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Apr 21st, 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 = ["Misc_cargo_cont_net1","Misc_cargo_cont_net2","Misc_cargo_cont_net3"] call BIS_fnc_selectRandom;
  8. _vehicleloottype = ["Residential","Industrial","Military","Farm","Supermarket","Hospital"] 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. if (_randomvehicle == "Misc_cargo_cont_net1") then { _num = round(random 3) + 3; };
  15. if (_randomvehicle == "Misc_cargo_cont_net2") then { _num = round(random 6) + 4; };
  16. if (_randomvehicle == "Misc_cargo_cont_net3") then { _num = round(random 12) + 5; };
  17.  
  18. switch (_vehicleloottype) do {
  19. case "Military": {
  20. _itemType = [["M9", "weapon"], ["M16A2", "weapon"], ["M16A2GL", "weapon"], ["M9SD", "weapon"], ["AK_47_M", "weapon"], ["AK_74", "weapon"], ["M4A1_Aim", "weapon"], ["AKS_74_kobra", "weapon"], ["AKS_74_U", "weapon"], ["AK_47_M", "weapon"], ["M24", "weapon"], ["M1014", "weapon"], ["DMR", "weapon"], ["M4A1", "weapon"], ["M14_EP1", "weapon"], ["UZI_EP1", "weapon"], ["Remington870_lamp", "weapon"], ["glock17_EP1", "weapon"], ["MP5A5", "weapon"], ["MP5SD", "weapon"], ["M4A3_CCO_EP1", "weapon"], ["Binocular", "weapon"], ["ItemFlashlightRed", "military"], ["ItemKnife", "military"], ["ItemGPS", "weapon"], ["ItemMap", "military"], ["DZ_Assault_Pack_EP1", "object"], ["DZ_Patrol_Pack_EP1", "object"], ["DZ_Backpack_EP1", "object"], ["", "medical"], ["", "generic"], ["", "military"], ["ItemEtool", "weapon"], ["ItemSandbag", "magazine"]];
  21. _itemChance = [0.05, 0.05, 0.01, 0.02, 0.2, 0.15, 0.01, 0.08, 0.05, 0.05, 0.01, 0.1, 0.01, 0.02, 0.01, 0.05, 0.08, 0.1, 0.04, 0.02, 0.01, 0.06, 0.1, 0.1, 0.01, 0.05, 0.06, 0.04, 0.02, 0.1, 1.0, 2.5, 0.05, 0.02];
  22. };
  23. case "Residential": {
  24. _itemType = [["ItemSodaMdew", "magazine"], ["ItemWatch", "generic"], ["ItemCompass", "generic"], ["ItemMap", "weapon"], ["Makarov", "weapon"], ["Colt1911", "weapon"], ["ItemFlashlight", "generic"], ["ItemKnife", "generic"], ["ItemMatchbox", "generic"], ["", "generic"], ["LeeEnfield", "weapon"], ["revolver_EP1", "weapon"], ["CZ_VestPouch_EP1", "object"], ["DZ_CivilBackpack_EP1", "object"], ["DZ_ALICE_Pack_EP1", "object"], ["Winchester1866", "weapon"], ["WeaponHolder_ItemTent", "object"], ["", "military"], ["", "trash"], ["Crossbow", "weapon"], ["Binocular", "weapon"], ["PartWoodPile", "magazine"], ["Skin_Camo1_DZ", "magazine"], ["Skin_Sniper1_DZ", "magazine"], ["WeaponHolder_MeleeCrowbar", "object"], [MR43, "weapon"]];
  25. _itemChance = [0.01, 0.15, 0.05, 0.03, 0.13, 0.05, 0.03, 0.08, 0.06, 2, 0.06, 0.04, 0.01, 0.03, 0.03, 0.01, 0.01, 0.03, 0.5, 0.01, 0.06, 0.06, 0.01, 0.01, 0.08, 0.03];
  26. };
  27. case "Industrial": {
  28. _itemType = [["", "generic"], ["", "trash"], ["", "military"], ["WeaponHolder_PartGeneric", "object"], ["WeaponHolder_PartWheel", "object"], ["WeaponHolder_PartFueltank", "object"], ["WeaponHolder_PartEngine", "object"], ["WeaponHolder_PartGlass", "object"], ["WeaponHolder_PartVRotor", "object"], ["WeaponHolder_ItemJerrycan", "object"], ["WeaponHolder_ItemHatchet", "object"], ["ItemKnife", "military"], ["ItemToolbox", "weapon"], ["ItemWire", "magazine"], ["ItemTankTrap", "magazine"]];
  29. _itemChance = [0.18, 0.29, 0.04, 0.04, 0.05, 0.02, 0.01, 0.04, 0.01, 0.04, 0.11, 0.07, 0.02, 0.06, 0.04];
  30. };
  31. case "HeliCrash": {
  32. _itemType = [[FN_FAL, "weapon"], ["bizon_silenced", "weapon"], [M14_EP1, "weapon"], [FN_FAL_ANPVS4, "weapon"], [M107_DZ, "weapon"], ["BAF_AS50_scoped", "weapon"], ["Mk_48_DZ", "weapon"], [M249_DZ, "weapon"], [BAF_L85A2_RIS_CWS, "weapon"], [DMR, "weapon"], ["", "military"], ["", "medical"], ["MedBox0", "object"], ["NVGoggles", "weapon"], ["AmmoBoxSmall_556", "object"], ["AmmoBoxSmall_762", "object"], ["Skin_Camo1_DZ", "magazine"], ["Skin_Sniper1_DZ", "magazine"]];
  33. _itemChance = [0.02, 0.05, 0.05, 0.02, 0.01, 0.02, 0.03, 0.05, 0.01, 0.1, 1, 0.5, 0.1, 0.01, 0.1, 0.1, 0.08, 0.05];
  34. };
  35. case "Farm": {
  36. itemType = [["WeaponHolder_ItemJerrycan", "object"], ["", "generic"], ["huntingrifle", "weapon"], ["LeeEnfield", "weapon"], ["Winchester1866", "weapon"], ["", "trash"], ["Crossbow", "weapon"], ["PartWoodPile", "magazine"], ["WeaponHolder_ItemHatchet", "object"], [MR43, "weapon"], ["TrapBear", "magazine"]];
  37. itemChance = [0.06, 0.28, 0.01, 0.04, 0.03, 0.22, 0.03, 0.11, 0.17, 0.06, 0.01];
  38. };
  39. case "Supermarket": {
  40. _itemType = [["ItemWatch", "generic"], ["ItemCompass", "generic"], ["ItemMap", "weapon"], ["Makarov", "weapon"], ["Colt1911", "weapon"], ["ItemFlashlight", "generic"], ["ItemKnife", "generic"], ["ItemMatchbox", "generic"], ["", "generic"], ["LeeEnfield", "weapon"], ["revolver_EP1", "weapon"], ["CZ_VestPouch_EP1", "object"], ["DZ_CivilBackpack_EP1", "object"], ["DZ_ALICE_Pack_EP1", "object"], ["Winchester1866", "weapon"], ["WeaponHolder_ItemTent", "object"], ["", "food"], ["", "trash"], ["Crossbow", "weapon"], ["Binocular", "weapon"], ["PartWoodPile", "magazine"], [MR43, "weapon"]];
  41. _itemChance = [0.15, 0.01, 0.05, 0.02, 0.02, 0.05, 0.02, 0.05, 0.05, 0.01, 0.01, 0.01, 0.02, 0.03, 0.01, 0.01, 0.3, 0.15, 0.01, 0.05, 0.02, 0.01];
  42. };
  43. case "Hospital": {
  44. _itemType = [["", "trash"], ["", "hospital"], ["MedBox0", "object"]];
  45. _itemChance = [0.2, 0.5, 0.5];
  46. };
  47. };
  48.  
  49. diag_log("CARE PACK: Spawning a " + str (_randomvehicle) + " at " + str(_position) + " with loot type " + str(_vehicleloottype) + " With total loot drops = " + str(_num));
  50.  
  51. waituntil {!isnil "fnc_buildWeightedArray"};
  52.  
  53. _weights = [];
  54. _weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
  55. for "_x" from 1 to _num do {
  56. _index = _weights call BIS_fnc_selectRandom;
  57. sleep 1;
  58. if (count _itemType > _index) then {
  59. _iArray = _itemType select _index;
  60. _iArray set [2,_position];
  61. _iArray set [3,10];
  62. _iArray call spawn_loot;
  63. _nearby = _position nearObjects ["WeaponHolder",20];
  64. {
  65. _x setVariable ["permaLoot",true];
  66. } forEach _nearBy;
  67. };
  68. };
  69.  
  70. while {true} do
  71. {
  72. _smoke = "SmokeshellGreen" createVehicle position _Veh;
  73. _smoke attachto [_veh,[0,0,0]];
  74. sleep 60;
  75. };
  76.  
  77. };
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