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fnc_wrecks.sqf

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Dec 20th, 2013
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  1. private["_position","_veh","_num","_config","_itemType","_itemChance","_weights","_index","_iArray"];
  2.  
  3. waitUntil{!isNil "BIS_fnc_selectRandom"};
  4. if (isDedicated) then {
  5. _position = [getMarkerPos "center",0,7000,10,0,2000,0] call BIS_fnc_findSafePos;
  6.  
  7. _randomvehicle = ["MV22Wreck","BMP2Wreck","MH60Wreck","C130JWreck","Mi24Wreck","T72Wreck","UH1Wreck_DZ","Mi8Wreck"] call BIS_fnc_selectRandom;
  8. _vehicleloottype = ["HeliCrash","Military"] call BIS_fnc_selectRandom;
  9.  
  10. _veh = createVehicle [_randomvehicle,_position, [], 0, "CAN_COLLIDE"];
  11. dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_veh];
  12. _veh setVariable ["ObjectID",1,true];
  13.  
  14. _num = round(random 3) + 3;
  15.  
  16. if (_randomvehicle == "UralWreck") then { _num = round(random 12) + 5; };
  17. if (_randomvehicle == "C130JWreck") then { _num = round(random 12) + 5; };
  18.  
  19. switch (_vehicleloottype) do {
  20. case "Military": {
  21. _itemType = [[FN_FAL, "weapon"], ["BAF_LRR_scoped", "weapon"], [BAF_AS50_scoped, "weapon"], [FN_FAL_ANPVS4, "weapon"], ["M107_DZ", "weapon"], [ksvk, "weapon"], ["NVGoggles", "weapon"]];
  22. _itemChance = [0.04, 0.02, 0.02, 0.04, 0.02, 0.04, 0.04];
  23. };
  24. case "Residential": {
  25. _itemType = [[FN_FAL, "weapon"], ["BAF_LRR_scoped", "weapon"], [BAF_AS50_scoped, "weapon"], [FN_FAL_ANPVS4, "weapon"], ["M107_DZ", "weapon"], [ksvk, "weapon"], ["NVGoggles", "weapon"]];
  26. _itemChance = [0.04, 0.02, 0.02, 0.04, 0.02, 0.04, 0.04];
  27. };
  28. case "Industrial": {
  29. _itemType = [[FN_FAL, "weapon"], ["BAF_LRR_scoped", "weapon"], [BAF_AS50_scoped, "weapon"], [FN_FAL_ANPVS4, "weapon"], ["M107_DZ", "weapon"], [ksvk, "weapon"], ["NVGoggles", "weapon"]];
  30. _itemChance = [0.04, 0.02, 0.02, 0.04, 0.02, 0.04, 0.04];
  31. };
  32. case "HeliCrash": {
  33. _itemType = [[FN_FAL, "weapon"], ["BAF_LRR_scoped", "weapon"], [BAF_AS50_scoped, "weapon"], [FN_FAL_ANPVS4, "weapon"], ["M107_DZ", "weapon"], [ksvk, "weapon"], ["NVGoggles", "weapon"]];
  34. _itemChance = [0.04, 0.02, 0.02, 0.04, 0.02, 0.04, 0.04];
  35. };
  36. case "Farm": {
  37. _itemType = [[FN_FAL, "weapon"], ["BAF_LRR_scoped", "weapon"], [BAF_AS50_scoped, "weapon"], [FN_FAL_ANPVS4, "weapon"], ["M107_DZ", "weapon"], [ksvk, "weapon"], ["NVGoggles", "weapon"]];
  38. _itemChance = [0.04, 0.02, 0.02, 0.04, 0.02, 0.04, 0.04];
  39. };
  40. case "Supermarket": {
  41. _itemType = [[FN_FAL, "weapon"], ["BAF_LRR_scoped", "weapon"], [BAF_AS50_scoped, "weapon"], [FN_FAL_ANPVS4, "weapon"], ["M107_DZ", "weapon"], [ksvk, "weapon"], ["NVGoggles", "weapon"]];
  42. _itemChance = [0.04, 0.02, 0.02, 0.04, 0.02, 0.04, 0.04];
  43. };
  44. case "Hospital": {
  45. _itemType = [[FN_FAL, "weapon"], ["BAF_LRR_scoped", "weapon"], [BAF_AS50_scoped, "weapon"], [FN_FAL_ANPVS4, "weapon"], ["M107_DZ", "weapon"], [ksvk, "weapon"], ["NVGoggles", "weapon"]];
  46. _itemChance = [0.04, 0.02, 0.02, 0.04, 0.02, 0.04, 0.04];
  47. };
  48. };
  49.  
  50. diag_log("DEBUG: Spawning a " + str (_randomvehicle) + " at " + str(_position) + " with loot type " + str(_vehicleloottype) + " With total loot drops = " + str(_num));
  51.  
  52. waituntil {!isnil "fnc_buildWeightedArray"};
  53.  
  54. _weights = [];
  55. _weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
  56. for "_x" from 1 to _num do {
  57. _index = _weights call BIS_fnc_selectRandom;
  58. sleep 1;
  59. if (count _itemType > _index) then {
  60. _iArray = _itemType select _index;
  61. _iArray set [2,_position];
  62. _iArray set [3,10];
  63. _iArray call spawn_loot;
  64. _nearby = _position nearObjects ["WeaponHolder",20];
  65. {
  66. _x setVariable ["permaLoot",true];
  67. } forEach _nearBy;
  68. };
  69. };
  70. };
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