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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"];
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_guaranteedLoot = _this select 0;
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_randomizedLoot = _this select 1;
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_spawnOnStart =  _this select 2;
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_frequency	= _this select 3;
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_variance	= _this select 4;
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_spawnChance	= _this select 5;
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_spawnMarker	= _this select 6;
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_spawnRadius	= _this select 7;
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_spawnFire	= _this select 8;
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_fadeFire	= _this select 9;
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diag_log("CRASHSPAWNER: Starting spawn logic for Crash Spawner");
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while {true} do {
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	// Allows the variance to act as +/- from the spawn frequency timer
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	_timeAdjust = round(random(_variance * 2) - _variance);
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	_timeToSpawn = time + _frequency + _timeAdjust;
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	//Selecting random crash type
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	_crashModel = ["UH60Wreck_DZ","UH1Wreck_DZ","Mi8Wreck_DZ"] call BIS_fnc_selectRandom;
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	//selecting loottable
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	//Random lootables?
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	//if (_crashModel == "Mi8Wreck_DZ") then {_lootTable = ["MilitaryEAST","HeliCrashEAST"] call BIS_fnc_selectRandom;}
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	//else	{_lootTable = ["MilitaryWEST","HeliCrashWEST"] call BIS_fnc_selectRandom;};
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	//or just helicrash loottable
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	if (_crashModel == "Mi8Wreck_DZ") then {_lootTable = "HeliCrashEAST";}
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	if (_crashModel == "Mi8Wreck_DZ") then {_lootTable = "MilitaryEAST";}
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	else	{_lootTable = "HeliCrashWEST";};
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	else	{_lootTable = "MilitaryEAST";};
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	_crashName	= getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
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	diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' at %5", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]);
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	// Apprehensive about using one giant long sleep here given server time variances over the life of the server daemon
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	while {(_spawnOnStart <= 0) AND {(time < _timeToSpawn)}} do {
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		sleep (_frequency / 4);
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	};
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	// Percentage roll
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	if (random 1 <= _spawnChance) then {
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		_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
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		diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4 - (%5)", _crashName, _lootTable, time, str(_position),mapGridPosition _position]);
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		_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
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		// Randomize the direction the wreck is facing
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		_crash setDir round(random 360);
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		// Using "custom" wrecks (using the destruction model of a vehicle vs. a prepared wreck model) will result
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		// in the model spawning halfway in the ground.  To combat this, an OPTIONAL configuration can be tied to
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		// the CfgVehicles class you've created for the custom wreck to define how high above the ground it should
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		// spawn.  This is optional.
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		_config = configFile >> "CfgVehicles" >> _crashModel >> "heightAdjustment";
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		_newHeight = 0;
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		if ( isNumber(_config)) then {
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			_newHeight = getNumber(_config);
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		};
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		// Must setPos after a setDir otherwise the wreck won't level itself with the terrain
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		_crash setPos  [(_position select 0), (_position select 1), _newHeight];
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		// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
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		dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_crash];
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		_crash setVariable ["ObjectID",1,true];
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		if (_spawnFire) then {
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			//["PVDZ_obj_Fire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll;
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			PVDZ_obj_Fire = [_crash,2,time,false,_fadeFire];
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			publicVariable "PVDZ_obj_Fire";
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			_crash setvariable ["fadeFire",_fadeFire,true];
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		};
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//Custom loot table
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//Mark out new and replace with old if not functioning
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// 35 Items
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        _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"]];
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// 35 Chances adding too 1.0 <<---- mast add to 1.0
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        _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];
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        _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"]];
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        _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,];
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        _weights = [];
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        _weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
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        _cntWeights = count _weights;
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        _index = _weights call BIS_fnc_selectRandom;
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		//_itemTypes =	[] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
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		//_index = dayz_CBLBase  find _lootTable;
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		//_weights =		dayz_CBLChances select _index;
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		for "_x" from 1 to (round(random 4) + 4) do {
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		for "_x" from 1 to (round(random 3) + 3) do {
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			//create loot
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			_index = floor(random _cntWeights);
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			_index = _weights select _index;
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			_itemType = _itemTypes select _index;
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			_position = [_position,(sizeOf _crashModel)/2,(sizeOf _crashModel),0,0,0,0] call BIS_fnc_findSafePos;
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			_position = [_position select 0,_position select 1,0];
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			[_itemType select 0, _itemType select 1, _position, (sizeOf _crashModel)] call spawn_loot;
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			 //Grass clear system uncomment for clear areas around choppers loot. Remove the // from the next two lines to enable
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			_clutter = createVehicle ["ClutterCutter_small_2_EP1", _position, [], 0, "CAN_COLLIDE"];
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			_clutter setPos _position;
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			diag_log(format["CRASHSPAWNER: Loot spawn at '%1 - %3' with loot table '%2'", _crashName, str(_itemType),_position]); 
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			// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and other such items.
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			_nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
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			{
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				_x setVariable ["permaLoot",true];
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			} forEach _nearBy;
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		};
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		_spawnOnStart = _spawnOnStart -1;
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	} else {
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		diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' at %5 FAILED (chance)", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]);	
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	};
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};