Files
DayZ-Epoch/SQF/dayz_server/compile/server_spawnCrashSite.sqf
ebaydayz 4bd9a9aa0b Update public variables
It makes no sense to rename the identical DayZ PVs to have an E in their
name. I don't see any good reason it was done in the first place. All it
accomplishes is breaking script compatibility between the two mods and
requiring different publicvariable.txt filters. The only time it makes
sense is for custom Epoch variables that aren't used in vanilla.

All admins have to do to update custom scripts is swap the names
according to the change log.

Note I've submitted a pull request to replace PVDZ_veh_Save with
PVDZ_obj_Save in official too because they are duplicates.
2016-03-18 21:39:22 -04:00

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private ["_position","_num","_config","_itemType","_weights","_index","_crashModel","_lootTable","_guaranteedLoot","_randomizedLoot","_frequency","_variance","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_crashName","_nearby","_itemTypes","_cntWeights","_fadeFire"];
//_crashModel = _this select 0;
//_lootTable = _this select 1;
_guaranteedLoot = _this select 0;
_randomizedLoot = _this select 1;
_frequency = _this select 2;
_variance = _this select 3;
_spawnChance = _this select 4;
_spawnMarker = _this select 5;
_spawnRadius = _this select 6;
_spawnFire = _this select 7;
_fadeFire = _this select 8;
diag_log("CRASHSPAWNER: Starting spawn logic for Crash Spawner");
while {1 == 1} do {
private["_timeAdjust","_timeToSpawn","_spawnRoll","_crash","_hasAdjustment","_newHeight","_adjustedPos"];
// Allows the variance to act as +/- from the spawn frequency timer
_timeAdjust = round((random(_variance * 2)) - _variance);
_timeToSpawn = time + _frequency + _timeAdjust;
//Adding some Random systems
_crashModel = ["UH60Wreck_DZ","UH1Wreck_DZ","UH60_NAVY_Wreck_DZ","UH60_ARMY_Wreck_DZ","UH60_NAVY_Wreck_burned_DZ","UH60_ARMY_Wreck_burned_DZ","Mass_grave_DZ"] call BIS_fnc_selectRandom;
if(_crashModel == "Mass_grave_DZ") then {
_lootTable = "MassGrave";
} else {
//Crash loot just uncomment the one you wish to use by default with 50cals is enabled.
//Table including 50 cals
_lootTable = ["Military","HeliCrash","MilitarySpecial"] call BIS_fnc_selectRandom;
//Table without 50 cals
//_lootTable = ["Military","HeliCrash_No50s","MilitarySpecial"] call BIS_fnc_selectRandom;
};
_crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' in %5 seconds", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]);
// Apprehensive about using one giant long sleep here given server time variances over the life of the server daemon
waituntil {time > _timeToSpawn};
_spawnRoll = random 1;
// Percentage roll
if (_spawnRoll <= _spawnChance) then {
_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
// Randomize the direction the wreck is facing
_crash setDir round(random 360);
// Using "custom" wrecks (using the destruction model of a vehicle vs. a prepared wreck model) will result
// in the model spawning halfway in the ground. To combat this, an OPTIONAL configuration can be tied to
// the CfgVehicles class you've created for the custom wreck to define how high above the ground it should
// spawn. This is optional.
_config = configFile >> "CfgVehicles" >> _crashModel >> "heightAdjustment";
_hasAdjustment = isNumber(_config);
_newHeight = 0;
if (_hasAdjustment) then {
_newHeight = getNumber(_config);
//diag_log(format["DIAG: ADJUSTMENT FOUND FOR %1, IT IS: %2", _crashName, _newHeight]);
};
// Must setPos after a setDir otherwise the wreck won't level itself with the terrain
_adjustedPos = [(_position select 0), (_position select 1), _newHeight];
//diag_log(format["DIAG: Designated Position: %1", str(_adjustedPos)]);
_crash setPos _adjustedPos;
// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash];
_crash setVariable ["ObjectID","1",true];
// Disable simulation server side
_crash enableSimulation false;
_num = (round(random _randomizedLoot)) + _guaranteedLoot;
if(_crashModel == "Mass_grave_DZ") then {
_spawnFire = false;
_num = _num * 2;
};
if (_spawnFire) then {
//["PVDZ_obj_Fire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll;
PVDZ_obj_Fire = [_crash,2,time,false,_fadeFire];
publicVariable "PVDZ_obj_Fire";
_crash setvariable ["fadeFire",_fadeFire,true];
};
_config = configFile >> "CfgBuildingLoot" >> _lootTable;
if (DZE_MissionLootTable) then {
_config = missionConfigFile >> "CfgBuildingLoot" >> _lootTable;
};
_itemTypes = [] + getArray (_config >> "itemType");
_index = dayz_CBLBase find toLower(_lootTable);
_weights = dayz_CBLChances select _index;
_cntWeights = count _weights;
for "_x" from 1 to _num do {
//create loot
_index = floor(random _cntWeights);
_index = _weights select _index;
_itemType = _itemTypes select _index;
[_itemType select 0, _itemType select 1, _position, 5] call spawn_loot;
diag_log(format["CRASHSPAWNER: Loot spawn at '%1' with loot table '%2'", _crashName, _lootTable]);
// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 && other such items.
_nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
{
_x setVariable ["permaLoot",true];
} count _nearBy;
};
};
};