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This allows finer grained control of crashsite, carepackage and infected camp spawn positions and radii (further north, south, east, west, etc.). Also removed some hardcoded checks for Chernarus, since dayz_townGenerator should always be off on other maps for now. Someone may add town generator coordinates for other maps later. Related vanilla commits:b20b402bf07c8b69eb827dfd3ef9cf
19 lines
1.0 KiB
Plaintext
19 lines
1.0 KiB
Plaintext
private ["_position","_veh","_istoomany","_spawnveh","_positions"];
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_position = [getMarkerPos "center",0,(((getMarkerSize "center") select 1)*0.75),10,0,2000,0] call BIS_fnc_findSafePos;
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if ((count _position) == 2) then {
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_positions = selectBestPlaces [_position, 500, "(1 + forest) * (1 + hills) * (1 - houses) * (1 - sea)", 10, 5];
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_position = (_positions call BIS_fnc_selectRandom) select 0;
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_istoomany = _position nearObjects ["All",10];
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if (((count _istoomany) > 0) or (isOnRoad _position)) exitWith {};
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_spawnveh = ["Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Silver_Vein_DZE","Silver_Vein_DZE","Silver_Vein_DZE","Gold_Vein_DZE","Gold_Vein_DZE"] call BIS_fnc_selectRandom;
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//diag_log("DEBUG: Spawning a crashed " + _spawnveh + " with " + _spawnloot + " at " + str(_position));
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//_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
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_veh = _spawnveh createVehicle [0,0,0];
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_veh enableSimulation false;
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_veh setDir round(random 360);
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_veh setPos _position;
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_veh setVariable ["ObjectID","1",true];
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}; |