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https://github.com/EpochModTeam/DayZ-Epoch.git
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84 lines
3.5 KiB
Plaintext
84 lines
3.5 KiB
Plaintext
private ["_random","_lastIndex","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition","_iClass","_num","_allCfgLoots"];
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// do not make _roadList, _buildingList or _serverVehicleCounter private in this function
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#include "\z\addons\dayz_code\util\Math.hpp"
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#include "\z\addons\dayz_code\util\Vector.hpp"
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#include "\z\addons\dayz_code\loot\Loot.hpp"
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while {count AllowedVehiclesList > 0} do {
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// BIS_fnc_selectRandom replaced because the index may be needed to remove the element
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_index = floor random count AllowedVehiclesList;
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_random = AllowedVehiclesList select _index;
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_vehicle = _random select 0;
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_velimit = _random select 1;
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_qty = {_x == _vehicle} count _serverVehicleCounter;
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if (_qty <= _velimit) exitWith {}; // If under limit allow to proceed
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// vehicle limit reached, remove vehicle from list
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// since elements cannot be removed from an array, overwrite it with the last element and cut the last element of (as long as order is not important)
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_lastIndex = (count AllowedVehiclesList) - 1;
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if (_lastIndex != _index) then {AllowedVehiclesList set [_index, AllowedVehiclesList select _lastIndex];};
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AllowedVehiclesList resize _lastIndex;
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};
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if (count AllowedVehiclesList == 0) then {
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diag_log "DEBUG: unable to find suitable random vehicle to spawn";
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} else {
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// add vehicle to counter for next pass
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_serverVehicleCounter set [count _serverVehicleCounter,_vehicle];
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// Find Vehicle Type to better control spawns
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_isAir = _vehicle isKindOf "Air";
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_isShip = _vehicle isKindOf "Ship";
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if (_isShip or _isAir) then {
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if (_isShip) then {
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// Spawn anywhere on coast on water
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_position = [dayz_centerMarker,0,DynamicVehicleArea,10,1,2000,1] call BIS_fnc_findSafePos;
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//diag_log("DEBUG: spawning boat near coast " + str(_position));
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} else {
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// Spawn air anywhere that is flat
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_position = [dayz_centerMarker,0,DynamicVehicleArea,10,0,2000,0] call BIS_fnc_findSafePos;
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//diag_log("DEBUG: spawning air anywhere flat " + str(_position));
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};
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} else {
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// Spawn around buildings and 50% near roads
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if ((random 1) > 0.5) then {
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_position = _roadList call BIS_fnc_selectRandom;
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_position = _position modelToWorld [0,0,0];
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_position = [_position,0,10,10,0,2000,0] call BIS_fnc_findSafePos;
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//diag_log("DEBUG: spawning near road " + str(_position));
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} else {
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_position = _buildingList call BIS_fnc_selectRandom;
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_position = _position modelToWorld [0,0,0];
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_position = [_position,0,40,5,0,2000,0] call BIS_fnc_findSafePos;
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//diag_log("DEBUG: spawning around buildings " + str(_position));
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};
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};
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// only proceed if two params otherwise BIS_fnc_findSafePos failed and may spawn in air
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if ((count _position) == 2) then {
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_dir = round(random 180);
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_istoomany = _position nearObjects ["AllVehicles",50];
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if ((count _istoomany) > 0) exitWith {};
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_veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"];
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_veh setDir _dir;
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_veh setPos _position;
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_objPosition = getPosATL _veh;
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clearWeaponCargoGlobal _veh;
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clearMagazineCargoGlobal _veh;
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// Add 0-3 loots to vehicle using random loot groups
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_num = floor(random 4);
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_allCfgLoots = ["Trash","Trash","Consumable","Consumable","Generic","Generic","MedicalLow","MedicalLow","clothes","tents","backpacks","Parts","pistols","AmmoCivilian"];
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for "_x" from 1 to _num do {
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_iClass = _allCfgLoots call BIS_fnc_selectRandom;
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_lootGroupIndex = dz_loot_groups find _iClass;
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Loot_InsertCargo(_veh, _lootGroupIndex, 1);
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};
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[_veh,[_dir,_objPosition],_vehicle,true,"0"] call server_publishVeh;
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};
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}; |