419 lines
23 KiB
XML
419 lines
23 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<RandomEvents>
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<EventPrefabs>
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<!-- ****************************************************************************************************************************************************** -->
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<!-- deathmatchweapondrop -->
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<!-- ****************************************************************************************************************************************************** -->
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<ScriptedEvent identifier="deathmatchweapondrop1" tags="deathmatchweapondrop">
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<!-- INITIAL BASIC SUPPLIES -->
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<TriggerEventAction identifier="trashitems" />
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<Label name="basicsupplies" />
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<ClearTagAction tag="selectedsupplycab" />
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<!-- choose a random supply cab to spawn stuff in -->
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<TagAction criteria="itemidentifier:suppliescabinet" tag="selectedsupplycab" submarinetype="outpost" ChooseRandom="true" ChooseRandomExcludingTag="usedsupplycab" ContinueIfNoTargetsFound="true" />
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<!-- mark as already used-->
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<TagAction criteria="eventtag:selectedsupplycab" tag="usedsupplycab" submarinetype="outpost" ContinueIfNoTargetsFound="true" />
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<CountTargetsAction TargetTag="selectedsupplycab" minamount="1">
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<Success>
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<RNGAction chance="0.5">
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<Success>
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<RNGAction chance="0.75">
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<Success>
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<SpawnAction itemidentifier="antibleeding1" amount="4" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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<SpawnAction itemidentifier="antibloodloss1" amount="4" targetinventory="selectedtrashcan" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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</Success>
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<Failure>
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<SpawnAction itemidentifier="revolver" TargetTag="spawnedrevolver" amount="1" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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<SpawnAction itemidentifier="revolverround" amount="6" targetinventory="spawnedrevolver" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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</Failure>
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</RNGAction>
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</Success>
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<Failure>
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<RNGAction chance="0.9">
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<Success>
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<SpawnAction itemidentifier="wrench" amount="1" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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</Success>
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<Failure>
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<SpawnAction itemidentifier="heavywrench" amount="1" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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</Failure>
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</RNGAction>
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</Failure>
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</RNGAction>
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<RNGAction chance="0.5">
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<Success>
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<RNGAction chance="0.9">
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<Success>
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<SpawnAction itemidentifier="crowbar" amount="1" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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</Success>
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<Failure>
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<SpawnAction itemidentifier="boardingaxe" amount="1" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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</Failure>
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</RNGAction>
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</Success>
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<Failure>
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<RNGAction chance="0.5">
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<Success>
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<SpawnAction itemidentifier="screwdriver" amount="1" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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</Success>
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<Failure>
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<SpawnAction itemidentifier="weldingtool" amount="1" TargetTag="spawnedwelder" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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<SpawnAction itemidentifier="weldingfueltank" amount="1" targetinventory="spawnedwelder" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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<SpawnAction itemidentifier="weldingfueltank" amount="4" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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</Failure>
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</RNGAction>
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</Failure>
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</RNGAction>
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</Success>
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</CountTargetsAction>
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<GoTo name="basicsupplies" maxtimes="10" />
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<!-- TIER 1 -->
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<SpawnAction itemtag="weapondroptier1" SpawnPointTag="deathmatchweapondrop" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier1" SpawnPointTag="deathmatchweapondrop" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier1" SpawnPointTag="deathmatchweapondrop" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier1" SpawnPointTag="deathmatchweapondrop" ignorebyai="true" offset="200" />
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<RNGAction chance="0.3">
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<Success>
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<SpawnAction itemtag="weapondroptier1_special" SpawnPointTag="deathmatchweapondrop" ignorebyai="true" offset="200" />
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</Success>
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</RNGAction>
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<WaitAction time="120" />
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<TriggerEventAction identifier="cleanup_weapondrops" />
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<!-- TIER 2 -->
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<Label name="tier2" />
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<SpawnAction itemtag="weapondroptier2" SpawnPointTag="deathmatchweapondrop" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier2" SpawnPointTag="deathmatchweapondrop" ignorebyai="true" offset="200" />
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<RNGAction chance="0.3">
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<Success>
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<SpawnAction itemtag="weapondroptier2_special" SpawnPointTag="deathmatchweapondrop" ignorebyai="true" offset="200" />
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</Success>
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</RNGAction>
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<WaitAction time="120" />
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<GoTo name="tier2" maxtimes="2" />
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<!-- TIER 3 -->
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<Label name="tier3" />
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<SpawnAction itemtag="weapondroptier3" SpawnPointTag="deathmatchweapondrop" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier3" SpawnPointTag="deathmatchweapondrop" ignorebyai="true" offset="200" />
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<RNGAction chance="0.3">
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<Success>
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<SpawnAction itemtag="weapondroptier3_special" SpawnPointTag="deathmatchweapondrop" ignorebyai="true" offset="200" />
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</Success>
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</RNGAction>
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<WaitAction time="120" />
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<GoTo name="tier3" maxtimes="2" />
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<!-- TIER 4-->
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<Label name="tier4" />
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<SpawnAction itemtag="weapondroptier4" SpawnPointTag="deathmatchweapondrop" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier4" SpawnPointTag="deathmatchweapondrop" ignorebyai="true" offset="200" />
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<RNGAction chance="0.3">
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<Success>
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<SpawnAction itemtag="weapondroptier4_special" SpawnPointTag="deathmatchweapondrop" ignorebyai="true" offset="200" />
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</Success>
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</RNGAction>
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<WaitAction time="120" />
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<GoTo name="tier4" />
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</ScriptedEvent>
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<!-- ****************************************************************************************************************************************************** -->
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<!-- alienruindmweapondrop -->
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<!-- ****************************************************************************************************************************************************** -->
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<ScriptedEvent identifier="alienruindmweapondrop1" tags="alienruindmweapondrop">
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<!-- INITIAL BASIC SUPPLIES -->
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<TriggerEventAction identifier="trashitems" />
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<Label name="basicsupplies" />
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<ClearTagAction tag="selectedsupplycab" />
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<!-- choose a random supply cab to spawn stuff in -->
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<TagAction criteria="itemidentifier:suppliescabinet" tag="selectedsupplycab" submarinetype="outpost" ChooseRandom="true" ChooseRandomExcludingTag="usedsupplycab" ContinueIfNoTargetsFound="true" />
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<!-- mark as already used-->
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<TagAction criteria="eventtag:selectedsupplycab" tag="usedsupplycab" submarinetype="outpost" ContinueIfNoTargetsFound="true" />
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<CountTargetsAction TargetTag="selectedsupplycab" minamount="1">
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<Success>
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<RNGAction chance="0.9">
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<Success>
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<SpawnAction itemidentifier="wrench" amount="1" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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</Success>
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<Failure>
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<SpawnAction itemidentifier="heavywrench" amount="1" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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</Failure>
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</RNGAction>
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<RNGAction chance="0.9">
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<Success>
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<SpawnAction itemidentifier="crowbar" amount="1" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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</Success>
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<Failure>
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<SpawnAction itemidentifier="boardingaxe" amount="1" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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</Failure>
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</RNGAction>
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<RNGAction chance="0.5">
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<Success>
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<SpawnAction itemidentifier="antibiotics" amount="2" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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</Success>
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<Failure>
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<SpawnAction itemidentifier="rum" amount="2" targetinventory="selectedsupplycab" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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</Failure>
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</RNGAction>
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</Success>
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</CountTargetsAction>
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<GoTo name="basicsupplies" maxtimes="10" />
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<TriggerEventAction identifier="alienruindmdivingsuits" />
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<!-- TIER 1 -->
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<SpawnAction itemtag="weapondroptier1" SpawnPointTag="alienruindmweapondrop" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier1" SpawnPointTag="alienruindmweapondrop" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier1" SpawnPointTag="alienruindmweapondrop" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier1" SpawnPointTag="alienruindmweapondrop" ignorebyai="true" offset="200" />
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<RNGAction chance="0.3">
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<Success>
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<SpawnAction itemtag="weapondroptier1_ruin_special" SpawnPointTag="alienruindmweapondrop" ignorebyai="true" offset="200" />
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</Success>
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</RNGAction>
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<WaitAction time="120" />
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<TriggerEventAction identifier="cleanup_weapondrops" />
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<!-- TIER 2 -->
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<SpawnAction itemtag="weapondroptier2_ruin_scooters" SpawnPointTag="alienruindmscooterdrop1" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier2_ruin_scooters" SpawnPointTag="alienruindmscooterdrop2" ignorebyai="true" offset="200" />
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<Label name="tier2" />
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<SpawnAction itemtag="weapondroptier2_ruin" SpawnPointTag="alienruindmweapondrop" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier2_ruin" SpawnPointTag="alienruindmweapondrop" ignorebyai="true" offset="200" />
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<RNGAction chance="0.3">
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<Success>
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<SpawnAction itemtag="weapondroptier2_ruin_special" SpawnPointTag="alienruindmweapondrop" ignorebyai="true" offset="200" />
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</Success>
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</RNGAction>
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<WaitAction time="120" />
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<GoTo name="tier2" maxtimes="2" />
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<!-- TIER 3 -->
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<SpawnAction itemtag="weapondroptier3_ruin_scooters" SpawnPointTag="alienruindmscooterdrop1" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier3_ruin_scooters" SpawnPointTag="alienruindmscooterdrop2" ignorebyai="true" offset="200" />
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<Label name="tier3" />
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<SpawnAction itemtag="weapondroptier3_ruin" SpawnPointTag="alienruindmweapondrop" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier3_ruin" SpawnPointTag="alienruindmweapondrop" ignorebyai="true" offset="200" />
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<RNGAction chance="0.3">
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<Success>
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<SpawnAction itemtag="weapondroptier3_ruin_special" SpawnPointTag="alienruindmweapondrop" ignorebyai="true" offset="200" />
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</Success>
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</RNGAction>
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<WaitAction time="120" />
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<GoTo name="tier3" maxtimes="2" />
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<!-- TIER 4-->
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<SpawnAction itemtag="weapondroptier4_ruin_scooters" SpawnPointTag="alienruindmscooterdrop1" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier4_ruin_scooters" SpawnPointTag="alienruindmscooterdrop2" ignorebyai="true" offset="200" />
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<Label name="tier4" />
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<SpawnAction itemtag="weapondroptier4_ruin" SpawnPointTag="alienruindmweapondrop" ignorebyai="true" offset="200" />
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<SpawnAction itemtag="weapondroptier4_ruin" SpawnPointTag="alienruindmweapondrop" ignorebyai="true" offset="200" />
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<RNGAction chance="0.3">
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<Success>
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<SpawnAction itemtag="weapondroptier4_ruin_special" SpawnPointTag="alienruindmweapondrop" ignorebyai="true" offset="200" />
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</Success>
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</RNGAction>
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<WaitAction time="120" />
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<GoTo name="tier4" />
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</ScriptedEvent>
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<!-- DIVING SUITS -->
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<ScriptedEvent identifier="alienruindmdivingsuits">
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<Label name="divingsuitcontainers_tier1" />
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<ClearTagAction tag="selecteddivingsuitlocker" />
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<ClearTagAction tag="spawneddivingsuit" />
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<!-- choose a random diving suit locker to spawn stuff in -->
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<TagAction criteria="itemidentifier:divingsuitlocker" tag="selecteddivingsuitlocker" submarinetype="outpost" ChooseRandom="true" ContinueIfNoTargetsFound="true" />
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<CountTargetsAction TargetTag="selecteddivingsuitlocker" minamount="1">
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<Success>
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<RNGAction chance="0.1">
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<Success>
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<SpawnAction itemidentifier="combatdivingsuit" amount="1" TargetTag="spawneddivingsuit" targetinventory="selecteddivingsuitlocker" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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<SpawnAction itemidentifier="oxygentank" amount="1" targetinventory="spawneddivingsuit" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" RequireSpawnPointTag="true" />
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</Success>
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<Failure>
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<SpawnAction itemidentifier="divingsuit" amount="1" TargetTag="spawneddivingsuit" targetinventory="selecteddivingsuitlocker" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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<SpawnAction itemidentifier="oxygentank" amount="1" targetinventory="spawneddivingsuit" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" RequireSpawnPointTag="true" />
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</Failure>
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</RNGAction>
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</Success>
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</CountTargetsAction>
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<WaitAction time="5" />
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<GoTo name="divingsuitcontainers_tier1" maxtimes="20"/>
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<Label name="divingsuitcontainers_tier2" />
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<ClearTagAction tag="selecteddivingsuitlocker" />
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<ClearTagAction tag="spawneddivingsuit" />
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<!-- choose a random diving suit locker to spawn stuff in -->
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<TagAction criteria="itemidentifier:divingsuitlocker" tag="selecteddivingsuitlocker" submarinetype="outpost" ChooseRandom="true" ContinueIfNoTargetsFound="true" />
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<CountTargetsAction TargetTag="selecteddivingsuitlocker" minamount="1">
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<Success>
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<RNGAction chance="0.3">
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<Success>
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<SpawnAction itemidentifier="combatdivingsuit" amount="1" TargetTag="spawneddivingsuit" targetinventory="selecteddivingsuitlocker" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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<SpawnAction itemidentifier="oxygentank" amount="1" targetinventory="spawneddivingsuit" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" RequireSpawnPointTag="true" />
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</Success>
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<Failure>
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<SpawnAction itemidentifier="divingsuit" amount="1" TargetTag="spawneddivingsuit" targetinventory="selecteddivingsuitlocker" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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<SpawnAction itemidentifier="oxygentank" amount="1" targetinventory="spawneddivingsuit" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" RequireSpawnPointTag="true" />
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</Failure>
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</RNGAction>
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</Success>
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</CountTargetsAction>
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<WaitAction time="5" />
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<GoTo name="divingsuitcontainers_tier2" maxtimes="40"/>
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<Label name="divingsuitcontainers_tier3" />
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<ClearTagAction tag="selecteddivingsuitlocker" />
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<ClearTagAction tag="spawneddivingsuit" />
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<!-- choose a random diving suit locker to spawn stuff in -->
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<TagAction criteria="itemidentifier:divingsuitlocker" tag="selecteddivingsuitlocker" submarinetype="outpost" ChooseRandom="true" ContinueIfNoTargetsFound="true" />
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<CountTargetsAction TargetTag="selecteddivingsuitlocker" minamount="1">
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<Success>
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<RNGAction chance="0.6">
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<Success>
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<SpawnAction itemidentifier="combatdivingsuit" amount="1" TargetTag="spawneddivingsuit" targetinventory="selecteddivingsuitlocker" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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<SpawnAction itemidentifier="oxygentank" amount="1" targetinventory="spawneddivingsuit" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" RequireSpawnPointTag="true" />
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</Success>
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<Failure>
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<SpawnAction itemidentifier="divingsuit" amount="1" TargetTag="spawneddivingsuit" targetinventory="selecteddivingsuitlocker" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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<SpawnAction itemidentifier="oxygentank" amount="1" targetinventory="spawneddivingsuit" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" RequireSpawnPointTag="true" />
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</Failure>
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</RNGAction>
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</Success>
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</CountTargetsAction>
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<WaitAction time="5" />
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<GoTo name="divingsuitcontainers_tier3" maxtimes="40" />
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<Label name="divingsuitcontainers_tier4" />
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<ClearTagAction tag="selecteddivingsuitlocker" />
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<ClearTagAction tag="spawneddivingsuit" />
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<!-- choose a random diving suit locker to spawn stuff in -->
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<TagAction criteria="itemidentifier:divingsuitlocker" tag="selecteddivingsuitlocker" submarinetype="outpost" ChooseRandom="true" ContinueIfNoTargetsFound="true" />
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<CountTargetsAction TargetTag="selecteddivingsuitlocker" minamount="1">
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<Success>
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<RNGAction chance="0.1">
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<Success>
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<SpawnAction itemidentifier="slipsuit" amount="1" TargetTag="spawneddivingsuit" targetinventory="selecteddivingsuitlocker" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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<SpawnAction itemidentifier="oxygentank" amount="1" targetinventory="spawneddivingsuit" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" RequireSpawnPointTag="true" />
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</Success>
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<Failure>
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<SpawnAction itemidentifier="combatdivingsuit" amount="1" TargetTag="spawneddivingsuit" targetinventory="selecteddivingsuitlocker" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
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<SpawnAction itemidentifier="oxygentank" amount="1" targetinventory="spawneddivingsuit" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" RequireSpawnPointTag="true" />
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</Failure>
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</RNGAction>
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</Success>
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</CountTargetsAction>
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<WaitAction time="5" />
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<GoTo name="divingsuitcontainers_tier4" />
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</ScriptedEvent>
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<!-- ****************************************************************************************************************************************************** -->
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<!-- Trashcan items -->
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<!-- ****************************************************************************************************************************************************** -->
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<ScriptedEvent identifier="trashitems">
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<Label name="basictrashitems" />
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<ClearTagAction tag="selectedtrashcan" />
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<!-- choose a random trash can to spawn stuff in -->
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<TagAction criteria="itemidentifier:opdeco_trashcan" tag="selectedtrashcan" submarinetype="outpost" ChooseRandom="true" ChooseRandomExcludingTag="usedtrashcan" ContinueIfNoTargetsFound="true" />
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<!-- mark as already used-->
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<TagAction criteria="eventtag:selectedtrashcan" tag="usedtrashcan" submarinetype="outpost" ContinueIfNoTargetsFound="true" />
|
|
|
|
<CountTargetsAction TargetTag="selectedtrashcan" minamount="1">
|
|
<Success>
|
|
<RNGAction chance="0.6">
|
|
<Success>
|
|
<SpawnAction itemidentifier="antibleeding1" amount="4" targetinventory="selectedtrashcan" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
|
|
</Success>
|
|
<Failure>
|
|
<SpawnAction itemidentifier="revolverround" amount="12" targetinventory="selectedtrashcan" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
|
|
</Failure>
|
|
</RNGAction>
|
|
<RNGAction chance="0.6">
|
|
<Success>
|
|
<SpawnAction itemidentifier="antibloodloss2" amount="2" targetinventory="selectedtrashcan" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
|
|
</Success>
|
|
<Failure>
|
|
<SpawnAction itemidentifier="smgmagazine" amount="1" targetinventory="selectedtrashcan" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
|
|
</Failure>
|
|
</RNGAction>
|
|
<RNGAction chance="0.6">
|
|
<Success>
|
|
<SpawnAction itemidentifier="opium" amount="2" targetinventory="selectedtrashcan" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
|
|
</Success>
|
|
<Failure>
|
|
<SpawnAction itemidentifier="spear" amount="12" targetinventory="selectedtrashcan" SpawnIfInventoryFull="false" ContinueIfFailedToSpawn="true" />
|
|
</Failure>
|
|
</RNGAction>
|
|
</Success>
|
|
</CountTargetsAction>
|
|
|
|
<GoTo name="basictrashitems" maxtimes="10" />
|
|
|
|
</ScriptedEvent>
|
|
|
|
<!-- ****************************************************************************************************************************************************** -->
|
|
<!-- Cleanup weaponcrates -->
|
|
<!-- ****************************************************************************************************************************************************** -->
|
|
|
|
<ScriptedEvent identifier="cleanup_weapondrops">
|
|
<Label name="repeat" />
|
|
<WaitAction time="10" />
|
|
<ClearTagAction tag="weaponcrate" />
|
|
<TagAction criteria="itemtag:weapondrop" tag="weaponcrate" submarinetype="outpost" ContinueIfNoTargetsFound="true" />
|
|
<!-- Check if the crate no longer contains at least one item (medium or small item) -->
|
|
<CheckConditionalAction targettag="weaponcrate" targetitemcomponent="ItemContainer" ContainedItemCount="0" ApplyTagToTarget="emptycrate">
|
|
<Success>
|
|
<!-- Despawn crates that do not have anything in them -->
|
|
<RemoveItemAction targettag="emptycrate" />
|
|
</Success>
|
|
</CheckConditionalAction>
|
|
<GoTo name="repeat" />
|
|
</ScriptedEvent>
|
|
</EventPrefabs>
|
|
</RandomEvents>
|