change loot bubble

use nearObjects instead of nearestObjects
use _lootClasses as filter for objects array, force array to lower to
prevent case issues.
This should allow loot spawn for simple objects.
This commit is contained in:
vbawol 2017-10-02 11:05:48 -05:00
parent bf7d35b519
commit 381fdd44ea

View File

@ -195,9 +195,7 @@ _masterConfig = 'CfgBuildingLootPos' call EPOCH_returnConfig;
_lootClasses = [];
_lootClassesIgnore = ['Default'];
'_cN = configName _x;if !(_cN in _lootClassesIgnore)then{_lootClasses pushBackUnique _cN}; true' configClasses _masterConfig;
'_cN = configName _x;if !(_cN in _lootClassesIgnore)then{_lootClasses pushBackUnique (toLower _cN)}; true' configClasses _masterConfig;
_lastPlayerPos = getPosATL player;
_lootBubble = {
@ -207,7 +205,7 @@ _lootBubble = {
if (_distanceTraveled > 10 && _distanceTraveled < 200) then {
_lootDist = 30 + _distanceTraveled;
_lootLoc = player getRelPos [_lootDist, (random [-180,0,180])];
_objects = nearestObjects[_lootLoc, _lootClasses, 30];
_objects = (_lootLoc nearObjects 30) select {((toLower (typeof _x)) in _lootClasses)};
_jammer = nearestObjects [_lootLoc, ["PlotPole_EPOCH","ProtectionZone_Invisible_F"], _buildingJammerRange];
if (!(_objects isEqualTo[]) && (_jammer isEqualTo[])) then {
_building = selectRandom _objects;