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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";} |
31 | + | if (_crashModel == "Mi8Wreck_DZ") then {_lootTable = "MilitaryEAST";} |
32 | - | else {_lootTable = "HeliCrashWEST";}; |
32 | + | else {_lootTable = "MilitaryEAST";}; |
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 | // 35 Items | |
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"]]; |
79 | + | // 35 Chances adding too 1.0 <<---- mast add to 1.0 |
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]; |
80 | + | |
81 | _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"], ["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_Aim","weapon"], ["m16a4_acg","weapon"], ["M16A2GL","weapon"], ["BAF_L85A2_RIS_Holo","weapon"]]; | |
82 | _itemChance = [0.06, 0.02, 0.02, 0.01, 0.01, 0.02, 0.02, 0.01, 0.05, 0.01, 0.04, 0.01, 0.06, 0.01, 0.05, 0.06, 0.03, 0.04, 0.03, 0.03, 0.03, 0.04, 0.04, 0.01, 0.08, 0.01, 0.01, 0.03, 0.01, 0.03, 0.03, 0.02, 0.02, 0.04, 0.01,]; | |
83 | _weights = []; | |
84 | _weights = [_itemType,_itemChance] call fnc_buildWeightedArray; | |
85 | _cntWeights = count _weights; | |
86 | _index = _weights call BIS_fnc_selectRandom; | |
87 | ||
88 | //_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType"); | |
89 | //_index = dayz_CBLBase find _lootTable; | |
90 | //_weights = dayz_CBLChances select _index; | |
91 | - | for "_x" from 1 to (round(random 4) + 4) do { |
91 | + | |
92 | ||
93 | for "_x" from 1 to (round(random 3) + 3) do { | |
94 | //create loot | |
95 | _index = floor(random _cntWeights); | |
96 | _index = _weights select _index; | |
97 | _itemType = _itemTypes select _index; | |
98 | ||
99 | _position = [_position,(sizeOf _crashModel)/2,(sizeOf _crashModel),0,0,0,0] call BIS_fnc_findSafePos; | |
100 | _position = [_position select 0,_position select 1,0]; | |
101 | ||
102 | [_itemType select 0, _itemType select 1, _position, (sizeOf _crashModel)] call spawn_loot; | |
103 | ||
104 | //Grass clear system uncomment for clear areas around choppers loot. Remove the // from the next two lines to enable | |
105 | ||
106 | _clutter = createVehicle ["ClutterCutter_small_2_EP1", _position, [], 0, "CAN_COLLIDE"]; | |
107 | _clutter setPos _position; | |
108 | ||
109 | diag_log(format["CRASHSPAWNER: Loot spawn at '%1 - %3' with loot table '%2'", _crashName, str(_itemType),_position]); | |
110 | ||
111 | // ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and other such items. | |
112 | _nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)]; | |
113 | { | |
114 | _x setVariable ["permaLoot",true]; | |
115 | } forEach _nearBy; | |
116 | }; | |
117 | _spawnOnStart = _spawnOnStart -1; | |
118 | } else { | |
119 | diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' at %5 FAILED (chance)", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]); | |
120 | }; | |
121 | }; |