Hey Ladies & Gents,
I'm trying to work on heli crash spawns for my server.
I'm happy so far as I've removed Military Loot & Special Military Loot and only HelICrash_No50s loot spawns now.
However I'd like to change the frequency of how often they spawn, or atleast the variance & perhaps a chance for 2 to spawn every hour.
Iv'e tired the solution in this thread but it still always spawns 1: http://opendayz.net/index.php?threads/1-7-6-1-heli-crash-site-loot.8416/
And unfortunately the solution in this thread doesn't work either as it seems the file was changed between 1.7.6 and 1.7.6.1: http://opendayz.net/index.php?threads/need-help-1-7-6-helicrash-customization.8261/
I've included my server_spawnCrashSite.sqf as it currently stands.
Thanks!
EDIT: can someone explain to me what _this select 0 etc at the top is referring to? If I can understand where the frequency and variance variables are being pulled from I can easily work from there.
I'm trying to work on heli crash spawns for my server.
I'm happy so far as I've removed Military Loot & Special Military Loot and only HelICrash_No50s loot spawns now.
However I'd like to change the frequency of how often they spawn, or atleast the variance & perhaps a chance for 2 to spawn every hour.
Iv'e tired the solution in this thread but it still always spawns 1: http://opendayz.net/index.php?threads/1-7-6-1-heli-crash-site-loot.8416/
And unfortunately the solution in this thread doesn't work either as it seems the file was changed between 1.7.6 and 1.7.6.1: http://opendayz.net/index.php?threads/need-help-1-7-6-helicrash-customization.8261/
I've included my server_spawnCrashSite.sqf as it currently stands.
Thanks!
EDIT: can someone explain to me what _this select 0 etc at the top is referring to? If I can understand where the frequency and variance variables are being pulled from I can easily work from there.
Code:
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 = ["HeliCrash_No50s"] 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;
};
};
};