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