3 protected static const ref TStringArray VALID_PATHS = {
"DZ\\plants",
"DZ\\plants_bliss",
"DZ\\rocks",
"DZ\\rocks_bliss",
"DZ/plants",
"DZ/plants_bliss",
"DZ/rocks",
"DZ/rocks_bliss"};
31 float scale =
item.scale;
35 if (
item.name.Contains(
"\\") ||
item.name.Contains(
"/"))
44 if (
item.enableCEPersistency)
46 flags &= ~ECE_DYNAMIC_PERSISTENCY;
47 flags &= ~ECE_NOLIFETIME;
55 object.SetScale(scale);
66 GetGame().GetWorld().ProcessMarkedObjectsForPathgraphUpdate();
101 static string m_Path =
"$mission:myspawndata.json";
117 AddSpawnData(
"Land_Wall_Gate_FenR",
"8406.501953 107.736824 12782.338867",
"0.000000 0.000000 0.000000");
118 AddSpawnData(
"Land_Wall_Gate_FenR",
"8410.501953 107.736824 12782.338867",
"0.000000 0.000000 0.000000");
119 AddSpawnData(
"Land_Wall_Gate_FenR",
"8416.501953 107.736824 12782.338867",
"0.000000 0.000000 0.000000");
120 AddSpawnData(
"Land_Wall_Gate_FenR",
"8422.501953 107.736824 12782.338867",
"0.000000 0.000000 0.000000");
const int ECE_UPDATEPATHGRAPH
const int ECE_DYNAMIC_PERSISTENCY
const int ECE_CREATEPHYSICS
static TStringArray GetObjectSpawnersArr()
static void SpawnObject(ITEM_SpawnerObject item)
static bool ValidatePath(string path)
static const ref TStringArray VALID_PATHS
static void OnGameplayDataHandlerLoad()
static void SpawnObjects()
ref array< ref ITEM_SpawnerObject > Objects
Utility class that converts init.c format type of spawn commands to a json file, fill in the SpawnIni...
static void SpawnObjects()
static ref array< ref ITEM_SpawnerObject > Objects
static void AddSpawnData(string objectName, vector position, vector orientation)
static vector ArrayToVec(float arr[])
Convert static array of floats into a vector.
proto native CGame GetGame()
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
bool Contains(string sample)
Returns true if sample is substring of string.