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- private["_position","_num","_config","_itemType","_itemChance","_weights","_index","_iArray","_crashModel","_lootTable","_guaranteedLoot","_randomizedLoot","_frequency","_variance","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_permanentFire","_crashName"];
- //_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 {true} 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"] call BIS_fnc_selectRandom;
- //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' at %5", 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
- while {time < _timeToSpawn} do {
- sleep 5;
- };
- _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
- dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_crash];
- _crash setVariable ["ObjectID",1,true];
- if (_spawnFire) then {
- //["dayzFire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll;
- dayzFire = [_crash,2,time,false,_fadeFire];
- publicVariable "dayzFire";
- _crash setvariable ["fadeFire",_fadeFire,true];
- };
- _num = round(random _randomizedLoot) + _guaranteedLoot;
- _config = configFile >> "CfgBuildingLoot" >> _lootTable;
- _itemTypes = [] + getArray (_config >> "itemType");
- _index = dayz_CBLBase find "HeliCrash";
- _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 and other such items.
- _nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
- {
- _x setVariable ["permaLoot",true];
- } forEach _nearBy;
- };
- };
- };
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