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https://github.com/EpochModTeam/DayZ-Epoch.git
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+ [FIXED] Can now refuel and siphon while swimming again. Must stay at same position for 6 seconds. + [FIXED] Refuel sound now only plays when an actual refuel/siphon takes place. + [FIXED] Check fuel levels again just before refuel or siphon actions. + [FIXED] Player Zombies can now no longer pickup "Take %" objects. + [FIXED] Dogs now correctly consume any available raw meat. + [FIXED] Machete now spawns correctly, it was missing WeaponHolder_ItemMachete config. + [UPDATED] Updated batttleye scripts. + [CHANGED] Gutting zombies and animals now double checks for "meatHarvested" after animation and before action. + [CHANGED] Survivor2_DZ was not in the list of AllPlayers. + [CHANGED] Lowered alert radius when gutting zombies to 50m instead of 100m. + [CHANGED] Moved all clothes to cfgloots to reduce spawn chances as we add more. (clothes, militaryclothes, specialclothes) + [CHANGED] HMMWV URAL and UAZ road debris now has its own military loot tables that include sandbags. + [CHANGED] New vehicle spawns now have a new damage system using a random percent between min and max variables. Defaults: (DynamicVehicleDamageLow = 0; DynamicVehicleDamageHigh = 100;) + [CHANGED] Animal count was too low was 5 now 8. Can be overridden with dayz_maxAnimals set inside mission init.sqf. + [ADDED] Taming dogs now has a 50% chance to fail and consume meat, Chance to tame without failure increases with number of days alive (dayz_skilllevel). + [ADDED] Added spawnMarkerCount variable override to use more spawn marker locations. (default=4) + [ADDED] Added medic animation requirement for gutting zombies and animals so you can now walk away to cancel gutting process. + [ADDED] Added old bandit skin back in as Skin_Bandit2_DZ as a drop on Residential. + [ADDED] New vehicle spawns now have a chance to spawn 0-3 loot randomly from all cfgloots. + [ADDED] Added new desert themed domed camping tent (ItemTentDomed) that holds 75 mags, 12 weapons, and 7 backpacks - thanks to vRNemesis for model and texture. + [ADDED] Added server side ability to enabled taming dogs and can be enabled by setting dayz_tameDogs = true; within mission init.sqf. (default: false) + [ADDED] Added parachute spawning players as a server side option enable server side with the variable dayz_paraSpawn = true; within mission init.sqf. (default: false) + [ADDED] Randomly spawning (like helicopter crashes) Mass Grave with 8-16 zombies and 2x more loot. + [REMOVED] Commented out remaining unused call to stream_locationCheck. + [INFO] Changes can be made to all zombie spawn variables via the mission init.sqf (defaults: dayz_maxLocalZombies = 40; dayz_maxGlobalZombies =30; dayz_maxZeds = 500;) + [INFO] DZEdebug = true; (default: false) will enable debug so that road debris and new vehicle spawns are visible via map markers. Also debug will enable "Save to arma.RPT" that allows access of a tool to obtain lootpos information for buildings used for adding support for additional maps.
121 lines
4.7 KiB
Plaintext
121 lines
4.7 KiB
Plaintext
private["_position","_num","_config","_itemType","_itemChance","_weights","_index","_iArray","_crashModel","_lootTable","_guaranteedLoot","_randomizedLoot","_frequency","_variance","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_permanentFire","_crashName"];
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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"] call BIS_fnc_selectRandom;
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if(_crashModel == "Mass_grave") 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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_num = round(random _randomizedLoot) + _guaranteedLoot;
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if(_crashModel == "Mass_grave") 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 _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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}; |