Commit Graph

15 Commits

Author SHA1 Message Date
AirwavesMan
89bca2c94b Partly fix floating loot
This commit fixes partly the floating loot issue. The whole problem is not fixable. It is a problem with different components. The main point is that the position can be half water and half not. The second is the building collision and the collision of the loot object. Normally setPosATL should do its work but the object moves on the placement. Adding a special handling for buildings that are mostly over water did the best job so far.
With fixWaterPos = 1; in the building class which has those floating loot problems, the position gets converted to ASL which is better over water but not always. Some loot objects are still floating a bit but I could reach all of them. It is a way better as before.
2020-09-15 19:55:17 +02:00
A Man
37ba79772e Add more new skins and zombies models 2020-04-05 20:48:10 +02:00
A Man
d5801e167a Add more civilian skins and zombies
Thanks to Marseille77
2020-03-18 17:30:15 +01:00
worldwidesorrow
e809362e44 Remove unused arrays. 2020-01-09 17:38:55 -06:00
ebayShopper
7668152118 Remove some more glitched map objects
Vanilla commits:

db5aa2063c

88458846e9

1ec13bdfd0
2017-12-17 12:19:28 -05:00
icomrade
36b67affee More lootPos 2017-04-30 10:18:25 -04:00
ebayShopper
5c0e8473df Add a few Namalsk and Takistan loot positions
This adds a few new buildings. Most buildings were just moved around
with no changes.

Vanilla commit:

0173614d0c
2017-03-05 11:13:19 -05:00
ebaydayz
7857272d82 Add loot pos for some more sahrani and tavi building types
Vanilla commits:

578e0f5c0a

18d1852b56

bbebc56102

e70074e44f

56d0ab54cb

fa8c01bae4

Added some new building types. No existing buildings were removed or
changed, just moved around to sync order.
2017-01-09 17:01:13 -05:00
ebaydayz
5fdbced171 Add more loot and zed positions for namalsk
Vanilla commits applied:

57511ad463

7745633e8e

0e237c0274

95d3f94f88

6e4598a3e1

081620cccb
2016-10-08 19:58:58 -04:00
ebaydayz
de9d3feb0f Updated Some loot Locations.
Vanilla development commit:

db96d1c8c5

Note: does not affect buildings with Epoch loot positions. Vanilla
positions are commented out on those buildings.
2016-08-03 14:28:23 -04:00
ebaydayz
bf3d03ba13 Only spawn small loot in lootPosSmall positions
I did not realize lootPosSmall positions can only fit small objects like
soda cans etc., so it is not okay to merge them with the main lootPos
arrays. This separates them back out.

This solution will work like 1.0.5.1 CfgLootSmall. <GroupName>Small is
used to spawn additional loot if the building type has lootPosSmall
positions available. It is not necessary to add a <GroupName>Small for
types that do not have lootPosSmall positions.

Some of these objects may still be too big or too small (knife,
binoculars, matchbox, etc.) for the positions and look out of place. If
that is the case please submit a pull with any problematic ones removed
from the <GroupName>Small groups (check if they aren't in 1051
CfgLootSmall first). Balance and rates may need adjustment as I just
took the normal groups and removed large objects from them while trying
to keep similar items to 1.0.5.1 CfgLootSmall.
2016-06-20 21:39:21 -04:00
ebaydayz
58d2443e77 Add back Epoch custom lootPos and lootPosSmall
Epoch has custom loot positions for many buildings. Most lootPos have
not changed in vanilla since pre 1.7.x.

The vanilla lootPos are now commented out and  custom Epoch ones are
added back. LootPosSmall positions are now included in lootPos and
marked with //DZE EXTRA

LootPosSmall are included and used by default in 1051, so it is simpler
to add them to the main lootPos lists instead of having a separate loop
in buildingSpawnLoot.sqf for them.
2016-06-18 19:58:58 -04:00
icomrade
43b9da7c17 I hate loot tables 2016-02-25 13:23:15 -05:00
icomrade
71d045875b BuildingPos Done and Separated/Sorted 2016-02-25 11:43:55 -05:00
icomrade
dfb7bba743 CFG WEAPONS DONE 2016-02-21 13:09:16 -05:00