private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_crashModel","_lootTable","_spawnRoll","_position","_crash","_config","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany"]; _guaranteedLoot = 4; _randomizedLoot = 8; _spawnChance = 0.50; _spawnMarker = 'center'; _spawnRadius = (HeliCrashArea/2); _spawnRoll = random 1; if (_spawnRoll <= _spawnChance) then { _crashModel = "Supply_Crate_DZE"; _lootTable = "SupplyDrop"; // 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); _crash setPos _position; // 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; _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; }; // 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; };