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Heli loot 1.7.7

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Jun 15th, 2013
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  1. private ["_guaranteedLoot", "_randomizedLoot", "_spawnOnStart", "_frequency", "_variance", "_spawnChance", "_spawnMarker", "_spawnRadius", "_spawnFire", "_fadeFire", "_timeAdjust", "_timeToSpawn", "_crashModel", "_lootTable", "_crashName", "_position", "_crash", "_clutter", "_config", "_newHeight", "_itemTypes", "_index", "_weights", "_cntWeights", "_itemType", "_nearby", "_nearBy"];
  2.  
  3. _guaranteedLoot = _this select 0;
  4. _randomizedLoot = _this select 1;
  5. _spawnOnStart = _this select 2;
  6. _frequency = _this select 3;
  7. _variance = _this select 4;
  8. _spawnChance = _this select 5;
  9. _spawnMarker = _this select 6;
  10. _spawnRadius = _this select 7;
  11. _spawnFire = _this select 8;
  12. _fadeFire = _this select 9;
  13.  
  14.  
  15. diag_log("CRASHSPAWNER: Starting spawn logic for Crash Spawner");
  16.  
  17. while {true} do {
  18. // Allows the variance to act as +/- from the spawn frequency timer
  19. _timeAdjust = round(random(_variance * 2) - _variance);
  20. _timeToSpawn = time + _frequency + _timeAdjust;
  21.  
  22. //Selecting random crash type
  23. _crashModel = ["UH60Wreck_DZ","UH1Wreck_DZ","Mi8Wreck_DZ"] call BIS_fnc_selectRandom;
  24.  
  25. //selecting loottable
  26. //Random lootables?
  27. //if (_crashModel == "Mi8Wreck_DZ") then {_lootTable = ["MilitaryEAST","HeliCrashEAST"] call BIS_fnc_selectRandom;}
  28. //else {_lootTable = ["MilitaryWEST","HeliCrashWEST"] call BIS_fnc_selectRandom;};
  29.  
  30. //or just helicrash loottable
  31. if (_crashModel == "Mi8Wreck_DZ") then {_lootTable = "HeliCrashEAST";}
  32. else {_lootTable = "HeliCrashWEST";};
  33.  
  34. _crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
  35.  
  36. diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' at %5", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]);
  37.  
  38. // Apprehensive about using one giant long sleep here given server time variances over the life of the server daemon
  39. while {(_spawnOnStart <= 0) AND {(time < _timeToSpawn)}} do {
  40. sleep (_frequency / 4);
  41. };
  42.  
  43. // Percentage roll
  44. if (random 1 <= _spawnChance) then {
  45. _position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
  46. diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4 - (%5)", _crashName, _lootTable, time, str(_position),mapGridPosition _position]);
  47.  
  48. _crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
  49.  
  50. // Randomize the direction the wreck is facing
  51. _crash setDir round(random 360);
  52.  
  53. // Using "custom" wrecks (using the destruction model of a vehicle vs. a prepared wreck model) will result
  54. // in the model spawning halfway in the ground. To combat this, an OPTIONAL configuration can be tied to
  55. // the CfgVehicles class you've created for the custom wreck to define how high above the ground it should
  56. // spawn. This is optional.
  57. _config = configFile >> "CfgVehicles" >> _crashModel >> "heightAdjustment";
  58. _newHeight = 0;
  59. if ( isNumber(_config)) then {
  60. _newHeight = getNumber(_config);
  61. };
  62.  
  63. // Must setPos after a setDir otherwise the wreck won't level itself with the terrain
  64. _crash setPos [(_position select 0), (_position select 1), _newHeight];
  65.  
  66. // I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
  67. dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_crash];
  68. _crash setVariable ["ObjectID",1,true];
  69.  
  70. if (_spawnFire) then {
  71. //["PVDZ_obj_Fire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll;
  72. PVDZ_obj_Fire = [_crash,2,time,false,_fadeFire];
  73. publicVariable "PVDZ_obj_Fire";
  74. _crash setvariable ["fadeFire",_fadeFire,true];
  75. };
  76. //Custom loot table
  77. //Mark out new and replace with old if not functioning
  78. _config = configfile >> "CfgBuildingLoot" >> _lootTable;
  79. _itemTypes = [["", "food"], ["", "MilitaryEAST"], ["MedBox0", "object"], ["AmmoBoxSmall_556", "object"], ["AmmoBoxSmall_762", "object"], ["Skin_Camo1_DZ", "magazine"], ["Skin_Soldier1_DZ", "magazine"], ["Skin_Sniper1_DZ", "magazine"], ["FN_FAL","weapon"], ["FN_FAL_ANPVS4","weapon"], ["M14_EP1","weapon"], ["Mk_48_DZ","weapon"], ["M249_DZ","weapon"], ["M240_DZ","weapon"], ["DMR","weapon"], ["G36C","weapon"], ["G36K","weapon"], ["G36a","weapon"], ["G36C_camo","weapon"], ["G36A_camo","weapon"], ["G36K_camo","weapon"], ["G36_c_SD_eotech","weapon"], ["SVD_CAMO","weapon"], ["M24","weapon"], ["M4A1_AIM_SD_camo","weapon"], ["Sa58V_CCO_EP1","weapon"], ["m107_DZ","weapon"], ["BAF_AS50_scoped","weapon"], ["MP5SD","weapon"], ["M40A3","weapon"], ["MP5A5","weapon"], ["M4A3_CCO_EP1","weapon"], ["M4A1_HWS_GL","weapon"], ["M4A1_Aim","weapon"], ["m16a4_acg","weapon"], ["M16A2GL","weapon"], ["BAF_L85A2_RIS_Holo","weapon"], ["MG36_camo","weapon"]];
  80. _itemChance = [0.09, 0.02, 0.02, 0.4, 0.1, 0.02, 0.02, 0.01, 0.08, 0.02, 0.04, 0.01, 0.08, 0.01, 0.06, 0.08, 0.03, 0.04, 0.04, 0.04, 0.01, 0.01, 0.04, 0.04, 0.01, 0.08, 0.01, 0.01, 0.04, 0.01, 0.04, 0.03, 0.06, 0.04, 0.04, 0.05, 0.03, 0.01];
  81. _weights = [];
  82. _weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
  83. _cntWeights = count _weights;
  84. _index = dayz_CBLBase find _lootTable;
  85.  
  86. //_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
  87. //_index = dayz_CBLBase find _lootTable;
  88. //_weights = dayz_CBLChances select _index;
  89. //_cntWeights = count _weights;
  90.  
  91. for "_x" from 1 to (round(random 4) + 4) do {
  92. //create loot
  93. _index = floor(random _cntWeights);
  94. _index = _weights select _index;
  95. _itemType = _itemTypes select _index;
  96.  
  97. _position = [_position,(sizeOf _crashModel)/2,(sizeOf _crashModel),0,0,0,0] call BIS_fnc_findSafePos;
  98. _position = [_position select 0,_position select 1,0];
  99.  
  100. [_itemType select 0, _itemType select 1, _position, (sizeOf _crashModel)] call spawn_loot;
  101.  
  102. //Grass clear system uncomment for clear areas around choppers loot. Remove the // from the next two lines to enable
  103.  
  104. _clutter = createVehicle ["ClutterCutter_small_2_EP1", _position, [], 0, "CAN_COLLIDE"];
  105. _clutter setPos _position;
  106.  
  107. diag_log(format["CRASHSPAWNER: Loot spawn at '%1 - %3' with loot table '%2'", _crashName, str(_itemType),_position]);
  108.  
  109. // ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and other such items.
  110. _nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
  111. {
  112. _x setVariable ["permaLoot",true];
  113. } forEach _nearBy;
  114. };
  115. _spawnOnStart = _spawnOnStart -1;
  116. } else {
  117. diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' at %5 FAILED (chance)", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]);
  118. };
  119. };
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