Loot_MAGAZINE, 1, ItemHotwireKit},
{Loot_GROUP, 3, MedicalLow},
{Loot_GROUP, 10, AmmoMilitaryLow},
{Loot_GROUP, 2, AmmoMilitaryHigh},
{Loot_GROUP, 10, AmmoMilitaryZed},
{Loot_GROUP, 2, Consumable}
};

View File

@@ -1,10 +1,9 @@
ZombiePilot[] =
{
{Loot_MAGAZINE, 1, FoodMRE},
{Loot_MAGAZINE, 0.5, ItemHotwireKit},
{Loot_MAGAZINE, 5, FoodMRE},
{Loot_MAGAZINE, 1, ItemHotwireKit},
{Loot_GROUP, 3, MedicalLow},
{Loot_GROUP, 10, AmmoMilitaryLow},
{Loot_GROUP, 2, AmmoMilitaryHigh},
{Loot_GROUP, 10, AmmoMilitaryZed},
{Loot_GROUP, 2, Consumable}
};

View File

@@ -1,9 +1,9 @@
ZombiePolice[] =
{
{Loot_GROUP, 2, Consumable},
{Loot_GROUP, 3, AmmoCivilian},
{Loot_GROUP, 6, Consumable},
{Loot_GROUP, 4, AmmoCivilian},
{Loot_MAGAZINE, 2, ItemDocument},
{Loot_MAGAZINE, 0.5, ItemHotwireKit},
{Loot_MAGAZINE, 1, ItemHotwireKit},
{Loot_MAGAZINE, 1, ItemComboLock},
{Loot_MAGAZINE, 3, HandRoadFlare}
};

View File

@@ -1,10 +1,9 @@
ZombieRebels[] =
{
{Loot_MAGAZINE, 1, FoodMRE},
{Loot_MAGAZINE, 0.5, ItemHotwireKit},
{Loot_MAGAZINE, 5, FoodMRE},
{Loot_MAGAZINE, 1, ItemHotwireKit},
{Loot_GROUP, 3, MedicalLow},
{Loot_GROUP, 10, AmmoMilitaryLow},
{Loot_GROUP, 2, AmmoMilitaryHigh},
{Loot_GROUP, 10, AmmoMilitaryZed},
{Loot_GROUP, 2, Consumable}
};

View File

@@ -1,10 +1,9 @@
ZombieSpecialForces[] =
{
{Loot_MAGAZINE, 1, FoodMRE},
{Loot_MAGAZINE, 0.5, ItemHotwireKit},
{Loot_MAGAZINE, 5, FoodMRE},
{Loot_MAGAZINE, 1, ItemHotwireKit},
{Loot_GROUP, 3, MedicalLow},
{Loot_GROUP, 10, AmmoMilitaryLow},
{Loot_GROUP, 2, AmmoMilitaryHigh},
{Loot_GROUP, 10, AmmoMilitaryZed},
{Loot_GROUP, 2, Consumable}
};

View File

@@ -16,7 +16,7 @@ Author:
#include "\z\addons\dayz_code\util\Vector.hpp"
#include "\z\addons\dayz_code\loot\Loot.hpp"
private ["_vectorUp","_type","_config","_lootChance","_lootPos","_lootGroup","_worldPos","_existingPile","_loot","_obj"];
private ["_vectorUp","_type","_config","_lootChance","_lootPos","_lootGroup","_worldPos","_existingPile","_loot","_group","_smallGroup"];
_obj = _this select 0;
_type = _this select 1;
@@ -27,8 +27,18 @@ _lootChance = getNumber (_config >> "lootChance");
if (_lootChance <= 0 or ([_obj] call DZE_SafeZonePosCheck)) exitWith {};
_group = getText(_config >> "lootGroup");
_lootPos = getArray (_config >> "lootPos");
_lootGroup = Loot_GetGroup(getText(_config >> "lootGroup"));
_lootPos = [_lootPos,5] call fn_shuffleArray;
// Military buildings spawn matching loot.
if (_group in ["Military","MilitaryIndustrial"]) then {
_lootGroup = Loot_SelectSingle(Loot_GetGroup(_group));
_smallGroup = _lootGroup select 2;
_lootGroup = Loot_GetGroup(_lootGroup select 1);
} else {
_lootGroup = Loot_GetGroup(_group);
};
{
//Get the world position of the spawn position
@@ -39,11 +49,9 @@ _lootGroup = Loot_GetGroup(getText(_config >> "lootGroup"));
{
deleteVehicle _x;
dayz_currentWeaponHolders = dayz_currentWeaponHolders - 1;
}
foreach (_worldPos nearObjects ["ReammoBox", 1]);
} count (_worldPos nearObjects ["ReammoBox", 1]);
if (_lootChance > random 1 && {dayz_currentWeaponHolders < dayz_maxMaxWeaponHolders}) then
{
if (_lootChance > random 1 && {dayz_currentWeaponHolders < dayz_maxMaxWeaponHolders}) then {
Loot_SpawnGroup(_lootGroup, _worldPos);
};
}
@@ -55,8 +63,15 @@ foreach _lootPos;
if (isArray (_config >> "lootPosSmall")) then {
_lootPos = getArray (_config >> "lootPosSmall");
_lootGroup = Loot_GetGroup((getText(_config >> "lootGroup")) + "Small");
if (!isNil "_smallGroup") then {
_lootGroup = Loot_GetGroup(_smallGroup);
} else {
_lootGroup = Loot_GetGroup((_group) + "Small");
};
if (_lootGroup >= 1) then {
_lootPos = [_lootPos,5] call fn_shuffleArray;
{
//Get the world position of the spawn position
_worldPos = _obj modelToWorld _x;
@@ -65,10 +80,9 @@ if (isArray (_config >> "lootPosSmall")) then {
{
deleteVehicle _x;
dayz_currentWeaponHolders = dayz_currentWeaponHolders - 1;
} foreach (_worldPos nearObjects ["ReammoBox", 1]);
} count (_worldPos nearObjects ["ReammoBox", 1]);
if (_lootChance > random 1 && {dayz_currentWeaponHolders < dayz_maxMaxWeaponHolders}) then
{
if (_lootChance > random 1 && {dayz_currentWeaponHolders < dayz_maxMaxWeaponHolders}) then {
Loot_SpawnGroup(_lootGroup, _worldPos);
};
} foreach _lootPos;

View File

@@ -2,58 +2,43 @@
Created exclusively for ArmA2:OA - DayZMod.
Please request permission to use/alter/distribute from project leader (R4Z0R49)
*/
private ["_wreck","_iPos","_nearByZed","_nearByPlayer","_rnd","_positions","_zombieChance","_unitTypes","_min","_max","_num","_clean","_obj","_type","_config","_canLoot","_originalPos","_fastRun","_enabled","_i","_Pos"];
private ["_type","_position","_minDist","_maxDist","_isWreck","_nearByPlayer","_iPos","_positions","_zombieChance","_unitTypes","_min","_max","_num","_clean","_obj","_config","_i","_objPos"];
_obj = _this select 0;
_type = _this select 1;
_objPos = _this select 1;
_config = _this select 2;
_wreck = false;
if (count _this > 3) then {
_wreck = _this select 3;
};
_originalPos = getPosATL _obj;
_isWreck = _this select 3;
_type = typeOf _obj;
if (!([_originalPos] call DZE_SafeZonePosCheck)) then {
//Get zombie class
_unitTypes = getArray (_config >> "zombieClass");
_min = getNumber (_config >> "minRoaming");
_max = getNumber (_config >> "maxRoaming");
if (!([_objPos] call DZE_SafeZonePosCheck)) then {
_unitTypes = getArray (_config >> "zombieClass");
_min = getNumber (_config >> "minRoaming");
_max = getNumber (_config >> "maxRoaming");
_zombieChance = getNumber (_config >> "zombieChance");
//Walking Zombies
_num = (round(random _max)) max _min; // + round(_max / 3);
//diag_log ("Class: " + _type + " / Zombies: " + str(_unitTypes) + " / Walking: " + str(_num));
_num = round(random(_max - _min) + _min);
_minDist = (sizeOf _type);
_maxDist = if (_isWreck) then {(_minDist + 20)} else {(_minDist + 10)}; // zeds at crash sites can spawn further away.
for "_i" from 0 to _num do
{
//_iPos = _obj modelToWorld _originalPos;
// Walking Zombies
for "_i" from 0 to _num do {
if ((dayz_spawnZombies < dayz_maxControlledZombies) && {dayz_CurrentNearByZombies < dayz_maxNearByZombies} && {dayz_currentGlobalZombies < dayz_maxGlobalZeds}) then {
[_originalPos,true,_unitTypes,_wreck] call zombie_generate;
_position = [_objPos,_minDist,_maxDist,1] call fn_selectRandomLocation;
[_position,true,_unitTypes,_isWreck,false] call zombie_generate;
};
};
//Add Internal Zombies
if ((random 1) < _zombieChance) then {
_clean = {alive _x} count ((getPosATL _obj) nearEntities ["zZombie_Base",(sizeOf _type)]) == 0;
if (_clean) then {
_positions = getArray (_config >> "zedPos");
//diag_log format["Building: %1 / Positions: %2 / Chance: %3",_type,_positions,_zombieChance];
{
_Pos = [_x select 0, _x select 1, 0];
_rnd = random 1;
if (_rnd < _zombieChance) then {
_iPos = _obj modelToWorld _Pos;
_nearByZed = {alive _x} count (_iPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 10)]) > 0;
_nearByPlayer = ({isPlayer _x} count (_iPos nearEntities ["CAManBase",30])) > 0;
//diag_log ("BUILDING: " + _type + " / " + str(_nearByZed) + " / " + str(_nearByPlayer));
if ((dayz_spawnZombies < dayz_maxControlledZombies) && {dayz_CurrentNearByZombies < dayz_maxNearByZombies} && {dayz_currentGlobalZombies < dayz_maxGlobalZeds}) then {
if (!_nearByPlayer and {!_nearByZed}) then {
[_iPos,false,_unitTypes,false] call zombie_generate;
};
};
// Internal Zombies
_nearByPlayer = ({isPlayer _x} count (_objPos nearEntities ["CAManBase",30])) > 0;
if (!_nearByPlayer) then {
_positions = getArray (_config >> "zedPos");
{
if (random 1 < _zombieChance) then {
_iPos = _obj modelToWorld _x;
_iPos set [2, 0 max (_iPos select 2)];
if ((dayz_spawnZombies < dayz_maxControlledZombies) && {dayz_CurrentNearByZombies < dayz_maxNearByZombies} && {dayz_currentGlobalZombies < dayz_maxGlobalZeds}) then {
[_iPos,false,_unitTypes,false,true] call zombie_generate;
};
} forEach _positions;
};
};
} forEach _positions;
};
};
//diag_log ("2 end");

View File

@@ -0,0 +1,39 @@
// This function checks to see if a potential zombie spawn position is in the field of view of near players.
private ["_isOk","_zPos","_fov","_safeDistance","_farDistance","_xasl","_eye","_ed","_deg"];
_isOk = true;
_zPos = +(_this select 0);
if (count _zPos < 3) exitWith {
diag_log format["%1::fn_fieldOfView illegal pos %2", __FILE__, _zPos];
false
};
_zPos = ATLtoASL _zPos;
_fov = _this select 1; // players half field of view
_safeDistance = _this select 2; // minimum distance. closer is wrong
_farDistance = _this select 3; // distance further we won't check
_zPos set [2, (_zPos select 2) + 1.7];
{
_xasl = getPosASL _x;
if (_xasl distance _zPos < _farDistance) then {
if (_xasl distance _zPos < _safeDistance) then {
_isOk = false;
} else {
_eye = eyePos _x; // ASL
_ed = eyeDirection _x;
_ed = (_ed select 0) atan2 (_ed select 1);
_deg = [_xasl, _zPos] call BIS_fnc_dirTo;
_deg = (_deg - _ed + 720) % 360;
if (_deg > 180) then { _deg = _deg - 360; };
if ((abs(_deg) < _fov) && {( // in right angle sector?
(!(terrainIntersectASL [_zPos, _eye]) // no terrain between?
&& {(!(lineIntersects [_zPos, _eye]))}) // and no object between?
)}) then {
_isOk = false;
};
};
};
if (!_isOk) exitWith {false};
} forEach playableUnits;
_isOk

View File

@@ -1,13 +1,17 @@
private ["_ar","_rand_array","_rand"];
_ar = _this;
_rand_array = [];
while {count _ar > 0} do {
_rand = (count _ar);
_rand = floor (random _rand);
_rand_array set [count _rand_array, _ar select _rand];
_ar set [_rand, "randarray_del"];
_ar = _ar - ["randarray_del"];
sleep 0.001;
};
//Killzone Kid Array Shuffle Plus
//Usage: array = [array, shuffle count] call fn_shuffleArray;
_rand_array
private ["_arr","_cnt","_el1","_indx","_el2"];
_arr = _this select 0;
_cnt = count _arr - 1;
if (_cnt < 1) exitWith {_arr;}; // add count check to prevent errors.
_el1 = _arr select _cnt;
_arr resize _cnt;
for "_i" from 1 to (_this select 1) do {
_indx = floor random _cnt;
_el2 = _arr select _indx;
_arr set [_indx, _el1];
_el1 = _el2;
};
_arr set [_cnt, _el1];
_arr

View File

@@ -1,16 +1,9 @@
private ["_zeds","_isWreck","_looted","_zombied","_doNothing","_spawnZedRadius","_serverTime","_age","_position","_speed","_radius","_maxtoCreate","_inVehicle","_isAir","_isLand","_isSea","_Controlledzeddivided","_totalcrew","_nearby","_type","_config","_canSpawn","_dis","_checkLoot","_islocal","_bPos","_zombiesNum"];
private ["_zeds","_isWreck","_looted","_zombied","_doNothing","_spawnZedRadius","_serverTime","_age","_position","_radius","_maxtoCreate","_inVehicle","_isAir","_isLand","_isSea","_Controlledzeddivided","_nearby","_type","_config","_canSpawn","_dis","_checkLoot","_islocal","_bPos","_zombiesNum"];
_age = -1;
_position = [player] call fnc_getPos;
_speed = speed (vehicle player);
_radius = 200; //150*0.707; Pointless Processing (106.5)
_radius = 200; // distance from player to perform checks.
_spawnZedRadius = 20;
/*
//Tick Time
PVDZ_getTickTime = player;
publicVariableServer "PVDZ_getTickTime";
*/
// Current zombies
_zeds = entities "zZombie_Base";
dayz_currentGlobalZombies = count _zeds;
@@ -18,7 +11,7 @@ dayz_spawnZombies = 0;
dayz_CurrentNearByZombies = 0;
dayz_maxControlledZombies = dayz_maxLocalZombies; // This variable is also used in building_spawnZombies
{
if ((_x distance _position) < 200 && {alive _x}) then {
if ((_x distance _position) < _radius && {alive _x}) then {
if (local _x) then {
dayz_spawnZombies = dayz_spawnZombies + 1;
};
@@ -27,32 +20,24 @@ dayz_maxControlledZombies = dayz_maxLocalZombies; // This variable is also used
} count _zeds;
// Current loot spawns
dayz_currentWeaponHolders = count (_position nearObjects ["ReammoBox",200]);
dayz_currentWeaponHolders = count (_position nearObjects ["ReammoBox",_radius]);
//Limits (Land,Sea,Air)
_inVehicle = (vehicle player != player);
/*
_isAir = vehicle player iskindof "Air";
_isLand = vehicle player iskindof "Land";
_isSea = vehicle player iskindof "Sea";
if (_isLand) then { } else { };
if (_isAir) then { } else { };
if (_isSea) then { } else { };
*/
// In vehicle check
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
_doNothing = false;
if (_inVehicle) then {
_Controlledzeddivided = 0;
//exit if too fast
if (_speed > 25) exitwith {_doNothing = true;};
if ((speed _vehicle) > 25) exitwith {_doNothing = true;};
//Crew can spawn zeds.
_totalcrew = count (crew (vehicle player));
if (_totalcrew > 1) then {
if ((count (crew _vehicle)) > 1) then {
_Controlledzeddivided = 2;
//Dont allow driver to spawn if we have other crew members.
if (player == driver (vehicle player)) exitwith {_doNothing = true;};
if (player == driver _vehicle) exitwith {_doNothing = true;};
} else {
_Controlledzeddivided = 4;
};
@@ -62,7 +47,7 @@ if (_inVehicle) then {
};
};
if (_doNothing) exitwith {};
if (_doNothing) exitWith {};
/*if ("ItemMap_Debug" in items player) then {
deleteMarkerLocal "MaxZeds";
@@ -113,9 +98,10 @@ if (_doNothing) exitwith {};
// "Building" includes House and all of its child classes (Crashsite, IC_Fireplace1, IC_Tent, etc.)
_nearby = _position nearObjects ["Building",_radius];
dayz_spawnZombies = dayz_spawnZombies max floor(dayz_maxControlledZombies*.8);
if (dayz_spawnZombies > 0) then { _spawnZedRadius = _spawnZedRadius * 3; };
if (dayz_spawnZombies > 0) then { _spawnZedRadius = _spawnZedRadius * 3;};
//Spawn Zeds & loot in buildings
_serverTime = serverTime; // Get the current time once per cycle.
{
_type = typeOf _x;
_config = missionConfigFile >> "CfgLoot" >> "Buildings" >> _type;
@@ -123,32 +109,17 @@ if (dayz_spawnZombies > 0) then { _spawnZedRadius = _spawnZedRadius * 3; };
if (_canSpawn) then {
_dis = _x distance player;
_checkLoot = (count (getArray (_config >> "lootPos"))) > 0;
_islocal = _x getVariable ["", false]; // object created locally via TownGenerator.
//Make sure wrecks always spawn Zeds
_isWreck = _x isKindOf "CrashSite";
//Loot
if (getNumber(_config >> "lootChance") > 0) then {
if (dayz_currentWeaponHolders < dayz_maxMaxWeaponHolders) then {
//Basic loot check
if ((_dis < 125) and (_dis > 30) and !_inVehicle and _checkLoot) then {
_serverTime = serverTime;
_looted = (_x getVariable ["looted",_serverTime]);
_age = _serverTime - _looted;
//Building refresh rate
if (_age == 0 or (_age > getNumber(_config >> "lootRefreshTimer"))) then {
_x setVariable ["looted",_serverTime,!_islocal];
[_x,_type,_config] call building_spawnLoot;
if (!(_x in dayz_buildingBubbleMonitor)) then {
dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x];
};
//diag_log [ diag_tickTime, "new loot at",_x,"age:", _age, "serverTime:", _serverTime];
}/*
else {
diag_log [ diag_tickTime, "won't spawn loot at",_x,"age:", _age, "serverTime:", _serverTime];
}*/;
//Loot
if (dayz_currentWeaponHolders < dayz_maxMaxWeaponHolders) then { // Check this first
_checkLoot = (count (getArray (_config >> "lootPos"))) > 0;
if ((_dis < 125) && {_dis > 15} && {!_inVehicle} && {_checkLoot}) then {
_looted = (_x getVariable ["looted",_serverTime]);
_age = _serverTime - _looted; // if age is zero then the building hasn't been looted before.
if ((_age == 0) || {_age > getNumber(_config >> "lootRefreshTimer")}) then {
_x setVariable ["looted",_serverTime,!_islocal];
[_x,_type,_config] call building_spawnLoot;
};
};
};
@@ -156,33 +127,23 @@ if (dayz_spawnZombies > 0) then { _spawnZedRadius = _spawnZedRadius * 3; };
//Zeds
if (getNumber(_config >> "zombieChance") > 0) then {
if (_dis > _spawnZedRadius) then {
_serverTime = serverTime;
_zombied = (_x getVariable ["zombieSpawn",_serverTime]);
_age = _serverTime - _zombied;
if ((_age == 0) or (_age > 300)) then {
if ((_age == 0) || {_age > 300}) then {
//Make sure crash sites always spawn Zeds
_isWreck = _x isKindOf "CrashSite";
_bPos = getPosATL _x;
if (!_isWreck) then {
if ((dayz_spawnZombies < dayz_maxControlledZombies) && {dayz_CurrentNearByZombies < dayz_maxNearByZombies} && {dayz_currentGlobalZombies < dayz_maxGlobalZeds}) then {
_bPos = getPosATL _x;
_zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 10)]);
if (_zombiesNum == 0) then {
if (_zombiesNum == 0) then {
_x setVariable ["zombieSpawn",_serverTime,!_islocal];
if (!(_x in dayz_buildingBubbleMonitor)) then {
//add active zed to var
dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x];
};
//start spawn
[_x,_type,_config] call building_spawnZombies;
[_x,_bPos,_config,false] call building_spawnZombies;
};
//diag_log (format["%1 building. %2", __FILE__, _x]);
};
} else {
_bPos = getPosATL _x;
_zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 30)]);
//Should be a wreck
if (_zombiesNum == 0) then { [_x,_type,_config,_isWreck] call building_spawnZombies; };
if (_zombiesNum == 0) then {[_x,_bPos,_config,_isWreck] call building_spawnZombies;};
};
};
};

View File

@@ -1,81 +1,31 @@
#include "\z\addons\dayz_code\loot\Loot.hpp"
private ["_bypass","_position","_unitTypes","_radius","_method","_agent","_maxlocalspawned","_doLoiter","_wildspawns","_maxControlledZombies",
"_cantSee","_isOk","_zPos","__FILE__","_fov","_safeDistance","_farDistance","_xasl","_eye","_ed","_deg","_skipFOV","_tooClose",
"_type","_loot","_array","_rnd","_lootType","_index","_weights","_loot_count","_favStance","_lootGroup"];
private ["_radius","_isWreck","_position","_unitTypes","_agent","_doLoiter","_type","_favStance","_lootGroup"];
_position = _this select 0;
_doLoiter = _this select 1; // wonder around
_doLoiter = _this select 1; // wander around
_unitTypes = _this select 2; // class of wanted models
//_wildspawns = _this select 3;
_bypass = _this select 3;
_isWreck = _this select 3;
_cantSee = {
private "_isOk";
if (surfaceIsWater _position) exitWith { diag_log "Zombie_Generate: Location is in Water Abort"; };
_isOk = true;
_zPos = +(_this select 0);
if (count _zPos < 3) exitWith {
diag_log format["%1::_cantSee illegal pos %2", __FILE__, _zPos];
false
};
_zPos = ATLtoASL _zPos;
_fov = _this select 1; // players half field of view
_safeDistance = _this select 2; // minimum distance. closer is wrong
_farDistance = _this select 3; // distance further we won't check
_zPos set [2, (_zPos select 2) + 1.7];
{
_xasl = getPosASL _x;
if (_xasl distance _zPos < _farDistance) then {
if (_xasl distance _zPos < _safeDistance) then {
_isOk = false;
} else {
_eye = eyePos _x; // ASL
_ed = eyeDirection _x;
_ed = (_ed select 0) atan2 (_ed select 1);
_deg = [_xasl, _zPos] call BIS_fnc_dirTo;
_deg = (_deg - _ed + 720) % 360;
if (_deg > 180) then { _deg = _deg - 360; };
if ((abs(_deg) < _fov) && {( // in right angle sector?
(!(terrainIntersectASL [_zPos, _eye]) // no terrain between?
&& {(!(lineIntersects [_zPos, _eye]))}) // and no object between?
)}) then {
_isOk = false;
};
};
};
if (!_isOk) exitWith {false};
uiSleep 0.001;
} forEach playableUnits;
_isOk
};
_skipFOV = false;
if (_bypass) then {
_skipFOV = true;
_position = [_position,3,20,1] call fn_selectRandomLocation;
};
if (surfaceIsWater _position) exitWith { diag_log "Location is in Water Abort"; };
if ((_skipFOV) or {([_position, 15, 10, 70] call _cantSee)}) then {
_tooClose = {isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0;
if (_tooClose) exitwith { diag_log "Zombie_Generate: was too close to player."; };
if (_isWreck || {([_position, 15, 10, 70] call fnc_fieldOfView)}) then {
if (count _unitTypes == 0) then {
_unitTypes = getArray (missionConfigFile >> "CfgLoot" >> "Buildings" >> "Default" >> "zombieClass");
};
// lets create an agent
// Create zombie
_type = _unitTypes call BIS_fnc_selectRandom;
_radius = 5;
//_method = if (_doLoiter) then {"CAN_COLLIDE"} else {"NONE"};
_agent = createAgent [_type, _position, [], _radius, "CAN_COLLIDE"];
uiSleep 0.03;
_agent = createAgent [_type, _position, [], 0, "CAN_COLLIDE"];
_agent setDir (random 360);
_agent setPosATL _position;
_favStance = if (ceil(random 3) == 2) then {"middle"} else {"Up"};
_agent setUnitPos _favStance;
_agent setVariable ["stance", _favStance];
_agent setVariable ["doLoiter", _doLoiter]; // true: Z will be wandering, false: stay still
//add to global counter
// Add to global counters
dayz_spawnZombies = dayz_spawnZombies + 1;
dayz_CurrentNearByZombies = dayz_CurrentNearByZombies + 1;
dayz_currentGlobalZombies = dayz_currentGlobalZombies + 1;
@@ -84,30 +34,8 @@ if ((_skipFOV) or {([_position, 15, 10, 70] call _cantSee)}) then {
if (0.3 > random 1) then {
_lootGroup = configFile >> "CfgVehicles" >> _type >> "zombieLoot";
if (isText _lootGroup) then {
//_lootGroup = dayz_lootGroups find getText (_lootGroup);
_lootGroup = Loot_GetGroup(getText _lootGroup);
//[_agent, _lootGroup, 1] call loot_insert;
Loot_Insert(_agent, _lootGroup, 1);
};
};
_agent setVariable["agentObject",_agent];
if (!isNull _agent) then {
_agent setDir random 360;
uiSleep 0.03;
_position = getPosATL _agent;
_favStance = (
switch ceil(random(3^0.5)^2) do {
//case 3: {"DOWN"}; // prone
case 2: {"middle"}; // Kneel "middle"
default {"Up"}; // stand-up
}
);
_agent setUnitPos _favStance;
_agent setVariable ["stance", _favStance];
_agent setVariable ["BaseLocation", _position];
_agent setVariable ["doLoiter", _doLoiter]; // true: Z will be wandering, false: stay still
};
};

View File

@@ -3,133 +3,161 @@
// To change a variable copy paste it in the mission init.sqf below the #include line.
// Standard DayZ variables are found in dayz_code\init\variables.sqf.
dayz_knifeDulling = false; // Enable knife dulling. Knives need to be sharpened after so many uses.
dayz_matchboxCount = false; // Enable match stick count. After five uses matches run out and must be replaced.
dayz_toolBreaking = false; //Sledgehammer, crowbar and pickaxe have a chance to break when used.
dayz_waterBottleBreaking = false; // Water bottles have a chance to break when boiling and require duct tape to fix
dayz_tameDogs = false; // Allow taming dogs with raw meat. Note dog behavior is experimental and buggy.
//Server
if (isServer) then {
// Dynamic Vehicles
DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with
DynamicVehicleDamageHigh = 100; // Max damage random vehicles can spawn with
DynamicVehicleFuelLow = 0; // Min fuel random vehicles can spawn with
DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with
MaxAmmoBoxes = 3; // Max number of random Supply_Crate_DZE filled with vehicle ammo to spawn around the map
MaxMineVeins = 50; // Max number of random mine veins to spawn around the map
DZE_TRADER_SPAWNMODE = false; // Vehicles purchased at traders will be parachuted in
DZE_MoneyStorageClasses = []; // If using single currency this is an array of object classes players can store coins in.
};
// Client
if (!isDedicated) then {
dayz_tameDogs = false; // Allow taming dogs with raw meat. Note dog behavior is experimental and buggy.
DZE_WarmClothes = []; //Array of warm clothes, type of player model must be added: E.g. ["MVD_Soldier_DZ","GUE_Soldier_2_DZ"];
DZE_TempVars = [7, 15, 4, 4, 2, 6, 8, 3, 2, 0.25, 0.75, 0.5, 12, 33]; //[vehicle, fire, building, moving, sun, heatpack, warm clothes, water, standing, rain, wind, night, snow, shivering] water, standing, rain, wind and night factors have a negative impact on temperature. The greater they are the quicker the player gets cold. To disable shivering set it to 26.
DZE_TwoPrimaries = 2; // 0 do not allow primary weapon on back. 1 allow primary weapon on back, but not when holding a primary weapon in hand. 2 allow player to hold two primary weapons, one on back and one in their hands.
DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives.
DZE_DamageBeforeMaint = 0.09; // Min damage built items must have before they can be maintained
DZE_NameTags = 0; // Name displays when looking at player up close 0 = Off, 1= On, 2 = Player choice
DZE_ForceNameTagsInTrader = false; // Force name display when looking at player up close in traders. Overrides player choice.
DZE_HumanityTargetDistance = 25; // Distance to show name tags (red for bandit, blue for hero, green for friend)
DZE_HeartBeat = false; // Enable heartbeat sound when looking at bandit (<= -3000 humanity) up close
DZE_RestrictSkins = []; // Clothes that players are not allowed to wear. i.e. ["Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ"] etc.
DZE_UI = "vanilla"; //"vanilla","epoch","dark" UI status icons style. Dark accommodates color blind people.
DZE_VanillaUICombatIcon = true; //Display or hide combat UI icon if using DZE_UI = "vanilla"; otherwise it has no affect.
timezoneswitch = 0; // Changes murderMenu times with this offset in hours.
// Not sure about this one
DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming. Doesn't work with amphibious pook which should not be used due to FPS issues.
// Build restrictions
DZE_NoBuildNear = []; //Array of object class names that are blacklisted to build near. i.e ["Land_Mil_ControlTower","Land_SS_hangar"] etc.
DZE_NoBuildNearDistance = 150; // Distance from blacklisted objects to disallow building near.
DZE_BuildHeightLimit = 0; // 0 = No building height limit | >0 = Height limit in meters | Changing this to 30 would limit the maximum built height to 30 meters.
DZE_salvageLocked = true; //Enable or disable salvaging of locked vehicles, useful for stopping griefing on locked vehicles.
DZE_DisabledChannels = [(localize "str_channel_side"),(localize "str_channel_global"),(localize "str_channel_command")]; //List of disabled voice channels. Other channels are: "str_channel_group","str_channel_direct","str_channel_vehicle"
DZE_NutritionDivisor = [1, 1, 1, 1]; //array of DIVISORS that regulate the rate of [calories, thirst, hunger, temperature] use when "working" (keep in mind that temperature raises with actions) - min values 0.1 - Larger values slow the effect, smaller values accelerate it
DZE_ZombieSpeed = [0,0]; //Default agro speed is 6 per zombie config, set array elements 0 and 1 the same for non-variable speed, set to 0 to disable. array format = [min, max]; Ex: [2, 6]; results in a range of speed between 2 and 6 (2 is the old DZE_slowZombies hard-coded speed)
DZE_lockablesHarderPenalty = true; // Enforce an exponential wait on attempts between unlocking a safe/lockbox from a failed code.
DZE_Hide_Body = true; //Enable hide dead bodies. Hiding a dead body removes the corpse marker from the map too. Default = true
DZE_PVE_Mode = false; //Disable the PvP damage on the server. If DZE_BackpackAntiTheft = true, the backpack anti theft is active on the whle server. This is just a basic support for PVE Servers. Default = false
// SafeZone
DZE_SafeZoneNoBuildItems = []; // Array of object class names not allowed to be built near the zones in DZE_SafeZonePosArray (see mission\init.sqf). Can be nested arrays for custom distances. i.e ["VaultStorageLocked","LockboxStorageLocked",["Plastic_Pole_EP1_DZ",1300]] etc.
DZE_SafeZoneNoBuildDistance = 150; // Distance from zones in DZE_SafeZonePosArray (see mission\init.sqf) to disallow building near.
DZE_DeathScreen = true; // True=Use Epoch death screen (Trade city obituaries have been amended) False=Use DayZ death screen (You are dead)
// HALO Jump
DZE_HaloAltitudeMeter = false; // Display altitude and speed on screen while in halo jump.
DZE_HaloOpenChuteHeight = 180; // Automatically open chute at specified height. Set to -1 to disable this feature.
DZE_HaloSpawnHeight = 2000; // This is the altitude fresh spawn players start at when HALO spawn is enabled.
DZE_HaloJump = true; // Enable halo jumping out of air vehicles above 400m
// Trader Menu
DZE_serverLogTrades = true; // Log trades to server RPT (sent with publicVariableServer on every trade)
DZE_GemOccurance = [["ItemTopaz",10], ["ItemObsidian",8], ["ItemSapphire",6], ["ItemAmethyst",4], ["ItemEmerald",3], ["ItemCitrine",2], ["ItemRuby",1]]; //Sets how rare each gem is in the order shown when mining (whole numbers only)
DZE_GemWorthArray = [["ItemTopaz",15000], ["ItemObsidian",20000], ["ItemSapphire",25000], ["ItemAmethyst",30000], ["ItemEmerald",35000], ["ItemCitrine",40000], ["ItemRuby",45000]]; // Array of gem prices, only works with config traders. Set DZE_GemWorthArray=[]; to disable return change in gems.
DZE_SaleRequiresKey = false; // Require the player has the key for a vehicle in order to sell it. The key can be in the player's toolbelt, backpack, or the vehicle's inventory.
DZE_keepVehicleKey = false; // Keep the vehicle key when the vehicle is sold? (Useful on servers with the key changer mod)
Z_AllowTakingMoneyFromBackpack = true; // Allow traders to take money from backpacks when buying with default currency.
Z_AllowTakingMoneyFromVehicle = true; // Allow traders to take money from vehicles when buying with default currency.
CurrencyName = "Coins"; // If using single currency this is the currency display name.
// Plot Management and Plot for Life
DZE_plotManagementMustBeClose = false; //Players must be within 10m of pole to be added as a plot friend.
DZE_PlotManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every pole's management menu and delete or build any buildable with a pole nearby.
DZE_MaxPlotFriends = 10; //Max friends allowed on a plot. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance.
DZE_maintainCurrencyRate = 100; //The currency rate of what maintaining an item will be, for instance: at 100, 10 items will have a worth of 1000 (1 10oz gold or 1k coins) see actions/maintain_area.sqf for more examples.
DZE_limitPlots = 0; // Limit the amount of plot poles per person, Use 0 to disable. UIDS in the DZE_PlotManagementAdmins array are exempt.
DZE_restrictRemoval = ["Fence_corrugated_DZ","M240Nest_DZ","ParkBench_DZ","FireBarrel_DZ","Scaffolding_DZ","CanvasHut_DZ","LightPole_DZ","DeerStand_DZ","MetalGate_DZ","StickFence_DZ"]; //Items that can be removed with a crowbar only with proper ownership or access. It is not necessary to add doors, storage or items that inherit from 'ModularItems' to this list. Items that inherit from 'BuiltItems' can be added to this list if desired.
// Snap Build and Build Vectors
DZE_modularBuild = true; // Enable Snap Building by @raymix and Build Vectors by @strikerforce.
DZE_snapExtraRange = 0; // Increase the default range from which objects can snap by this many meters.
DZE_noRotate = []; // List of objects (magazine classnames) that cannot be rotated. Example: ["ItemVault","ItemTent","ItemDomeTent","ItemDesertTent"];
DZE_vectorDegrees = [0.01, 0.1, 1, 5, 15, 45, 90]; // Degree positions players are able to rotate buildables with using the build vectors action menu.
DZE_curDegree = 45; // Starting rotation angle. Prefer any value in the array above.
DZE_dirWithDegrees = true; // When rotating objects with Q&E, use the custom degrees.
DZE_buildMaxMoveDistance = 10; // Max distance player can walk from start position when building. Anything >= the differnce between DZE_PlotPole values is not recommended (allows walking into other plots).
DZE_buildMaxHeightDistance = 10; // Max distance player can raise or lower object from start position when building.
DZE_modularConfig = [];
/*
Array of classnames with magazine based loot to be refunded on deconstruction of modular built items that do not typically refund.
For example:
DZE_modularConfig = [
["CinderWall_DZ", [["CinderBlocks",7],["MortarBucket",2]]],
["CinderWallDoor_DZ", [["CinderBlocks",7],["MortarBucket",2],["ItemTankTrap",3],["ItemPole",[1,3]]]]
];
This would refund 7 cinder blocks and 2 mortar for "CinderWall_DZ"
For "CinderWallDoor_DZ" you would get 7 cinder blocks, 2 mortar, 3 tank traps and a random number of poles between 1 and 3.
The refund amount can be an array where the first param is the minimum and the second is the maximum, it will refund a random amount between them.
*/
// Door Management
DZE_doorManagementMustBeClose = false; //Players must be within 10m of door to be added as a door friend.
DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every door's management menu and open it.
DZE_doorManagementAllowManualCode = true; //Allow unlocking doors by manually entering the combination. Setting false requires the use of eye scan for all doors.
DZE_doorManagementMaxFriends = 10; //Max friends allowed on a door. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance.
DZE_doorManagementHarderPenalty = true; //Enforce an exponential wait on attempts between unlocking a door from a failed code.
// Group System
dayz_markGroup = 1; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only
dayz_markSelf = 0; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only
dayz_markBody = 0; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only
dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites.
};
// Both
dayz_townGenerator = false; // Spawn vanilla map junk instead of Epoch DynamicDebris. Currently only compatible with Chernarus. Also enables comfrey plant spawner which negatively impacts performance.
dayz_townGeneratorBlackList = []; // If townGenerator is enabled it will not spawn junk within 150m of these positions. Example for Chernarus traders: [[4053,11668,0],[11463,11349,0],[6344,7806,0],[1606,7803,0],[12944,12766,0],[5075,9733,0],[12060,12638,0]]
DZE_SnowFall = false; //Enables snowfall for Dynamic Weather Effects. Default: false, on all non winter maps. Enabled on all winter maps. _maximumOvercast in DZE_WeatherVariables must be over 0.75. This is set already for all winter maps.
DZE_WarmClothes = []; //Array of warm clothes, type of player model must be added: E.g. ["MVD_Soldier_DZ","GUE_Soldier_2_DZ"];
DZE_TempVars = [7, 15, 4, 4, 2, 6, 8, 3, 2, 0.25, 0.75, 0.5, 12, 33]; //[vehicle, fire, building, moving, sun, heatpack, warm clothes, water, standing, rain, wind, night, snow, shivering] water, standing, rain, wind and night factors have a negative impact on temperature. The greater they are the quicker the player gets cold. To disable shivering set it to 26.
DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 0.7, 0, 0.6, 0, 8, 25, 30, 0, false, 0.8, 1, 100]; //See DynamicWeatherEffects.sqf for info on these values.
DZE_TwoPrimaries = 2; // 0 do not allow primary weapon on back. 1 allow primary weapon on back, but not when holding a primary weapon in hand. 2 allow player to hold two primary weapons, one on back and one in their hands.
DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives.
DZE_DamageBeforeMaint = 0.09; // Min damage built items must have before they can be maintained
DZE_NameTags = 0; // Name displays when looking at player up close 0 = Off, 1= On, 2 = Player choice
DZE_ForceNameTagsInTrader = false; // Force name display when looking at player up close in traders. Overrides player choice.
DZE_HumanityTargetDistance = 25; // Distance to show name tags (red for bandit, blue for hero, green for friend)
DZE_HeartBeat = false; // Enable heartbeat sound when looking at bandit (<= -3000 humanity) up close
DZE_HeliLift = true; // Enable Epoch heli lift system
DZE_RestrictSkins = []; // Clothes that players are not allowed to wear. i.e. ["Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ"] etc.
DZE_UI = "vanilla"; //"vanilla","epoch","dark" UI status icons style. Dark accommodates color blind people.
DZE_VanillaUICombatIcon = true; //Display or hide combat UI icon if using DZE_UI = "vanilla"; otherwise it has no affect.
timezoneswitch = 0; // Changes murderMenu times with this offset in hours.
DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming. Doesn't work with amphibious pook which should not be used due to FPS issues.
DZE_NoBuildNear = []; //Array of object class names that are blacklisted to build near. i.e ["Land_Mil_ControlTower","Land_SS_hangar"] etc.
DZE_NoBuildNearDistance = 150; // Distance from blacklisted objects to disallow building near.
DZE_BuildHeightLimit = 0; // 0 = No building height limit | >0 = Height limit in meters | Changing this to 30 would limit the maximum built height to 30 meters.
DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god mode bases feature
DZE_salvageLocked = true; //Enable or disable salvaging of locked vehicles, useful for stopping griefing on locked vehicles.
DZE_DisabledChannels = [(localize "str_channel_side"),(localize "str_channel_global"),(localize "str_channel_command")]; //List of disabled voice channels. Other channels are: "str_channel_group","str_channel_direct","str_channel_vehicle"
DZE_NutritionDivisor = [1, 1, 1, 1]; //array of DIVISORS that regulate the rate of [calories, thirst, hunger, temperature] use when "working" (keep in mind that temperature raises with actions) - min values 0.1 - Larger values slow the effect, smaller values accelerate it
DZE_ZombieSpeed = [0,0]; //Default agro speed is 6 per zombie config, set array elements 0 and 1 the same for non-variable speed, set to 0 to disable. array format = [min, max]; Ex: [2, 6]; results in a range of speed between 2 and 6 (2 is the old DZE_slowZombies hard-coded speed)
DZE_lockablesHarderPenalty = true; // Enforce an exponential wait on attempts between unlocking a safe/lockbox from a failed code.
DZE_Hide_Body = true; //Enable hide dead bodies. Hiding a dead body removes the corpse marker from the map too. Default = true
DZE_PVE_Mode = false; //Disable the PvP damage on the server. If DZE_BackpackAntiTheft = true, the backpack anti theft is active on the whle server. This is just a basic support for PVE Servers. Default = false
// SafeZone
DZE_SafeZoneZombieLoot = false; // Enable spawning of Zombies and loot in positions listed in DZE_SafeZonePosArray?
DZE_SafeZoneNoBuildItems = []; // Array of object class names not allowed to be built near the zones in DZE_SafeZonePosArray (see mission\init.sqf). Can be nested arrays for custom distances. i.e ["VaultStorageLocked","LockboxStorageLocked",["Plastic_Pole_EP1_DZ",1300]] etc.
DZE_SafeZoneNoBuildDistance = 150; // Distance from zones in DZE_SafeZonePosArray (see mission\init.sqf) to disallow building near.
// Loot system
dayz_toolBreaking = false; //Sledgehammer, crowbar and pickaxe have a chance to break when used.
dayz_knifeDulling = false; // Enable knife dulling. Knives need to be sharpened after so many uses.
dayz_matchboxCount = false; // Enable match stick count. After five uses matches run out and must be replaced.
dayz_waterBottleBreaking = false; // Water bottles have a chance to break when boiling and require duct tape to fix
// Death Messages
DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
DZE_DeathMsgDynamicText = false; // Display death messages as dynamicText in the top left with weapon icons.
DZE_DeathMsgRolling = false; // Display death messages as rolling messages in bottom center of screen.
DZE_DeathScreen = true; // True=Use Epoch death screen (Trade city obituaries have been amended) False=Use DayZ death screen (You are dead)
// Dynamic Vehicles
DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with
DynamicVehicleDamageHigh = 100; // Max damage random vehicles can spawn with
DynamicVehicleFuelLow = 0; // Min fuel random vehicles can spawn with
DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with
MaxAmmoBoxes = 3; // Max number of random Supply_Crate_DZE filled with vehicle ammo to spawn around the map
MaxMineVeins = 50; // Max number of random mine veins to spawn around the map
// HALO Jump
DZE_HaloAltitudeMeter = false; // Display altitude and speed on screen while in halo jump.
DZE_HaloOpenChuteHeight = 180; // Automatically open chute at specified height. Set to -1 to disable this feature.
DZE_HaloSpawnHeight = 2000; // This is the altitude fresh spawn players start at when HALO spawn is enabled.
DZE_HaloJump = true; // Enable halo jumping out of air vehicles above 400m
// Trader Menu
DZE_serverLogTrades = true; // Log trades to server RPT (sent with publicVariableServer on every trade)
DZE_GemOccurance = [["ItemTopaz",10], ["ItemObsidian",8], ["ItemSapphire",6], ["ItemAmethyst",4], ["ItemEmerald",3], ["ItemCitrine",2], ["ItemRuby",1]]; //Sets how rare each gem is in the order shown when mining (whole numbers only)
DZE_GemWorthArray = [["ItemTopaz",15000], ["ItemObsidian",20000], ["ItemSapphire",25000], ["ItemAmethyst",30000], ["ItemEmerald",35000], ["ItemCitrine",40000], ["ItemRuby",45000]]; // Array of gem prices, only works with config traders. Set DZE_GemWorthArray=[]; to disable return change in gems.
DZE_SaleRequiresKey = false; // Require the player has the key for a vehicle in order to sell it. The key can be in the player's toolbelt, backpack, or the vehicle's inventory.
DZE_keepVehicleKey = false; // Keep the vehicle key when the vehicle is sold? (Useful on servers with the key changer mod)
DZE_TRADER_SPAWNMODE = false; // Vehicles purchased at traders will be parachuted in
Z_VehicleDistance = 40; // Max distance a vehicle can be sold or accessed from at a trader.
Z_AllowTakingMoneyFromBackpack = true; // Allow traders to take money from backpacks when buying with default currency.
Z_AllowTakingMoneyFromVehicle = true; // Allow traders to take money from vehicles when buying with default currency.
// ZSC
Z_SingleCurrency = false; // Does your server use a single currency system?
CurrencyName = "Coins"; // If using single currency this is the currency display name.
Z_moneyVariable = "cashMoney"; // If using single currency this is the variable name used to store player wealth.
Z_bankVariable = "moneySpecial"; // If using single currency this is the variable name used to store object bank wealth.
Z_globalVariable = "GlobalMoney"; // If using single currency this is the variable name used to store coins globally.
DZE_MoneyStorageClasses = []; // If using single currency this is an array of object classes players can store coins in.
Z_VehicleDistance = 40; // Max distance a vehicle can be sold or accessed from at a trader.
// Plot Management and Plot for Life
DZE_permanentPlot = true; // Plot ownership saves after death. Enables Plot for Life by @RimBlock and Plot Management by @DevZupa.
DZE_plotManagementMustBeClose = false; //Players must be within 10m of pole to be added as a plot friend.
DZE_PlotManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every pole's management menu and delete or build any buildable with a pole nearby.
DZE_MaxPlotFriends = 10; //Max friends allowed on a plot. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance.
DZE_maintainCurrencyRate = 100; //The currency rate of what maintaining an item will be, for instance: at 100, 10 items will have a worth of 1000 (1 10oz gold or 1k coins) see actions/maintain_area.sqf for more examples.
DZE_limitPlots = 0; // Limit the amount of plot poles per person, Use 0 to disable. UIDS in the DZE_PlotManagementAdmins array are exempt.
DZE_isRemovable = ["Plastic_Pole_EP1_DZ"]; //Items that can be removed with a crowbar with no ownership or access required. To forbid base take overs remove plot pole from this list and add it to DZE_restrictRemoval. It is not necessary to add wrecks or items that inherit from 'BuiltItems' to this list.
DZE_restrictRemoval = ["Fence_corrugated_DZ","M240Nest_DZ","ParkBench_DZ","FireBarrel_DZ","Scaffolding_DZ","CanvasHut_DZ","LightPole_DZ","DeerStand_DZ","MetalGate_DZ","StickFence_DZ"]; //Items that can be removed with a crowbar only with proper ownership or access. It is not necessary to add doors, storage or items that inherit from 'ModularItems' to this list. Items that inherit from 'BuiltItems' can be added to this list if desired.
// Snap Build and Build Vectors
DZE_modularBuild = true; // Enable Snap Building by @raymix and Build Vectors by @strikerforce.
DZE_snapExtraRange = 0; // Increase the default range from which objects can snap by this many meters.
DZE_noRotate = []; // List of objects (magazine classnames) that cannot be rotated. Example: ["ItemVault","ItemTent","ItemDomeTent","ItemDesertTent"];
DZE_vectorDegrees = [0.01, 0.1, 1, 5, 15, 45, 90]; // Degree positions players are able to rotate buildables with using the build vectors action menu.
DZE_curDegree = 45; // Starting rotation angle. Prefer any value in the array above.
DZE_dirWithDegrees = true; // When rotating objects with Q&E, use the custom degrees.
DZE_buildMaxMoveDistance = 10; // Max distance player can walk from start position when building. Anything >= the differnce between DZE_PlotPole values is not recommended (allows walking into other plots).
DZE_buildMaxHeightDistance = 10; // Max distance player can raise or lower object from start position when building.
DZE_modularConfig = [];
/*
Array of classnames with magazine based loot to be refunded on deconstruction of modular built items that do not typically refund.
For example:
DZE_modularConfig = [
["CinderWall_DZ", [["CinderBlocks",7],["MortarBucket",2]]],
["CinderWallDoor_DZ", [["CinderBlocks",7],["MortarBucket",2],["ItemTankTrap",3],["ItemPole",[1,3]]]]
];
This would refund 7 cinder blocks and 2 mortar for "CinderWall_DZ"
For "CinderWallDoor_DZ" you would get 7 cinder blocks, 2 mortar, 3 tank traps and a random number of poles between 1 and 3.
The refund amount can be an array where the first param is the minimum and the second is the maximum, it will refund a random amount between them.
*/
// Door Management
DZE_doorManagement = true; // Enable Door Management by @DevZupa.
DZE_doorManagementMustBeClose = false; //Players must be within 10m of door to be added as a door friend.
DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every door's management menu and open it.
DZE_doorManagementAllowManualCode = true; //Allow unlocking doors by manually entering the combination. Setting false requires the use of eye scan for all doors.
DZE_doorManagementMaxFriends = 10; //Max friends allowed on a door. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance.
DZE_doorManagementHarderPenalty = true; //Enforce an exponential wait on attempts between unlocking a door from a failed code.
// Group System
dayz_groupSystem = false; // Enable group system
dayz_markGroup = 1; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only
dayz_markSelf = 0; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only
dayz_markBody = 0; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only
dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites.
// Weather
DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 0.7, 0, 0.6, 0, 8, 25, 30, 0, false, 0.8, 1, 100]; //See DynamicWeatherEffects.sqf for info on these values.
DZE_SnowFall = false; //Enables snowfall for Dynamic Weather Effects. Default: false, on all non winter maps. Enabled on all winter maps. _maximumOvercast in DZE_WeatherVariables must be over 0.75. This is set already for all winter maps.
/*
Developers:

View File

@@ -14,7 +14,7 @@ if (!isDedicated) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_padlock.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\compile.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\compile.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\init.sqf";
fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf";
fn_dynamicTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dynamicTool.sqf";
@@ -741,6 +741,7 @@ fn_shuffleArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile
zombie_initialize = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_initialize.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\traps\init.sqf";
//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\achievements_init.sqf"; //start achievements_init
fnc_fieldOfView = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_fieldOfView.sqf";
if (dayz_townGenerator) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\psrnd.sqf"; // pseudo random for plantSpanwer

View File

@@ -5,7 +5,7 @@ disableSerialization;
Dayz_plants = ["Dayz_Plant1","Dayz_Plant2","Dayz_Plant3"];
DayZ_SafeObjects = ["Base_Fire_DZ","WoodenGate_1","WoodenGate_2","WoodenGate_3","WoodenGate_4","Land_Fire_DZ","TentStorage","TentStorage0","TentStorage1","TentStorage2","TentStorage3","TentStorage4","StashSmall","StashSmall1","StashSmall2","StashSmall3","StashSmall4","StashMedium","StashMedium1","StashMedium2","StashMedium3","StashMedium4","Wire_cat1","Sandbag1_DZ","Fence_DZ","Generator_DZ","Hedgehog_DZ","BearTrap_DZ","DomeTentStorage","DomeTentStorage0","DomeTentStorage1","DomeTentStorage2","DomeTentStorage3","DomeTentStorage4","CamoNet_DZ","Trap_Cans","TrapTripwireFlare","TrapBearTrapSmoke","TrapTripwireGrenade","TrapTripwireSmoke","TrapBearTrapFlare","TentStorageDomed","VaultStorageLocked","BagFenceRound_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Land_HBarrier5_DZ","Fence_corrugated_DZ","M240Nest_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","Plastic_Pole_EP1_DZ","StickFence_DZ","LightPole_DZ","FuelPump_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","SandNest_DZ","DeerStand_DZ","MetalPanel_DZ","WorkBench_DZ","WoodFloor_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","LockboxStorageLocked","WoodFloorHalf_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","MetalFloor_DZ","WoodRamp_DZ","GunRack_DZ","FireBarrel_DZ","WoodCrate_DZ","Scaffolding_DZ","DesertTentStorage","DesertTentStorage0","DesertTentStorage1","DesertTentStorage2","DesertTentStorage3","DesertTentStorage4"];
DayZ_GearedObjects = ["Car","Helicopter","Motorcycle","Ship","TentStorage_base","StashSmall_base","StashMedium_base","Plane","Tank","VaultStorage","LockboxStorage","TentStorage","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","GunRack_DZ","WoodCrate_DZ","Scaffolding_DZ","Generator_DZ"];
dayz_typedBags = ["bloodTester","bloodBagANEG","bloodBagAPOS","bloodBagBNEG","bloodBagBPOS","bloodBagABNEG","bloodBagABPOS","bloodBagONEG","bloodBagOPOS","wholeBloodBagANEG","wholeBloodBagAPOS","wholeBloodBagBNEG","wholeBloodBagBPOS","wholeBloodBagABNEG","wholeBloodBagABPOS","wholeBloodBagONEG","wholeBloodBagOPOS"];
dayz_typedBags = ["emptyBloodBag","bloodTester","bloodBagANEG","bloodBagAPOS","bloodBagBNEG","bloodBagBPOS","bloodBagABNEG","bloodBagABPOS","bloodBagONEG","bloodBagOPOS","wholeBloodBagANEG","wholeBloodBagAPOS","wholeBloodBagBNEG","wholeBloodBagBPOS","wholeBloodBagABNEG","wholeBloodBagABPOS","wholeBloodBagONEG","wholeBloodBagOPOS"];
dayz_plant = ["pumpkin.p3d","p_helianthus.p3d","p_fiberplant_ep1.p3d"];
dayz_trees = ["ind_timbers.p3d","t_picea2s_snow.p3d","b_corylus.p3d","t_quercus3s.p3d","t_larix3s.p3d","t_pyrus2s.p3d","str_briza_kriva.p3d","dd_borovice.p3d","les_singlestrom_b.p3d","les_singlestrom.p3d","smrk_velky.p3d","smrk_siroky.p3d","smrk_maly.p3d","les_buk.p3d","str krovisko vysoke.p3d","str_fikovnik_ker.p3d","str_fikovnik.p3d","str vrba.p3d","hrusen2.p3d","str dub jiny.p3d","str lipa.p3d","str briza.p3d","p_akat02s.p3d","jablon.p3d","p_buk.p3d","str_topol.p3d","str_topol2.p3d","p_osika.p3d","t_picea3f.p3d","t_picea2s.p3d","t_picea1s.p3d","t_fagus2w.p3d","t_fagus2s.p3d","t_fagus2f.p3d","t_betula1f.p3d","t_betula2f.p3d","t_betula2s.p3d","t_betula2w.p3d","t_alnus2s.p3d","t_acer2s.p3d","t_populus3s.p3d","t_quercus2f.p3d","t_sorbus2s.p3d","t_malus1s.p3d","t_salix2s.p3d","t_picea1s_w.p3d","t_picea2s_w.p3d","t_ficusb2s_ep1.p3d","t_populusb2s_ep1.p3d","t_populusf2s_ep1.p3d","t_amygdalusc2s_ep1.p3d","t_pistacial2s_ep1.p3d","t_pinuse2s_ep1.p3d","t_pinuss3s_ep1.p3d","t_prunuss2s_ep1.p3d","t_pinusn2s.p3d","t_pinusn1s.p3d","t_pinuss2f.p3d","t_poplar2f_dead_pmc.p3d","misc_torzotree_pmc.p3d","misc_burnspruce_pmc.p3d","brg_cocunutpalm8.p3d","brg_umbrella_acacia01b.p3d","brg_jungle_tree_canopy_1.p3d","brg_jungle_tree_canopy_2.p3d","brg_cocunutpalm4.p3d","brg_cocunutpalm3.p3d","palm_01.p3d","palm_02.p3d","palm_03.p3d","palm_04.p3d","palm_09.p3d","palm_10.p3d","brg_cocunutpalm2.p3d","brg_jungle_tree_antiaris.p3d","brg_cocunutpalm1.p3d","str habr.p3d","brg_bird_1.p3d","brg_bird_2.p3d","brg_bird_3.p3d","brg_umbrella_acacia02b.p3d","brg_africandoumpalm_1.p3d","brg_umbrella_acacia04b.p3d","brg_datepalm_4.p3d","brg_datepalm_1.p3d","brg_umbrella_acacia03b.p3d","brg_bottle_4.p3d","brg_aloe1.p3d","brg_umbrella_acacia03.p3d","brg_umbrella_acacia01.p3d","brg_umbrella_acacia04.p3d","brg_aloe2.p3d","brg_umbrella_acacia02.p3d","brg_aloe3.p3d","brg_bottle_1.p3d","brg_datepalm_3.p3d","brg_datepalm_2.p3d","brg_baobab_1.p3d","brg_bottle_2.p3d","brg_bottle_3.p3d","t_fraxinus2s.p3d","t_carpinus2s.p3d"];
dayZ_explosiveParts = ["palivo","motor"];
@@ -481,7 +481,7 @@ if (!isDedicated) then {
DZE_maintainRange = ((DZE_PlotPole select 0)+20); // Default: maintain building objects within plot radius + 20 meters.
dayz_maxGlobalAnimals = 50; // Maximum number of animals allowed on the map simultaneously.
dayz_maxGlobalPlants = 500; // Maximum number of plants to be spawned on the map.
dayz_maxMaxWeaponHolders = 80; // Maximum number of loot piles that can spawn within 200 meters of a player.
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
dayz_maxLocalZombies = 15; // max quantity of Z controlled by local gameclient, used by player_spawnCheck. Below this limit we can spawn Z
dayz_maxNearByZombies = 30; // max quantity of Z controlled by local gameclient, used by player_spawnCheck. Below this limit we can spawn Z
dayz_maxAnimals = 5; // Used to calculate the max number of animals to spawn per player.

View File

@@ -1,13 +0,0 @@
#define STRINGIFY(x) #x
#define NAME(name) dz_fn_loot_##name
#define PATH(sub_path) STRINGIFY(\z\addons\dayz_code\loot\sub_path)
#define CPP compile preprocessFileLineNumbers
NAME(select) = CPP PATH(select.sqf);
NAME(spawn) = CPP (if (isServer) then { PATH(spawn_server.sqf) } else { PATH(spawn.sqf) });
NAME(spawnGroup) = CPP PATH(spawnGroup.sqf);
NAME(insert) = CPP PATH(insert.sqf);
NAME(insertCargo) = CPP PATH(insertCargo.sqf);
//Loot init
call CPP PATH(init.sqf);

View File

@@ -1,54 +1,17 @@
#include "\z\addons\dayz_code\util\math.hpp"
#include "Loot.hpp"
//If defined, minimizes memory usage at the expense of initialization time.
//#define MINIMIZE_MEMORY
private
[
"_cfgGroups",
"_cfg",
"_lootGroup",
"_weight",
"_weighted",
"_index",
"_indices",
"_count",
"_gcd"
];
#ifdef MINIMIZE_MEMORY
private ["_lootDefCompare", "_y", "_a", "_b", "_r"];
_lootDefCompare =
{
_a = _this select 0;
_b = _this select 1;
if ((_a select 0) != (_b select 0)) exitWith { false };
if ((_a select 1) != (_b select 1)) exitWith { false };
_r = true;
switch (_a select 0) do
{
case Loot_PILE:
{
_r = ((_a select 2) == (_b select 2)) &&
{(_a select 3) == (_b select 3)};
};
case Loot_CONTAINER:
{
_r = ((_a select 2) == (_b select 2)) &&
{(_a select 3) == (_b select 3)} &&
{(_a select 4) == (_b select 4)};
};
};
_r
// Compiles
dz_fn_loot_select = compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\select.sqf";
dz_fn_loot_spawnGroup = compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\spawnGroup.sqf";
dz_fn_loot_insert = compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\insert.sqf";
dz_fn_loot_insertCargo = compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\insertCargo.sqf";
if (isServer) then {
dz_fn_loot_spawn = compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\spawn_server.sqf";
} else {
dz_fn_loot_spawn = compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\spawn.sqf";
};
#endif
#include "\z\addons\dayz_code\Configs\CfgLoot\LootDefines.hpp"
private ["_cfgGroups","_cfg","_lootGroup","_weight","_weighted","_index","_count"];
dz_loot_groups = [];
dz_loot_weighted = [];
@@ -56,86 +19,45 @@ dz_loot_definitions = [];
_cfgGroups = missionConfigFile >> "CfgLoot" >> "Groups";
for "_i" from 0 to (count _cfgGroups) - 1 do
{
for "_i" from 0 to (count _cfgGroups) - 1 do {
_cfg = _cfgGroups select _i;
dz_loot_groups set [_i, configName _cfg];
};
dz_loot_weighted resize count dz_loot_groups;
for "_i" from 0 to (count _cfgGroups) - 1 do
{
_lootGroup = getArray (_cfgGroups select _i);
_weighted = [];
if ((count _lootGroup) > 0) then
_lootGroup = getArray _cfg;
_weighted = [];
_count = 0;
{
_indices = [];
_indices resize count _lootGroup;
// Round the weight just in case somebody doesn't use a whole number.
_weight = round(_x select 1);
{
_weight = _x select 1;
//Remove weight from _x
for "_j" from 1 to (count _x) - 2 do { _x set [_j, _x select (_j + 1)]; };
_x resize ((count _x) - 1);
_index = -1;
//Search for an existing identical loot definition
#ifdef MINIMIZE_MEMORY
_y = _x;
{
if ([_y, _x] call _lootDefCompare) exitWith
{
_index = _forEachIndex;
};
}
foreach dz_loot_definitions;
#endif
//Existing loot definition not found, add it and set the index to point to the new definition
if (_index == -1) then
{
_index = count dz_loot_definitions;
dz_loot_definitions set [_index, _x];
};
_lootGroup set [_forEachIndex, round(_weight * 100)];
_indices set [_forEachIndex, _index];
}
foreach _lootGroup;
//Remove weight from _x
for "_j" from 1 to (count _x) - 2 do { _x set [_j, _x select (_j + 1)]; };
_x resize ((count _x) - 1);
//Calculate GCD of all the weights
_gcd = Math_GCDArray(_lootGroup);
//_gcd = _lootGroup call math_gcdx;
// Add resized group array to definitions array
_index = count dz_loot_definitions;
dz_loot_definitions set [_index, _x];
_count = 0;
{
_weight = _x / _gcd;
_weighted resize (_count + _weight);
for "_j" from _count to (_count + _weight - 1) do
{
_weighted set [_j, _indices select _forEachIndex];
};
_count = _count + _weight;
}
foreach _lootGroup;
};
// Build weighted array for the group
for "_j" from _count to (_count + _weight - 1) do {
_weighted set [_j, _index];
};
_count = _count + _weight;
} count _lootGroup;
dz_loot_weighted set [_i, _weighted];
};
{
switch (_x select 0) do
{
case Loot_GROUP: { _x set [1, dz_loot_groups find (_x select 1)]; };
case Loot_PILE: { _x set [1, dz_loot_groups find (_x select 1)]; };
case Loot_CONTAINER: { _x set [2, dz_loot_groups find (_x select 2)]; };
case Loot_CUSTOM: { _x set [1, compile (_x select 1)]; };
if !((_x select 0) in [0,2,3,5,6]) then { // skip types other than listed below
switch (_x select 0) do {
case Loot_GROUP: { _x set [1, dz_loot_groups find (_x select 1)]; };
case Loot_PILE: { _x set [1, dz_loot_groups find (_x select 1)]; };
case Loot_CONTAINER: { _x set [2, dz_loot_groups find (_x select 2)]; };
case Loot_CUSTOM: { _x set [1, compile (_x select 1)]; };
};
};
}
foreach dz_loot_definitions;
} count dz_loot_definitions;

View File

@@ -11,46 +11,43 @@ Author:
Foxy
*/
#include "\z\addons\dayz_code\util\debug.hpp"
#include "Loot.hpp"
if (!local (_this select 0)) exitWith
{
diag_log format ["ERROR: Loot_Insert unit must be local. (%1)", _this select 0];
private ["_unit","_group","_count","_type","_item"];
_unit = _this select 0;
_group = _this select 1;
_count = _this select 2;
// Prevent loot spawning on non-local zombies - this check is needed if the server is running safezones that delete zombies.
if (!local _unit) exitWith {
diag_log format ["ERROR: Loot_Insert unit must be local. (%1)", _unit];
};
{
switch (_x select 0) do
{
case Loot_WEAPON:
{
(_this select 0) addWeapon (_x select 1);
Debug_Assert(typeName (_x select 1) == typeName "" && { (_x select 1) != "" });
//Debug_Log(String_Format2("DEBUG: Loot_Insert Weapon: %1 Unit: %2", _x select 1, _this select 0));
};
case Loot_MAGAZINE:
{
private "_item";
_item = _x select 1;
_type = _x select 0;
_item = _x select 1;
call {
if (_type == Loot_MAGAZINE) exitWith {
if (dayz_classicBloodBagSystem && _item in dayz_typedBags) then {
if (_item in ["bloodTester","bloodBagAPOS","bloodBagABPOS"]) then { // reduce ItemBloodBag output slightly since typed bags spawn in bulk
if (_item in ["emptyBloodBag","bloodTester","bloodBagAPOS","bloodBagABPOS"]) then { // reduce ItemBloodBag output slightly since typed bags spawn in bulk
_item = ["ItemBandage","ItemPainkiller","ItemMorphine","ItemHeatPack","ItemAntibacterialWipe"] call BIS_fnc_selectRandom;
} else {
_item = "ItemBloodbag";
};
};
(_this select 0) addMagazine _item;
_unit addMagazine _item;
};
case Loot_BACKPACK:
{
if (!isNull unitBackpack (_this select 0)) then
{
(_this select 0) addBackpack (_x select 1);
if (_type == Loot_WEAPON) exitWith {
_unit addWeapon _item;
};
if (_type == Loot_BACKPACK) exitWith {
if (!isNull unitBackpack _unit) then {
_unit addBackpack _item;
};
};
};
} count Loot_Select(_this select 1, _this select 2);
//foreach ([_this select 1, _this select 2] call loot_select);
} count Loot_Select(_group,_count);

View File

@@ -11,24 +11,23 @@ Author:
Foxy
*/
#include "\z\addons\dayz_code\util\debug.hpp"
#include "Loot.hpp"
//Maximum number of magazines spawned along with weapons
#define MAX_WEAPON_MAGAZINES 2
private ["_container","_group","_count","_type","_item","_magazines"];
_container = _this select 0;
_group = _this select 1;
_count = _this select 2;
{
switch (_x select 0) do
{
case Loot_WEAPON:
{
(_this select 0) addWeaponCargoGlobal [_x select 1, 1];
Debug_Assert(typeName (_x select 1) == typeName "" && { (_x select 1) != "" });
//Debug_Log(String_Format2("DEBUG: Loot_Insert Weapon: %1 Vehicle: %2", _x select 1, _this select 0));
};
case Loot_MAGAZINE:
{
private "_item";
_item = _x select 1;
_type = _x select 0;
_item = _x select 1;
call {
if (_type == Loot_MAGAZINE) exitWith {
if (dayz_classicBloodBagSystem && _item in dayz_typedBags) then {
if (_item in ["bloodTester","bloodBagAPOS","bloodBagABPOS"]) then { // reduce ItemBloodBag output slightly since typed bags spawn in bulk
_item = ["ItemBandage","ItemPainkiller","ItemMorphine","ItemHeatPack","ItemAntibacterialWipe"] call BIS_fnc_selectRandom;
@@ -36,13 +35,22 @@ Author:
_item = "ItemBloodbag";
};
};
(_this select 0) addMagazineCargoGlobal [_item, 1];
_container addMagazineCargoGlobal [_item, 1];
};
case Loot_BACKPACK:
{
(_this select 0) addBackpackCargoGlobal [_x select 1, 1];
if (_type == Loot_WEAPON) exitWith {
_container addWeaponCargoGlobal [_item, 1];
_magazines = getArray (configFile >> "CfgWeapons" >> _item >> "magazines");
if (count _magazines > 0 && {getNumber (configFile >> "CfgWeapons" >> _item >> "melee") != 1}) then
{
_container addMagazineCargoGlobal [_magazines select 0, floor random (MAX_WEAPON_MAGAZINES + 1)];
};
};
if (_type == Loot_BACKPACK) exitWith {
_container addBackpackCargoGlobal [_item, 1];
};
};
} count Loot_Select(_this select 1, _this select 2);
//foreach ([_this select 1, _this select 2] call loot_select);
} count Loot_Select(_group,_count);

View File

@@ -12,76 +12,29 @@ Author:
Foxy
*/
#include "\z\addons\dayz_code\util\debug.hpp"
#include "\z\addons\dayz_code\util\vector.hpp"
#include "Loot.hpp"
//Maximum number of magazines spawned along with weapons
#define MAX_WEAPON_MAGAZINES 2
//If defined spawns random (but applicable) magazines along with weapons instead of their primary type.
//#define COMPLEX_WEAPON_MAGAZINES
//If defined calculates better placement for backpacks
//#define COMPLEX_BACKPACK_POSITION
#ifdef SERVER
#define INCREMENT_WEAPON_HOLDERS()
#define INCREMENT_WEAPON_HOLDERS
#else
#define INCREMENT_WEAPON_HOLDERS() dayz_currentWeaponHolders = dayz_currentWeaponHolders + 1
#define INCREMENT_WEAPON_HOLDERS dayz_currentWeaponHolders = dayz_currentWeaponHolders + 1;
#endif
private
[
"_lootInfo",
"_vehicle",
"_spawnCount",
"_magazines"
];
private ["_item","_isWater","_type","_lootInfo","_vehicle","_spawnCount","_magazines"];
_lootInfo = _this select 0;
_pos = _this select 1;
_type = _lootInfo select 0;
_item = _lootInfo select 1;
_isWater = surfaceIsWater _pos;
_vehicle = objNull;
//Switch on type of loot
switch (_lootInfo select 0) do
{
//Spawn a single weapon with [0,MAX_WEAPON_MAGAZINES] magazines.
case Loot_WEAPON:
{
_vehicle = createVehicle ["WeaponHolder", _this select 1, [], 0, "CAN_COLLIDE"];
_vehicle addWeaponCargoGlobal [_lootInfo select 1, 1];
Debug_Assert(typeName (_lootInfo select 1) == typeName "" && { (_lootInfo select 1) != "" });
//Debug_Log(String_Format2("DEBUG: Loot_Spawn Weapon: %1 Position: %2", _lootInfo select 1, _this select 1));
if (surfaceIsWater (_this select 1)) then {
_vehicle setPos (_this select 1);
} else {
_vehicle setPosATL (_this select 1);
};
INCREMENT_WEAPON_HOLDERS();
_magazines = getArray (configFile >> "CfgWeapons" >> _lootInfo select 1 >> "magazines");
if (count _magazines > 0 && {getNumber (configFile >> "CfgWeapons" >> _lootInfo select 1 >> "melee") != 1}) then
{
#ifdef COMPLEX_WEAPON_MAGAZINES
for "_i" from 1 to (floor random (MAX_WEAPON_MAGAZINES + 1)) do
{
_vehicle addMagazineCargoGlobal [_magazines select floor random count _magazines, 1];
};
#else
_vehicle addMagazineCargoGlobal [_magazines select 0, floor random (MAX_WEAPON_MAGAZINES + 1)];
#endif
};
};
call {
//Spawn a single magazine
case Loot_MAGAZINE:
{
private "_item";
_item = _lootInfo select 1;
if (_type == Loot_MAGAZINE) exitWith {
if (dayz_classicBloodBagSystem && _item in dayz_typedBags) then {
if (_item in ["bloodTester","bloodBagAPOS","bloodBagABPOS"]) then { // reduce ItemBloodBag output slightly since typed bags spawn in bulk
_item = ["ItemBandage","ItemPainkiller","ItemMorphine","ItemHeatPack","ItemAntibacterialWipe"] call BIS_fnc_selectRandom;
@@ -89,105 +42,124 @@ switch (_lootInfo select 0) do
_item = "ItemBloodbag";
};
};
_vehicle = createVehicle ["WeaponHolder", _this select 1, [], 0, "CAN_COLLIDE"];
_vehicle addMagazineCargoGlobal [_item, 1];
if (surfaceIsWater (_this select 1)) then {
_vehicle setPos (_this select 1);
} else {
_vehicle setPosATL (_this select 1);
if (!dayz_toolBreaking) then {
if (_item == "equip_lever") then { // The levers are only used if tool breaking is turned on.
_item = ["equip_hose","ItemPlank","equip_nails","ItemLog","equip_brick"] call BIS_fnc_selectRandom;
};
};
if (!dayz_knifeDulling) then {
if (_item == "equip_brick") then { // Bricks are only used to sharpen tools
_item = ["equip_hose","ItemPlank","equip_nails","ItemLog"] call BIS_fnc_selectRandom;
};
};
_vehicle = "WeaponHolder" createVehicle [0,0,0];
_vehicle addMagazineCargoGlobal [_item, 1];
// Fix generator spawning half way in the floor by raising z coordinate by .3 meters.
if (_item == "ItemGenerator") then {
_pos set [2, ((_pos select 2) + .3)];
};
if (_isWater) then {
_vehicle setPos (_pos);
} else {
_vehicle setPosATL (_pos);
};
INCREMENT_WEAPON_HOLDERS
};
//Spawn a single weapon with [0,MAX_WEAPON_MAGAZINES] magazines.
if (_type == Loot_WEAPON) exitWith {
_vehicle = "WeaponHolder" createVehicle [0,0,0];
_vehicle addWeaponCargoGlobal [_item, 1];
if (_isWater) then {
_vehicle setPos (_pos);
} else {
_vehicle setPosATL (_pos);
};
INCREMENT_WEAPON_HOLDERS
_magazines = getArray (configFile >> "CfgWeapons" >> _item >> "magazines");
if (count _magazines > 0 && {getNumber (configFile >> "CfgWeapons" >> _item >> "melee") != 1}) then
{
_vehicle addMagazineCargoGlobal [_magazines select 0, floor random (MAX_WEAPON_MAGAZINES + 1)];
};
INCREMENT_WEAPON_HOLDERS();
};
//Spawn backpack
case Loot_BACKPACK:
{
#ifdef COMPLEX_BACKPACK_POSITION
private ["_b", "_p", "_d"];
_vehicle = createVehicle [_lootInfo select 1, [-10000,0,0], [], 0, "CAN_COLLIDE"];
if (_type == Loot_BACKPACK) exitWith {
_vehicle = _item createVehicle [0,0,0];
_b = boundingBox _vehicle;
_b = ((_b select 1) select 1) - ((_b select 0) select 1);
// Fix floating backpacks by lowering z coordinate by .15 meters.
_pos set [2, ((_pos select 2) - .15)];
_d = Vector_Rotate2D(Vector_NORTH, random 360);
_p = Vector_Subtract(_this select 1, Vector_Multiply_Fast(_d, _b));
_p = Vector_SetZ(_p, Vector_Z(_p) + Vector_Z(getPosATL _vehicle));
_vehicle setVectorDirAndUp [Vector_DOWN, _d];
if (surfaceIsWater _p) then {
_vehicle setPos _p;
if (_isWater) then {
_vehicle setPos (_pos);
} else {
_vehicle setPosATL _p;
_vehicle setPosATL (_pos);
};
#else
_vehicle = createVehicle [_lootInfo select 1, _this select 1, [], 0, "CAN_COLLIDE"];
if (surfaceIsWater (_this select 1)) then {
_vehicle setPos (_this select 1);
} else {
_vehicle setPosATL (_this select 1);
};
#endif
};
//Spawn multiple items from a given group. All but weapons and magazines are ignored.
case Loot_PILE:
{
if (_type == Loot_PILE) exitWith {
_spawnCount = (_lootInfo select 2) + floor random ((_lootInfo select 3) - (_lootInfo select 2) + 1);
_vehicle = createVehicle ["WeaponHolder", _this select 1, [], 0, "CAN_COLLIDE"];
Loot_InsertCargo(_vehicle, _lootInfo select 1, _spawnCount);
if (surfaceIsWater (_this select 1)) then {
_vehicle setPos (_this select 1);
_vehicle = "WeaponHolder" createVehicle [0,0,0];
Loot_InsertCargo(_vehicle, _item, _spawnCount);
if (_isWater) then {
_vehicle setPos (_pos);
} else {
_vehicle setPosATL (_this select 1);
_vehicle setPosATL (_pos);
};
INCREMENT_WEAPON_HOLDERS();
INCREMENT_WEAPON_HOLDERS
};
//Spawn a vehicle
case Loot_VEHICLE:
{
_vehicle = createVehicle [_lootInfo select 1, _this select 1, [], 0, "CAN_COLLIDE"];
if (_type == Loot_VEHICLE) exitWith {
_vehicle = _item createVehicle [0,0,0];
_vehicle setDir random 360;
if (surfaceIsWater (_this select 1)) then {
_vehicle setPos (_this select 1);
if (_isWater) then {
_vehicle setPos (_pos);
} else {
_vehicle setPosATL (_this select 1);
_vehicle setPosATL (_pos);
};
};
//Spawn a container and populate it with loot from a given group
case Loot_CONTAINER:
{
_vehicle = createVehicle [_lootInfo select 1, _this select 1, [], 0, "CAN_COLLIDE"];
INCREMENT_WEAPON_HOLDERS();
if (_type == Loot_CONTAINER) exitWith {
_vehicle = _item createVehicle [0,0,0];
//Number of items to spawn
_spawnCount = (_lootInfo select 3) + floor random ((_lootInfo select 4) - (_lootInfo select 3) + 1);
Loot_InsertCargo(_vehicle, _lootInfo select 2, _spawnCount);
_vehicle setDir random 360;
if (surfaceIsWater (_this select 1)) then {
_vehicle setPos (_this select 1);
if (_isWater) then {
_vehicle setPos (_pos);
} else {
_vehicle setPosATL (_this select 1);
_vehicle setPosATL (_pos);
};
INCREMENT_WEAPON_HOLDERS
};
//Call a function which is assumed to return an object reference.
case Loot_CUSTOM:
{
_vehicle = call (_lootInfo select 1);
if (_type == Loot_CUSTOM) exitWith {
_vehicle = call (_item);
if ((typeName _vehicle) != "OBJECT") exitWith {};
if (!isNull _vehicle) then {
if (surfaceIsWater (_this select 1)) then {
_vehicle setPos (_this select 1);
if (_isWater) then {
_vehicle setPos (_pos);
} else {
_vehicle setPosATL (_this select 1);
_vehicle setPosATL (_pos);
};
};
};
};
_vehicle
_vehicle

View File

@@ -23,7 +23,7 @@ _WaterHoleArray = [
"WillowLake"
];
_infectedWaterHoles = _WaterHoleArray call fn_shuffleArray;
_infectedWaterHoles = [_WaterHoleArray,5] call fn_shuffleArray;
infectedWaterHoles = [];

View File

@@ -1,21 +0,0 @@
sched_buildingBubble = {
private "_dis";
{
_dis = _x distance player;
if ((player distance _x) > 400) then {
if (_x in dayz_buildingBubbleMonitor) then {
dayz_buildingBubbleMonitor = dayz_buildingBubbleMonitor - [_x];
};
//Clear Loot vars
if (!(isNil {player getVariable "looted"})) then {
_x setVariable ["looted",nil]; //SpawnCheck
};
if (!(isNil {player getVariable "zombieSpawn"})) then {
_x setVariable ["zombieSpawn",nil]; //SpawnCheck
};
};
} count dayz_buildingBubbleMonitor;
objNull
};

View File

@@ -13,7 +13,6 @@ call compile preprocessFileLineNumbers (_base+"sched_playerActions.sqf");
call compile preprocessFileLineNumbers (_base+"sched_medical.sqf");
//call compile preprocessFileLineNumbers (_base+"sched_achievement.sqf");
call compile preprocessFileLineNumbers (_base+"sched_gui.sqf");
call compile preprocessFileLineNumbers (_base+"sched_buildingBubble.sqf");
//call compile preprocessFileLineNumbers (_base+"sched_humanityChange.sqf");
if (dayz_antihack == 1) then {
@@ -37,7 +36,7 @@ if (count _list == 0) then {
[ 0.2, 0.12, sched_gui, sched_gui_init ],
[ 2, 0.13, sched_medical_effects, sched_medical_effects_init ],
[ 10, 15.13, sched_medical_effectsSlow ],
[ 6, 24.18, sched_spawnCheck, sched_spawnCheck_init ],
[ 6, 24.18, sched_spawnCheck ],
[ 1, 0.63, sched_throwable, sched_throwable_init ],
[ 1, 0.33, sched_medical, sched_medical_init ],
//[ 15, 3, sched_humanityChange ], //Humanity morphing disabled on Epoch to avoid loss of purchased clothing
@@ -45,7 +44,6 @@ if (count _list == 0) then {
[ 4, 2.38, sched_bloodStains, sched_bloodStains_init ],
[ 60, 10.44, sched_animals ],
[ 10, 5.44, sched_medical_slow ],
[ 15, 35.44, sched_buildingBubble ],
[ 60, 20.44, sched_newDay ],
[ 1, 0.51, sched_buriedZeds, sched_buriedZeds_init ]
];
@@ -63,4 +61,4 @@ if (count _list == 0) then {
};
_list execFSM (_base+"scheduler.fsm");
diag_log [ diag_tickTime, __FILE__, "Scheduler started"];
diag_log [ diag_tickTime, __FILE__, "Scheduler started"];

View File

@@ -1,10 +1,7 @@
#include "scheduler.hpp"
sched_spawnCheck_init = { []spawn{} };
sched_spawnCheck = {
HIDE_FSM_VARS
if (scriptDone _this) then {
_this = [] spawn player_spawnCheck; // calls buildingSpawnZombies --> zombie_generate which uses sleep, can't put in scheduler
};
_this;
};
call player_spawnCheck;
objNull
};

View File

@@ -49,7 +49,7 @@ if (_method in ["explosion","melee","shot","shothead","shotheavy","suicide"] &&
if (_sourceWeapon == "") then {_sourceWeapon = "unknown weapon";};
_message = ["killed",_playerName,_sourceName,_sourceWeapon,_distance];
// Store death messages to allow viewing at message board in trader citys.
PlayerDeaths set [count PlayerDeaths,[_playerName,_sourceName,_sourceWeapon,_distance,ServerCurrentTime]];
PlayerDeaths set [count PlayerDeaths,[_playerName,_sourceName,_sourceWeapon,_distance,[(ServerCurrentTime select 3), (ServerCurrentTime select 4)]]];
};
} else {
// No source name, distance or weapon needed: "%1 died from %2" str_death_%1 (see stringtable)

View File

@@ -9,7 +9,7 @@ BIS_MPF_remoteExecutionServer = {
};
call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\compile.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\compile.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\init.sqf";
BIS_Effects_Burn = {};
dayz_disconnectPlayers = [];

View File

@@ -27,8 +27,7 @@ epoch_eventIsAny = {
sched_event_init = {
diag_log("EPOCH EVENTS INIT");
_lastTime = "";
_lastTime
""
};
sched_event = {
@@ -44,7 +43,7 @@ sched_event = {
if (_lastTime != _datestr) then {
// internal timestamp
ServerCurrentTime = [(_date select 3), (_date select 4)];
ServerCurrentTime = _date;
// Once a minute.
_lastTime = _datestr;
@@ -52,20 +51,20 @@ sched_event = {
//diag_log ("EVENTS: Local Time is: " + _datestr);
if (count EpochEvents == 0) exitWith {};
{
if (typeName _x == "ARRAY") then {
// Run event at server start when minutes are set to -1
if ((_x select 4) == -1) then {
// Run event at server start when minutes are set to -1
if ((_x select 4) == -1) then {
diag_log ("RUNNING EVENT: " + (_x select 5) + " on " + _datestr);
_handle = [] execVM "\z\addons\dayz_server\modules\" + (_x select 5) + ".sqf";
// Remove event from array so it doesn't run again.
_lastIndex = (count EpochEvents) - 1;
if (_lastIndex != _forEachIndex) then {EpochEvents set [_forEachIndex, EpochEvents select _lastIndex];};
EpochEvents resize _lastIndex;
} else {
if([[(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4)],_date] call epoch_eventIsAny) then {
diag_log ("RUNNING EVENT: " + (_x select 5) + " on " + _datestr);
_handle = [] execVM "\z\addons\dayz_server\modules\" + (_x select 5) + ".sqf";
// Set the current position to something other than an array so the event doesn't run again.
EpochEvents set [_forEachIndex, -1];
} else {
if([[(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4)],_date] call epoch_eventIsAny) then {
diag_log ("RUNNING EVENT: " + (_x select 5) + " on " + _datestr);
_handle = [] execVM "\z\addons\dayz_server\modules\" + (_x select 5) + ".sqf";
};
};
};
} forEach EpochEvents;

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@@ -8,13 +8,13 @@ call compile preprocessFileLineNumbers (PATH+"sched_event.sqf");
[
// period offset code <-> ctx init code ->ctx
[ 60, 0, sched_event, sched_event_init ],
[ 60, 224, sched_corpses ],
[ 300, 336, sched_lootpiles_5m, sched_lootpiles_5m_init ],
[ 6, 340, sched_lootpiles ],
[ 900, 0, sched_sync ],
[ 120, 48, sched_safetyVehicle ],
[ 360, 480, sched_fps ],
[ 60, 0, sched_event, sched_event_init ]
[ 360, 480, sched_fps ]
] execFSM ("z\addons\dayz_code\system\scheduler\scheduler.fsm");
//diag_log [ __FILE__, "Scheduler started"];

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@@ -1,25 +1,57 @@
/*
Instructions for using day/night schedule.
1. In your server config folder, edit file HiveExt.ini. Change [Time] Type to Local...Type = Local.
2. Uncomment line 16 in this file: //#define DAY_NIGHT_SCHEDULE
3. Adjust the hours of the day that you want to have night time in the arrays.
NOTES:
The date/time is local to the server's time zone.
The days referred to here are days of the month, not days of the week.
You can configure odd and even days of the month to have different night time hours.
Coordinate the hours with BEC server restarts defined in scheduler.xml.
The default arrays alternate between day and night on a 4 hour schedule based on 0000, 0400, 0800, 1200, 1600, and 2000 restarts.
*/
//#define DAY_NIGHT_SCHEDULE // Uncomment this line to enable day/night schedule.
#define EVEN_DAY_NIGHT_HOURS [0,1,2,3,8,9,10,11,16,17,18,19] // These are the hours of the even numbered monthly days you wish to have night.
#define ODD_DAY_NIGHT_HOURS [0,1,2,3,8,9,10,11,16,17,18,19] // These are the hours of the odd numbered monthly days you wish to have night.
sched_sync = {
private ["_result","_outcome","_date","_hour","_minute"];
// EVERY 15 MINUTES
// RESYNC TIME WITH HIVE DLL SYSTEM CALL
private ["_date","_hour","_minute"];
// RESYNC TIME ON ALL MACHINES EVERY 15 MINUTES
// Date format [Year,Month,Day of the month,Hour,Minute]
_result = "CHILD:307:" call server_hiveReadWrite;
_outcome = _result select 0;
if(_outcome == "PASS") then {
_date = _result select 1;
_hour = _date select 3;
_minute = _date select 4;
if(dayz_ForcefullmoonNights) then {
_date = [2012,8,2,_hour,_minute];
};
setDate _date;
dayzSetDate = _date;
publicVariable "dayzSetDate";
diag_log [ __FILE__, "TIME SYNC: Local Time set to:", _date, "Fullmoon:",dayz_ForcefullmoonNights, "Date given by HiveExt.dll:", _result select 1];
_date = ServerCurrentTime; // ServerCurrentTime is set at server start in sched_event and updated every 60 seconds.
_day = _date select 2;
_hour = _date select 3;
_minute = _date select 4;
#ifdef DAY_NIGHT_SCHEDULE
_date set[3, 12]; // daytime unless overwritten below.
if (_day % 2 == 0) then { // check if day of the month is divisible by 2.
if (_hour in EVEN_DAY_NIGHT_HOURS) then {
_date set[3, 20]; // set hour to 20.
};
} else {
if (_hour in ODD_DAY_NIGHT_HOURS) then {
_date set[3, 20]; // set hour to 20.
};
};
#endif
if(dayz_ForcefullmoonNights) then {
_date = [2012,8,2,(_date select 3),_minute];
};
dayz_storeTimeDate = _date; // dayz_storeTimeDate is used to set the date on client connections.
setDate _date;
dayzSetDate = _date;
publicVariable "dayzSetDate";
diag_log [ __FILE__, "TIME SYNC: Local Time set to:", _date, "Fullmoon:",dayz_ForcefullmoonNights, "Date given by HiveExt.dll:", _date];
objNull
};

View File

@@ -16,25 +16,6 @@ _serverVehicleCounter = [];
_tempMaint = DayZ_WoodenFence + DayZ_WoodenGates;
diag_log "HIVE: Starting";
//Set the Time
_key = "CHILD:307:";
_result = _key call server_hiveReadWrite;
_outcome = _result select 0;
if (_outcome == "PASS") then {
_date = _result select 1;
_year = _date select 0;
_month = _date select 1;
_day = _date select 2;
_hour = _date select 3;
_minute = _date select 4;
if (dayz_ForcefullmoonNights) then {_date = [2012,8,2,_hour,_minute];};
diag_log ["TIME SYNC: Local Time set to:", _date, "Fullmoon:",dayz_ForcefullmoonNights,"Date given by HiveExt.dll:",_result select 1];
setDate _date;
dayzSetDate = _date;
publicVariable "dayzSetDate";
};
//Stream in objects
/* STREAM OBJECTS */
//Send the key