Epoch/Sources/epoch_code/compile/setup/masterLoop/Event7.sqf
vbawol 01c8641ff2 Conditional Loot table feature and reworking antagonist spawning
- We no longer spawn antagonists on opening loot containers or trash.
Instead we have the client spawn them from a new weighted array. Note:
Admins can control what AI are spawning by removing from array
(antagonistChances) or setting chance to 0
- moved EPOCH_spawnIndex and EPOCH_spawnLimits to master loop init
instead of both_init as it is only needed client side.
- loot table updates for extra logic condition.
2017-08-30 17:15:14 -05:00

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_spawnChance = ((EPOCH_playerNuisance + EPOCH_playerSoiled)/2) max 1;
// add more antagonist spawn chances
if (random _antagonistRndChance < _spawnChance) then {
(selectRandomWeighted _antagonistChances) call EPOCH_unitSpawnIncrease;
};
// diag_log format["DEBUG: _spawnChance %1",_spawnChance];
_spawnUnits = [];
{
if (_x > 0) then{
_spawnUnits pushBack(EPOCH_spawnIndex select _forEachIndex);
};
} forEach EPOCH_playerSpawnArray;
// test spawning one antagonist every 10 minutes select one unit at random to spawn
if !(_spawnUnits isEqualTo[]) then{
(selectRandom _spawnUnits) call EPOCH_unitSpawn;
};