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    Animated Helicrashs 0.1 - Release

    Will try to release it tomorrow :) Not that much, but the Helis can have problems if the servers fps are to low (< 5)
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    Animated Helicrashs 0.1 - Release

    Dont realy know, i use cutText and it only stays for a few seconds. http://community.bistudio.com/wiki/cutText
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    Regarding loot tables

    This all sounds great, but please read my PM... dont get me wrong, i think your plans are great. But this seems to become more and more unrealistic to be released. You say you dont have enough coders/designers and so on... but in the next lines i read that you plan this cool new feature for the...
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    Animated Helicrashs 0.1 - Release

    You need to add it to the init.sqf-Part
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    Animated Helicrashs 0.1 - Release

    New Version already has this feature, but somehow i raped the code and cant find the error... even rpt logs dont give me any error ^^ seems like i have to start over with the last working version again :-/ And the thing with the non-exploding helis are the big hills on taviana, sometimes the...
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    kicked by BattlEye: CreateVehicle Restriction #1

    Yeah remove that line ;) then the People wont get Kicked but fly around as a seagull... Commenting that line doesnt Silbe the Problem.
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    General Store 01 Missing! GAH!

    http://www.armaholic.com/page.php?id=6194
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    Killing a player while logging in = Player isn't dead in database

    Its not game-breaking, its just an easy way for people to doublicate shit...
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    Animated Helicrashs 0.1 - Release

    Thanks man :) Next version is already in the pipe, but somehow i seem to crash the spawning at all... gonna fix that :-/
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    Adding barracks/castles

    Could you link them? Because i miss alot of great buildings in jons mod ;)
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    Server Rental

    Why should a dedi-server need a good graphics-card?!
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    Adding barracks/castles

    You need to load your game with this mod, it unlocks most of the hidden "vehicles" in the arma2 editor.
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    Excelsior Bridge - Chernarus

    Nice work men! Can imagine how much time this cost ya ;)
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    Animated Helicrashs 0.1 - Release

    One thing i can say: Servers with realy low FPS (< 4) seem to cant handle this script. Strange things happening... like the chopper is crashing directly over the ocean, or even if you give the choppers a spawn-in timer of 60 seconds, it can take up to 30 minutes between each chopper-start...
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    Animated Helicrashs 0.1 - Release

    Mhm anyone here has a solution how i could get the array-data of an external file into a variable (in arma)? loadFile doesnt seem to work, searching for a day and cant find a simple solution. Would like to put the static-coords into a extra-file so you dont have to touch the script itself for an...
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    Animated Helicrashs 0.1 - Release

    You have also to add server_spawnCrashSite = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnCrashSite.sqf"; to your server_functions.sqf
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    Animated Helicrashs 0.1 - Release

    // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire, _useStatic, _preWaypoint, _crashDamage] nul = [ 3, //Number of the guaranteed Loot-Piles at the Crashside 4, //Number of...
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    Animated Helicrashs 0.1 - Release

    Yep, on LOW-FPS-Servers this is a bit buggy.... most of my Helis on my Namalsk-Server crash in the ocean right now... i think because the server cant manage the AI very well because of the shitty performance. But a crashing-chopper over the ocean cant cause the rest not to spawn in, because...
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    Animated Helicrashs 0.1 - Release

    If you have better timings, please share... iam currently trying around, but i gues... each map needs different timings :-/ The RPT-Logs give you a distance of the crash from the calculated POC, so you can just set some other timings/settings, open a testserver and let the helis fly... after...
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    Animated Helicrashs 0.1 - Release

    Hi Zeveron, nice to see you get it working. I cant see any problems in your code that would result in such a behaviour as you discripted it... the function that is actualy spawning the loot is fixed build into dayz/taviana and is called spawn_loot, all this script is doing is to tell...
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