private["_obj","_type","_config","_canLoot","_originalPos","_unitTypes","_min","_max","_num","_clean","_positions","_zombieChance","_rnd","_iPos","_nearBy","_nearByPlayer"];_obj = _this select 0; _obj = _this select 0; _type = typeOf _obj; _config = configFile >> "CfgBuildingLoot" >> _type; _canLoot = isClass (_config); _originalPos = getPosATL _obj; if (_canLoot) then { //Get zombie class _unitTypes = getArray (_config >> "zombieClass"); _min = getNumber (_config >> "maxRoaming"); _max = getNumber (_config >> "minRoaming"); //Walking Zombies _num = round(random _max) max _min; _config = configFile >> "CfgBuildingLoot" >> _type; //Get zombie class _zombieChance = getNumber (_config >> "zombieChance"); _rnd = random 0.5; _chance = round(random 20); //if (_rnd < _zombieChance) then { if ((_chance % 2) == 0) then { _noPlayerNear = (count ((getPosATL _obj) nearEntities ["CAManBase",30])) == 0; if (_noPlayerNear) then { _position = _obj buildingExit 0; if ((_position select 0) == 0) then { _position = getPosATL _obj; }; //diag_log ("Class: " + _type + " / Zombies: " + str(_unitTypes) + " / Walking: " + str(_num)); for "_i" from 1 to _num do { [_position,_unitTypes] call zombie_generate; }; }; }; //Add Internal Zombies _clean = {alive _x} count ((getPosATL _obj) nearEntities ["zZombie_Base",(sizeOf _type)]) == 0; if (_clean) then { _positions = getArray (_config >> "lootPos"); _zombieChance = getNumber (_config >> "zombieChance"); //diag_log format["Building: %1 / Positions: %2 / Chance: %3",_type,_positions,_zombieChance]; { _rnd = random 1; if (_rnd < _zombieChance) then { _iPos = _obj modelToWorld _x; _nearBy = {alive _x} count nearestObjects [_iPos , ["zZombie_Base"],3] > 0; _nearByPlayer = ({isPlayer _x} count (_iPos nearEntities ["CAManBase",30])) > 0; //diag_log ("BUILDING: " + _type + " / " + str(_nearBy) + " / " + str(_nearByPlayer)); if (!_nearByPlayer and !_nearBy) then { [_iPos,_unitTypes] call zombie_generate; }; }; } forEach _positions; }; dayz_buildingMonitor set [count dayz_buildingMonitor,_obj]; };