private ["_position","_num","_config","_itemType","_weights","_index","_crashModel","_lootTable","_guaranteedLoot","_randomizedLoot","_frequency","_variance","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_crashName","_nearby","_itemTypes","_cntWeights","_fadeFire"]; //_crashModel = _this select 0; //_lootTable = _this select 1; _guaranteedLoot = _this select 0; _randomizedLoot = _this select 1; _frequency = _this select 2; _variance = _this select 3; _spawnChance = _this select 4; _spawnMarker = _this select 5; _spawnRadius = _this select 6; _spawnFire = _this select 7; _fadeFire = _this select 8; diag_log("CRASHSPAWNER: Starting spawn logic for Crash Spawner"); while {true} do { private["_timeAdjust","_timeToSpawn","_spawnRoll","_crash","_hasAdjustment","_newHeight","_adjustedPos"]; // Allows the variance to act as +/- from the spawn frequency timer _timeAdjust = round((random(_variance * 2)) - _variance); _timeToSpawn = time + _frequency + _timeAdjust; //Adding some Random systems _crashModel = ["UH60Wreck_DZ","UH1Wreck_DZ","Mass_grave_DZ"] call BIS_fnc_selectRandom; if(_crashModel == "Mass_grave_DZ") then { _lootTable = "MassGrave"; } else { //Crash loot just uncomment the one you wish to use by default with 50cals is enabled. //Table including 50 cals _lootTable = ["Military","HeliCrash","MilitarySpecial"] call BIS_fnc_selectRandom; //Table without 50 cals //_lootTable = ["Military","HeliCrash_No50s","MilitarySpecial"] call BIS_fnc_selectRandom; }; _crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName"); diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' in %5 secounds", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]); // Apprehensive about using one giant long sleep here given server time variances over the life of the server daemon while {time < _timeToSpawn} do { sleep 5; }; _spawnRoll = random 1; // Percentage roll if (_spawnRoll <= _spawnChance) then { _position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos; diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]); _crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"]; // Randomize the direction the wreck is facing _crash setDir round(random 360); // Using "custom" wrecks (using the destruction model of a vehicle vs. a prepared wreck model) will result // in the model spawning halfway in the ground. To combat this, an OPTIONAL configuration can be tied to // the CfgVehicles class you've created for the custom wreck to define how high above the ground it should // spawn. This is optional. _config = configFile >> "CfgVehicles" >> _crashModel >> "heightAdjustment"; _hasAdjustment = isNumber(_config); _newHeight = 0; if (_hasAdjustment) then { _newHeight = getNumber(_config); //diag_log(format["DIAG: ADJUSTMENT FOUND FOR %1, IT IS: %2", _crashName, _newHeight]); }; // Must setPos after a setDir otherwise the wreck won't level itself with the terrain _adjustedPos = [(_position select 0), (_position select 1), _newHeight]; //diag_log(format["DIAG: Designated Position: %1", str(_adjustedPos)]); _crash setPos _adjustedPos; // I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash]; _crash setVariable ["ObjectID","1",true]; // Disable simulation server side _crash enableSimulation false; _num = (round(random _randomizedLoot)) + _guaranteedLoot; if(_crashModel == "Mass_grave_DZ") then { _spawnFire = false; _num = _num * 2; }; if (_spawnFire) then { //["PVDZE_obj_Fire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll; PVDZE_obj_Fire = [_crash,2,time,false,_fadeFire]; publicVariable "PVDZE_obj_Fire"; _crash setvariable ["fadeFire",_fadeFire,true]; }; _config = configFile >> "CfgBuildingLoot" >> _lootTable; if (DZE_MissionLootTable) then { _config = missionConfigFile >> "CfgBuildingLoot" >> _lootTable; }; _itemTypes = [] + getArray (_config >> "itemType"); _index = dayz_CBLBase find toLower(_lootTable); _weights = dayz_CBLChances select _index; _cntWeights = count _weights; for "_x" from 1 to _num do { //create loot _index = floor(random _cntWeights); _index = _weights select _index; _itemType = _itemTypes select _index; [_itemType select 0, _itemType select 1, _position, 5] call spawn_loot; diag_log(format["CRASHSPAWNER: Loot spawn at '%1' with loot table '%2'", _crashName, _lootTable]); // ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and other such items. _nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)]; { _x setVariable ["permaLoot",true]; } forEach _nearBy; }; }; };