private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_fadeFire","_crashModel","_lootTable","_crashName","_spawnRoll","_position","_crash","_config","_hasAdjustment","_newHeight","_adjustedPos","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany"]; _guaranteedLoot = 3; _randomizedLoot = 4; _spawnChance = 0.50; _spawnMarker = 'center'; // _spawnRadius = 5000; _spawnRadius = HeliCrashArea; _spawnFire = true; _fadeFire = false; _spawnRoll = random 1; if (_spawnRoll <= _spawnChance) then { _crashModel = ["UH60Wreck_DZ","UH1Wreck_DZ","UH60_NAVY_Wreck_DZ","UH60_ARMY_Wreck_DZ","UH60_NAVY_Wreck_burned_DZ","UH60_ARMY_Wreck_burned_DZ","Mass_grave_DZ"] call BIS_fnc_selectRandom; if(_crashModel == "Mass_grave_DZ") then { _lootTable = "MassGrave"; } else { _lootTable = "HeliCrash"; }; _crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName"); // Loop for a new location without any vehicles _needsrelocated = true; while {_needsrelocated} do { _position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos; _istoomany = _position nearObjects ["AllVehicles",10]; if((count _istoomany) == 0) then { _needsrelocated = false; }; }; //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); }; // 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]; }; if (DZE_MissionLootTable) then { _itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> _lootTable >> "lootType"); } else { _itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType"); }; _CBLBase = dayz_CBLBase find _lootTable; _weights = dayz_CBLChances select _CBLBase; _cntWeights = count _weights; for "_x" from 1 to _num do { //create loot _index1 = floor(random _cntWeights); _index2 = _weights select _index1; _itemType = _itemTypes select _index2; [_itemType select 0, _itemType select 1, _position, 5] call spawn_loot; }; // 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; };