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    Animated Helicrashs 0.1 - Release

    Well, look what i have said yesterday?! And also: cyrq has given greate support for admins that want to "port" this to dayz cc, and i have heard from more then one guy that they got it working..
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    Animated Helicrashs 0.1 - Release

    To make it short: I will have a look on this this evening, but yes... you would have to copy the lootspawn-logic from the static-crashsites to the new dynamic crashsites... the "animation" before the crashsite spawns has no impact on the actual lootspawn-system, i only changed the radius of the...
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    Animated Helicrashs 0.1 - Release

    How full was your server? Because when Server gets unter 10 FPS, the server-seconds get "longer", one server-second can become 2 real-time seconds... http://community.bistudio.com/wiki/time its a problem i have to deal with on my namalsk-server, server-fps is nearly all-time under 4 when > 35...
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    Animated Helicrashs 0.1 - Release

    WTF did i just read? o.0 Give me Money and i am your coding-bitch... Or you have to wait till i have the time and motivation to help you. Whats up with this Community... And yes: this is build for Standard DayZ - If you have anything else: I cant give support because i dont use DayZ CC -...
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    Animated Helicrashs 0.1 - Release

    Hi MoleMan, this will also be optional in the next release, together with many more customization-abilities :) right now iam trying to put the custom-arrays to another file, so the spawncrashSite.sqf has not to be touched After a New version
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    Animated Helicrashs 0.1 - Release

    Yes, if you dont use staticcoords, you get the same crashsite-points as using the old crashsite-code.
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    Animated Helicrashs 0.1 - Release

    I dont have any taviana server to test it with, best would be all who use this on taviana share theire code/changes, maybe i can implement a lootspawn-system for a few maps inside the spawnCrashSite.sqf... please post the script for taviana that spawns the normal static crashsites... then we can...
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    Animated Helicrashs 0.1 - Release

    That cant have anything todo with this script.
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    Animated Helicrashs 0.1 - Release

    Yeah i had this too 1-2 times, it seems like the heli doesnt complete all waypoints, or just flys close to them, but the crash only happens when the heli is < x meters from the POC, so when the heli doesnt fly close enough to the poc, it doesnt explode, thats why the backup-point is needed, the...
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    Animated Helicrashs 0.1 - Release

    Nice work men, how did you manage to follow the choppers?
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    Animated Helicrashs 0.1 - Release

    I would create a lot more... its not just that they are not predictable, with only 20 coords you have a high chance of 2-3 crashsites at one place. I created like 300 coords only for namalsk (which is alot smaller)
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    Animated Helicrashs 0.1 - Release

    Sure, just change _heliModel = ["UH1H_DZ","Mi17_DZ"] call BIS_fnc_selectRandom; to _heliModel = "UH1H_DZ";
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    Animated Helicrashs 0.1 - Release

    cyrq, seems you are only bad luck brian ;) In my cases i get both types, Hueys and Mi's
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    Animated Helicrashs 0.1 - Release

    Iam in a good mood :D Next Update will have maxChoppers (Script will Stop when more then X choppers have spawned) - this way you can spawn a chopper every 20 minutes after server restart, but stop the spawning as soon as X choppers are out. and you can set a limited lifetime for each...
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    Animated Helicrashs 0.1 - Release

    What cyrq is trying to say is that you have to wait 2967 seconds :)
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    Animated Helicrashs 0.1 - Release

    Thanks man, to be true... iam new to arma2-scripting, so iam happy that everyone seems to understand my code :) Also i noticed that people scream why the heli just explodes up in the air for no reason... i mean this way is 7848374873 times more realistic then the old way (even when not...
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    Animated Helicrashs 0.1 - Release

    Thanks, i wasnt 100% sure about this... so i thought... a variable more wont hurt anyone :D
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    Animated Helicrashs 0.1 - Release

    Read the Customization-Part in my first Post, i commented all options you have for your time-delayed Helis...
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    Animated Helicrashs 0.1 - Release

    UPDATE TO 0.2 - PLEASE READ THE FIRST POST TO GET SOME DETAILS ;)
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    Animated Helicrashs 0.1 - Release

    Its working, but it doesnt erase the craters around the crashsite... so loot will spawn unter the rocks if you are near the crash when it spawns. And you have this line, you just have your own player_monitor.fsm inside your fixes-folder... pls read your code ;)
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