/* Spawns care packages. Single parameter: integer Number of care packages to spawn. Author: Foxy */ #include "\z\addons\dayz_code\util\Math.hpp" #include "\z\addons\dayz_code\util\Vector.hpp" #include "\z\addons\dayz_code\loot\Loot.hpp" //Number of care packages to spawn #define SPAWN_NUM 6 //Parameters for finding a suitable position to spawn the crash site #define SEARCH_CENTER getMarkerPos "carepackages" #define SEARCH_RADIUS (getMarkerSize "carepackages") select 0 #define SEARCH_DIST_MIN 30 #define SEARCH_SLOPE_MAX 1000 #define SEARCH_BLACKLIST [[[12923,3643],[14275,2601]]] #define CLUTTER_CUTTER 0 //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass, 3 = debug sphere. private ["_typeGroup","_position","_type","_class","_vehicle","_lootGroup","_lootNum","_lootPos","_lootVeh","_size"]; _lootGroup = Loot_GetGroup("CarePackage"); _typeGroup = Loot_GetGroup("CarePackageType"); for "_i" from 1 to (SPAWN_NUM) do { _type = Loot_SelectSingle(_typeGroup); _class = _type select 1; _lootNum = round Math_RandomRange(_type select 2, _type select 3); _position = [SEARCH_CENTER, 0, SEARCH_RADIUS, SEARCH_DIST_MIN, 0, SEARCH_SLOPE_MAX, 0, SEARCH_BLACKLIST] call BIS_fnc_findSafePos; _position set [2, 0]; diag_log format ["DEBUG: Spawning a care package (%1) at %2 with %3 items.", _class, _position, _lootNum]; //_vehicle = createVehicle [_class, _position, [], 0, "CAN_COLLIDE"]; _vehicle = _class createVehicle _position; dayz_serverObjectMonitor set [count dayz_serverObjectMonitor, _vehicle]; _size = sizeOf _class; { //Calculate random loot position _lootPos = Vector_Add(_position, Vector_Multiply(Vector_FromDir(random 360), _size * 0.6 + random _size)); _lootPos set [2, 0]; _lootVeh = Loot_Spawn(_x, _lootPos, ""); _lootVeh setVariable ["permaLoot", true]; call { if (CLUTTER_CUTTER == 1) exitWith {_lootPos set [2, 0.05]; _lootVeh setPosATL _lootpos;}; if (CLUTTER_CUTTER == 2) exitWith {"ClutterCutter_small_2_EP1" createVehicle _lootPos;}; if (CLUTTER_CUTTER == 3) exitWith {"Sign_sphere100cm_EP1" createVehicle _lootPos;}; }; } forEach Loot_Select(_lootGroup, _lootNum); };