Change Loot Spawn

LehmannAD

New Member
Hey Guys after a couple days ive grabbed quite an amazing understanding of dayz code but some of it has me scratching my head!

My Issue is, that I want my loot spawn to be farmed rather then not farmed and I cant seem to get it to work!

Ive Changed a lot of property's and have come up with no luck at all if anyone has a foresight or info that can correct my issue please let me know!

Ive provided my code here

Code:
_isAir = vehicle player iskindof "Air";
_inVehicle = (vehicle player != player);
_fastRun = _this select 0;
_dateNow = (DateToNumber date);
_age = -1;
if (!_inVehicle) then {
    _position = getPosATL player;
    //waitUntil{_position nearObjectsReady 200};
    _nearby = _position nearObjects ["building",200]; //nearestObjects [player, ["building"], 200];
    _tooManyZs = {alive _x} count (_position nearEntities ["zZombie_Base",400]) > dayz_maxLocalZombies;
    {
        _type = typeOf _x;
        _config =        configFile >> "CfgBuildingLoot" >> _type;
        _canLoot =        isClass (_config);       
        if (_canLoot) then {           
            _dis = _x distance player;
            if ((_dis < 120) and (_dis > 120)) then {
                _looted = (_x getVariable ["looted",-0.1]);
                _cleared = (_x getVariable ["cleared",true]);
                /*
                if(isServer) then {
                    _dateNow = (DateToNumber date);
                    _age = (_dateNow - _looted) * 525948;
                } else {
                    _dateNow = serverTime;
                    _age = (_dateNow * 60) - _looted;
                };
                */
                _dateNow = (DateToNumber date);
                _age = (_dateNow - _looted) * 525948;
                //diag_log ("SPAWN LOOT: " + _type + " Building is " + str(_age) + " old" );
                if ((_age > 10) and (!_cleared) and !_inVehicle) then {
                    _nearByObj = nearestObjects [(getPosATL _x), ["WeaponHolder","WeaponHolderBase"],((sizeOf _type)+5)];
                    {deleteVehicle _x} forEach _nearByObj;
                    _x setVariable ["cleared",true,true];
                    _x setVariable ["looted",_dateNow,true];
                };
                if ((_age > 1) and (_cleared) and !_inVehicle) then {
                    //Register
                    _x setVariable ["looted",_dateNow,true];
                    //cleanup
                    _handle = [_x,_fastRun] spawn building_spawnLoot;
                    waitUntil{scriptDone _handle};
                };
            };
            if ((time - dayz_spawnWait) > dayz_spawnDelay) then {
                if (dayz_spawnZombies < dayz_maxLocalZombies) then {
                    if (!_tooManyZs) then {
                        private["_zombied"];
                        _zombied = (_x getVariable ["zombieSpawn",-0.1]);
                        _dateNow = (DateToNumber date);
                        _age = (_dateNow - _zombied) * 525948;
                        if (_age > 5) then {
                            _bPos = getPosATL _x;
                            _zombiesNum = {alive _x} count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 10)]);
                            if (_zombiesNum == 0) then {
                                //Randomize Zombies
                                _x setVariable ["zombieSpawn",_dateNow,true];
                                _handle = [_x,_fastRun] spawn building_spawnZombies;
                                waitUntil{scriptDone _handle};
                            //} else {
                                //_x setVariable ["zombieSpawn",_dateNow,true];
                            };
                        };
                    };
                } else {
                    dayz_spawnWait = time;
                    dayz_spawnZombies = 0;
                };
            };
        };
        if (!_fastRun) then {
            sleep 0.1;
        };
    } forEach _nearby;
};
 
Hi, I don't quite understand your needs still.

Can you enlarge a bit on ' loot spawn to be farmed rather then not farmed and I cant seem to get it to work!'
 
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