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https://github.com/EpochModTeam/DayZ-Epoch.git
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+ [FIXED] Prevent player zombies from getting any default loadouts. + [FIXED] Bad vehicle type message when using default loadout override and no backpack. + [FIXED] dayz_zedsAttackVehicles logic was reversed fixed now so that true = attack vehicles. + [ADDED] Safes now have a keypad GUI. Simply click on the numbers to enter your combo and then press #. https://www.dropbox.com/s/b00fgdpo13wokg9/Untitled-1.jpg + [ADDED] Tons of awesome cars by vilas from http://www.armaholic.com/page.php?id=17447 + [FIXED] Models needed extra variable to prevent being sunk into the ground. + [CHANGED] Bleeding duration reduced to minimum of 30 sec and max of 330 seconds. Before it was min 100 max 500. + [ADDED] When kneeling bleeding per second is reduced by 50%. + [ADDED] When crawling bleeding per second is reduced by 75%. + [ADDED] When changing locations the locations name will display in the bottom right. + [CHANGED] Replaced m107 with BAF_LRR_scoped. + [CHANGED] Replaced as50 with AK_107_PSO. TODO + [FIXED] Lock vehicle no longer shows on killed vehicles. + [ADDED] Disabled purchased vehicle parachute spawning by default added variable DZE_TRADER_SPAWNMODE = true; to enable. (Default: false) + [CHANGED] Plot pole has changed to another model a "no entry" sign and can be removed by anyone. When done building take your plot pole with you, if it isn't yours remove it and put it back down again. + [ADDED] Loot positions on top of some tables. + [ADDED] Briefcase that can hold up to 10 x 10oz Gold Bars or 100oz. + [ADDED] Full moon nights as option with dayz_fullMoonNights = true; + [CHANGED] Can no longer Salvage vehicle parts with 0 damage. Fixes bugged hitpoints and duping. + [REMOVED] Remove all crates of toolbelt items. This was just to add stock to traders and since most servers are now auto stocking them at the traders its not needed and cumbersome to use. + [CHANGED] Generator can only be built within 30m of gas stations that say "Needs Power". + [CHANGED] Moved light bulb to farm loot table as it was to common on trash loots. + [ADDED] Fuel pump can be built near standard fuel source (i.e. rusty tanks) then powered with a generator to make a refuel station. + [CHANGED] R3f realism no more fade to black, changed to use dayz shaking and knockouts. + [ADDED] Reset tiredness when you take painkillers. + [ADDED] Reset tiredness when you sleep at a tent. + [ADDED] added back fixed rbull soda and added new can orange sherbet
124 lines
4.8 KiB
Plaintext
124 lines
4.8 KiB
Plaintext
private ["_position","_num","_config","_itemType","_weights","_index","_crashModel","_lootTable","_guaranteedLoot","_randomizedLoot","_frequency","_variance","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_crashName","_nearby","_itemTypes","_cntWeights","_fadeFire"];
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//_crashModel = _this select 0;
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//_lootTable = _this select 1;
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_guaranteedLoot = _this select 0;
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_randomizedLoot = _this select 1;
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_frequency = _this select 2;
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_variance = _this select 3;
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_spawnChance = _this select 4;
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_spawnMarker = _this select 5;
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_spawnRadius = _this select 6;
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_spawnFire = _this select 7;
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_fadeFire = _this select 8;
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diag_log("CRASHSPAWNER: Starting spawn logic for Crash Spawner");
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while {true} do {
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private["_timeAdjust","_timeToSpawn","_spawnRoll","_crash","_hasAdjustment","_newHeight","_adjustedPos"];
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// Allows the variance to act as +/- from the spawn frequency timer
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_timeAdjust = round(random(_variance * 2) - _variance);
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_timeToSpawn = time + _frequency + _timeAdjust;
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//Adding some Random systems
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_crashModel = ["UH60Wreck_DZ","UH1Wreck_DZ","Mass_grave_DZ"] call BIS_fnc_selectRandom;
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if(_crashModel == "Mass_grave_DZ") then {
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_lootTable = "MassGrave";
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} else {
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//Crash loot just uncomment the one you wish to use by default with 50cals is enabled.
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//Table including 50 cals
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_lootTable = ["Military","HeliCrash","MilitarySpecial"] call BIS_fnc_selectRandom;
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//Table without 50 cals
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//_lootTable = ["Military","HeliCrash_No50s","MilitarySpecial"] call BIS_fnc_selectRandom;
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};
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_crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
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diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' at %5", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]);
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// Apprehensive about using one giant long sleep here given server time variances over the life of the server daemon
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while {time < _timeToSpawn} do {
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sleep 5;
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};
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_spawnRoll = random 1;
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// Percentage roll
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if (_spawnRoll <= _spawnChance) then {
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_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
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diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
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_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
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// Randomize the direction the wreck is facing
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_crash setDir round(random 360);
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// Using "custom" wrecks (using the destruction model of a vehicle vs. a prepared wreck model) will result
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// in the model spawning halfway in the ground. To combat this, an OPTIONAL configuration can be tied to
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// the CfgVehicles class you've created for the custom wreck to define how high above the ground it should
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// spawn. This is optional.
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_config = configFile >> "CfgVehicles" >> _crashModel >> "heightAdjustment";
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_hasAdjustment = isNumber(_config);
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_newHeight = 0;
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if (_hasAdjustment) then {
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_newHeight = getNumber(_config);
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//diag_log(format["DIAG: ADJUSTMENT FOUND FOR %1, IT IS: %2", _crashName, _newHeight]);
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};
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// Must setPos after a setDir otherwise the wreck won't level itself with the terrain
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_adjustedPos = [(_position select 0), (_position select 1), _newHeight];
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//diag_log(format["DIAG: Designated Position: %1", str(_adjustedPos)]);
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_crash setPos _adjustedPos;
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// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_crash];
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_crash setVariable ["ObjectID","1",true];
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// Disable simulation server side
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_crash enableSimulation false;
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_num = round(random _randomizedLoot) + _guaranteedLoot;
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if(_crashModel == "Mass_grave_DZ") then {
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_spawnFire = false;
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_num = _num * 2;
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};
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if (_spawnFire) then {
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//["dayzFire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll;
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dayzFire = [_crash,2,time,false,_fadeFire];
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publicVariable "dayzFire";
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_crash setvariable ["fadeFire",_fadeFire,true];
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};
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_config = configFile >> "CfgBuildingLoot" >> _lootTable;
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_itemTypes = [] + getArray (_config >> "itemType");
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_index = dayz_CBLBase find toLower(_lootTable);
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_weights = dayz_CBLChances select _index;
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_cntWeights = count _weights;
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for "_x" from 1 to _num do {
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//create loot
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_index = floor(random _cntWeights);
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_index = _weights select _index;
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_itemType = _itemTypes select _index;
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[_itemType select 0, _itemType select 1, _position, 5] call spawn_loot;
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diag_log(format["CRASHSPAWNER: Loot spawn at '%1' with loot table '%2'", _crashName, _lootTable]);
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// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and other such items.
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_nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
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{
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_x setVariable ["permaLoot",true];
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} forEach _nearBy;
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};
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};
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}; |