mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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65 lines
2.3 KiB
Plaintext
65 lines
2.3 KiB
Plaintext
private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_crashModel","_lootTable","_spawnRoll","_position","_crash","_config","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany"];
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_guaranteedLoot = 4;
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_randomizedLoot = 8;
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_spawnChance = 0.50;
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_spawnMarker = 'center';
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_spawnRadius = (HeliCrashArea/2);
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_spawnRoll = random 1;
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if (_spawnRoll <= _spawnChance) then {
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_crashModel = "Supply_Crate_DZE";
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_lootTable = "SupplyDrop";
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// Loop for a new location without any vehicles
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_needsrelocated = true;
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while {_needsrelocated} do {
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_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
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_istoomany = _position nearObjects ["AllVehicles",10];
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if((count _istoomany) == 0) then { _needsrelocated = false; };
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};
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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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_crash setPos _position;
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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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//PVDZE_serverObjectMonitor set [count PVDZE_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 (DZE_MissionLootTable) then {
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_itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
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} else {
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_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
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};
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_CBLBase = dayz_CBLBase find (toLower(_lootTable));
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_weights = dayz_CBLChances select _CBLBase;
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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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_index1 = floor(random _cntWeights);
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_index2 = _weights select _index1;
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_itemType = _itemTypes select _index2;
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[_itemType select 0, _itemType select 1, _position, 5] call spawn_loot;
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};
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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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}; |