private["_position","_num","_config","_itemType","_itemChance","_weights","_index","_iArray","_crashModel","_lootTable","_guaranteedLoot","_randomizedLoot","_frequency","_variance","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_permanentFire","_crashName"]; waitUntil{!isNil "BIS_fnc_selectRandom"}; _crashModel = _this select 0; _lootTable = _this select 1; _guaranteedLoot = _this select 2; _randomizedLoot = _this select 3; _frequency = _this select 4; _variance = _this select 5; _spawnChance = _this select 6; _spawnMarker = _this select 7; _spawnRadius = _this select 8; _spawnFire = _this select 9; _fadeFire = _this select 10; _crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName"); diag_log(format["CRASHSPAWNER: Starting spawn logic for '%1' with loot table '%2'", _crashName, _lootTable]); 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; diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' at %5", 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 dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_crash]; _crash setVariable ["ObjectID",1,true]; if (_spawnFire) then { dayzFire = [_crash,2,time,false,_fadeFire]; publicVariable "dayzFire"; nul=dayzFire spawn BIS_Effects_Burn; _crash setvariable ["fadeFire",_fadeFire,true]; }; _num = round(random _randomizedLoot) + _guaranteedLoot; _config = configFile >> "CfgBuildingLoot" >> _lootTable; _itemType = [] + getArray (_config >> "itemType"); _itemChance = [] + getArray (_config >> "itemChance"); waituntil {!isnil "fnc_buildWeightedArray"}; for "_x" from 1 to _num do { private["_totalItems","_randomNum"]; // _weights is rebuilt every itteration of this loop since there's some weird bug that causes _weights // to lose data each itteration of the 'for' loop despite no manipulation of it. That's why the original wreck // code had the condition "if (count _itemType > _index) then {" since sometimes _index would be larger than // the data left in the array. So, yes, this is not performant -- but this code is called so infrequently // that this seems to be more tolerable than the prior way which meant some loot simply wouldn't spawn in for the wreck. _weights = []; _weights = [_itemType,_itemChance] call fnc_buildWeightedArray; _totalItems = (count _weights) - 1; _randomNum = round(random _totalItems); _index = _weights select _randomNum; //diag_log(format["DIAG: Total Items: %1 | Random Num: %2 | Index: %3 | Selection: %4 | Weights: %5", _totalItems, _randomNum, _index, str(_itemType select _index), count _weights]); _iArray = (_itemType select _index); _iArray set [2,_position]; _iArray set [3,5]; // Spawn radius: May need to expose this as configurable or use sizeOf(_crashModel) here. Some wreck models have GIANT sizeOf though and may scatter loot too far //diag_log(format["DIAG: _iArray => %1 <=", str(_iArray)]); _iArray call spawn_loot; diag_log(format["CRASHSPAWNER: Loot spawn at '%1' with loot table '%2': %3 (%4)", _crashName, _lootTable, _iArray select 0, _iArray select 1]); // 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; }; } else { diag_log(format["CRASHSPAWNER: Roll chance to spawn '%1' with loot table '%2' failed", _crashName, _lootTable]); }; };