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  1. Z

    Animated Helicrashs 0.1 - Release

    spawn_heliCrash = { private["_position","_veh","_num","_config","_itemType","_itemChance","_weights","_index","_iArray"]; waitUntil{!isNil "BIS_fnc_selectRandom"}; if (isDedicated) then { _position = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos...
  2. Z

    Animated Helicrashs 0.1 - Release

    AFAIK, Taviana 2 uses the pre-1.7.5.1 method of spawning crash sites.. //for "_x" from 1 to 5 do { // _id = [] spawn spawn_heliCrash; //}; //Spawn heli crash I didn't have the server_spawnCrashSite.sqf in my server.pbo so I just added it as well as // [_guaranteedLoot, _randomizedLoot...
  3. Z

    Animated Helicrashs 0.1 - Release

    Yes, they start flying from either helistart, and then they crash at a random spot. I believe it's still in the same area as normal crash sites, think northern part of big island around the mountains.
  4. Z

    Animated Helicrashs 0.1 - Release

    In server_spawncrashsite.sqf, just replace whatever cords are there. As I said, haven't set up static cords yet :)
  5. Z

    Animated Helicrashs 0.1 - Release

    //Random-Startpositions, Adjust this for other Maps then Chernarus _heliStart = [[3461.92,5021.77,0],[8582.35,14077.7,0]] call BIS_fnc_selectRandom; //A Backup Waypoint, if not Chernarus, set some Coordinates far up in the north (behind all possible Crashsites) _safetyPoint =...
  6. Z

    Animated Helicrashs 0.1 - Release

    Any idea how to fix this? I've set up waypoints and everything seems to be working with the actual crashes.. But there's no loot and as far as I can tell, no zombies spawning either.
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