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  1. private ["_allHouses","_house1","_house2"];
  2. _debug = _this select 0;
  3.  
  4. if !(isServer) then {[[[_debug],"scripts\spawnCaches.sqf"],"BIS_fnc_execVM",false,false] call BIS_fnc_MP;};
  5. if !(isServer) exitWith {true};
  6.  
  7. if !(isNil "TF_CachesLeft") exitWith {true};
  8.  
  9. //Initialize Caches TF_CachesLeft = 3;
  10. publicVariable "TF_CachesLeft";
  11.  
  12. _array = ["Land_Slum_01_F","Land_Shed_03_F","Land_Slum_02_F","Land_House_Native_02_F","Land_House_Small_03_F","Land_LampShabby_F","Land_House_Native_01_F","Land_Shed_05_F","Land_Shed_04_F","Land_Addon_05_F","Land_Shed_06_F","Land_i_Shed_Ind_F","Land_PowerLine_01_pole_transformer_F","Land_PierConcrete_01_4m_ladders_F","Land_House_Small_04_F","Land_House_Small_01_F","Land_LampHalogen_F","Land_Shop_Town_04_F","Land_PowerLine_01_wire_50m_F","Land_PowerLine_01_wire_50m_main_F","Land_Shop_Town_01_F","Land_LampStreet_small_F","Land_LampHarbour_F","Land_QuayConcrete_01_5m_ladder_F","Land_PowerLine_01_pole_small_F","Land_House_Small_05_F","Land_Slum_05_F","Land_WaterTower_01_F","Land_Shed_02_F","Land_House_Small_06_F","Land_Shop_Town_02_F","Land_House_Small_02_F","Land_Shed_01_F","Land_Shop_Town_03_F","Land_Addon_03_F","Land_MetalShelter_01_F","Land_MetalShelter_02_F","Land_Slum_03_F","Land_Supermarket_01_F","Land_Shop_City_04_F","Land_Addon_02_F","Land_Addon_04_F","Land_House_Big_05_F","Land_Shop_City_07_F","Land_Addon_01_F","Land_House_Big_03_F","Land_House_Big_01_F","Land_Hotel_02_F","Land_PowerLine_01_pole_junction_F","Land_LampDecor_F","Land_Slum_04_F","Land_GarageShelter_01_F","Land_WoodenShelter_01_F","Land_PowerLine_01_pole_tall_F","Land_PierWooden_02_16m_F","Land_PierWooden_02_30deg_F","Land_PortableLight_double_F","Land_i_Stone_HouseSmall_V2_F","Land_Garbage_square5_F","Land_Tank_rust_F","Land_PierWooden_02_hut_F","Land_PierWooden_02_ladder_F","Land_Church_03_F","Land_Shed_07_F","Land_LampStreet_F","Land_School_01_F","Land_Temple_Native_01_F","Land_Shop_City_06_F","Land_Shop_Town_05_F","Land_PowerLine_01_pole_end_v2_F","Land_NavigLight_3_F","Land_Shop_City_03_F","Land_Church_01_F","Land_Warehouse_03_F","Land_FireEscape_01_short_F","Land_House_Big_04_F","Land_runway_edgelight","Land_LandMark_F","Land_Shed_Big_F","Land_Shop_City_02_F","Land_PowerLine_01_pole_end_v1_F","Land_Shop_City_01_F","Land_Hotel_01_F","Land_WindmillPump_01_F","Land_FuelStation_01_shop_F","Land_FuelStation_01_workshop_F","Land_FuelStation_01_pump_F","Land_runway_edgelight_blue_F","Land_Flush_Light_green_F","Land_FuelStation_02_workshop_F","Land_Flush_Light_yellow_F","Land_Mausoleum_01_F","Land_Barracks_01_grey_F","Land_Church_02_F","Land_SCF_01_warehouse_F","Land_Shed_Small_F","Land_GuardHouse_01_F","Land_Airport_01_controlTower_F","Land_Airport_01_terminal_F","Land_FuelStation_02_pump_F","Land_ReservoirTower_F","Land_Hangar_F","Land_dp_smallTank_F","Land_MilOffices_V1_F","Land_Barracks_01_camo_F","Land_TTowerSmall_2_F","Land_spp_Transformer_F","Land_Obstacle_Climb_F","Land_TBox_F","Land_TTowerBig_1_F","Land_FuelStation_02_roof_F","Land_House_Big_02_F","Land_TTowerSmall_1_F","Land_TTowerBig_2_F","Land_Communication_F","Land_Communication_anchor_F","Land_PierWooden_02_barrel_F","Land_PierWooden_01_10m_noRails_F","Land_PierWooden_01_16m_F","Land_PierWooden_01_dock_F","Land_PierWooden_01_hut_F","Land_PierWooden_01_ladder_F","Land_u_Shed_Ind_F","Land_Track_01_bridge_F","Land_SCF_01_storageBin_big_F","Land_SCF_01_storageBin_medium_F","Land_PowerLine_01_pole_lamp_F","Land_Offices_01_V1_F","Land_ContainerLine_01_F","Land_DPP_01_waterCooler_F","Land_DPP_01_waterCooler_ladder_F","Land_DPP_01_smallFactory_F","Land_GantryCrane_01_F","Land_Walkover_01_F","Land_SCF_01_storageBin_small_F","Land_ContainerLine_03_F","Land_StorageTank_01_small_F","Land_MobileCrane_01_F","Land_i_Stone_Shed_V1_F","Land_LampSolar_F","Land_ContainerLine_02_F","Land_FireEscape_01_tall_F","Land_MobileCrane_01_hook_F","Land_dp_bigTank_F","Land_Shop_City_05_F","Land_MultistoryBuilding_01_F","Land_MultistoryBuilding_03_F","Land_MultistoryBuilding_04_F","Land_Cathedral_01_F","Land_GarbageBags_F","Land_GarbagePallet_F","MetalBarrel_burning_F","Land_GarbageWashingMachine_F","Land_PierWooden_01_platform_F","Land_Airport_01_hangar_F","Land_Airport_02_controlTower_F","Land_Airport_02_terminal_F","Land_LampAirport_F","Land_Airport_02_hangar_right_F","Land_Airport_02_hangar_left_F","Land_BasaltWall_01_gate_F","Land_d_House_Small_01_V1_F","Land_DPP_01_mainFactory_F","Land_SCF_01_heap_bagasse_F","Land_SCF_01_diffuser_F","Land_SCF_01_generalBuilding_F","Land_SCF_01_condenser_F","Land_SCF_01_washer_F","Land_SCF_01_clarifier_F","Land_SCF_01_feeder_F","Land_SCF_01_chimney_F","Land_Tyres_F","Land_SCF_01_boilerBuilding_F","Land_SCF_01_crystallizer_F","Land_SCF_01_crystallizerTowers_F","Land_Radar_F","Land_Medevac_house_V1_F","Land_Radar_Small_F","Land_Flush_Light_red_F","Land_NavigLight_3_short_F","Land_SM_01_reservoirTower_F","Land_Warehouse_01_F","Land_Warehouse_02_F","Land_SM_01_shelter_narrow_F","Land_SM_01_shelter_wide_F","Land_SM_01_shed_unfinished_F","Land_SY_01_conveyor_end_F","Land_Warehouse_02_ladder_F","Land_SY_01_shiploader_F","Land_SY_01_shiploader_arm_F","Land_Warehouse_01_ladder_F","Land_WarehouseShelter_01_F","Land_SY_01_reclaimer_F","Land_SY_01_crusher_F","Land_ContainerCrane_01_F","Land_DryDock_01_end_F","Land_DryDock_01_middle_F","Land_SM_01_shed_F","Land_StorageTank_01_large_F","Land_Crane_F"];
  13. _allHouses = nearestobjects [[4000,4300,0],_array, 5000];
  14.  
  15. //Get house for 1st Cache
  16. _house1 = _allHouses call BIS_fnc_selectRandom;
  17. while {_house1 distance (getMarkerPos "flagge") < 500} do {
  18.     _house1 = _allHouses call BIS_fnc_selectRandom;
  19. };
  20.  
  21. //Get house for 2nd Cache
  22. _house2 = _allHouses call BIS_fnc_selectRandom;
  23. while {(_house2 distance (getMarkerPos "flagge") < 500) or (_house2 distance _house1 < 500)} do {
  24.     _house2 = _allHouses call BIS_fnc_selectRandom;
  25. };
  26.  
  27. //Get house for 3rd Cache
  28. _house3 = _allHouses call BIS_fnc_selectRandom;
  29. while {(_house3 distance (getMarkerPos "flagge") < 500) or (_house3 distance _house1 < 500) or (_house3 distance _house2 < 500)} do {
  30.     _house3 = _allHouses call BIS_fnc_selectRandom;
  31. };
  32.  
  33. //Get house for 4rd Cache
  34. _house4 = _allHouses call BIS_fnc_selectRandom;
  35. while {(_house4 distance (getMarkerPos "flagge") < 500) or (_house4 distance _house1 < 500) or (_house4 distance _house2 < 500) or (_house4 distance _house3 < 500)} do {
  36.     _house4 = _allHouses call BIS_fnc_selectRandom;
  37. };
  38.  
  39.  
  40.  
  41. //Create Caches
  42. Cache1 = createVehicle ["Box_FIA_Wps_F", (_house1 buildingPos 0), [], 1, "NONE"];
  43. Cache2 = createVehicle ["Box_FIA_Wps_F", (_house2 buildingPos 0), [], 1, "NONE"];
  44. Cache3 = createVehicle ["Box_FIA_Wps_F", (_house3 buildingPos 0), [], 1, "NONE"];
  45. Cache4 = createVehicle ["Box_FIA_Wps_F", (_house4 buildingPos 0), [], 1, "NONE"];
  46.  
  47. publicVariable "Cache1";
  48. publicVariable "Cache2";
  49. publicVariable "Cache3";
  50. publicVariable "Cache4";
  51.  
  52. {
  53.     //Empty Caches
  54.     clearWeaponCargoGlobal _x;
  55.     clearMagazineCargoGlobal _x;
  56.  
  57.     _x addMPEventHandler ["MPHit", {if (isServer and (_this select 2) < 1) then {(_this select 0) setDamage 0;};}];
  58.     _x addMPEventHandler ["MPkilled", {if (isServer) then {[(_this select 0)] call TF_caches_fnc_Destroyed;};}];
  59.     _x enableSimulationGlobal false;
  60. } forEach [Cache1,Cache2,Cache3,Cache4];
  61.  
  62.  
  63. //DEBUG
  64. if (_debug) then {
  65.  
  66.     for "_i" from 1 to 4 do {
  67.         _marker = createMarker [format ["M_Cache_%1",_i],[0,0]];
  68.         _marker setMarkerShape "ICON";
  69.         _marker setMarkerType "mil_flag";
  70.         _marker setMarkerColor "ColorRed";
  71.         switch (_i) do {
  72.             case 1: {_marker setMarkerPos [getPos Cache1 select 0, getpos Cache1 select 1]};
  73.             case 2: {_marker setMarkerPos [getPos Cache2 select 0, getpos Cache2 select 1]};
  74.             case 3: {_marker setMarkerPos [getPos Cache3 select 0, getpos Cache3 select 1]};
  75.             case 4: {_marker setMarkerPos [getPos Cache4 select 0, getpos Cache4 select 1]};
  76.         };
  77.     };
  78. };
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