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  1. G

    Animated Helicrashs 0.1 - Release

    Wait a bit, new version is comming soon, makes some settings easier and adding new options...
  2. G

    Animated Helicrashs 0.1 - Release

    ;) No Problem
  3. G

    Animated Helicrashs 0.1 - Release

    Please post your complete _staticcoords-Line :)
  4. G

    Animated Helicrashs 0.1 - Release

    Which Map do you use, DayZ-Version, Serversoftware... Cant reproduce such behaviour.
  5. G

    Animated Helicrashs 0.1 - Release

    I will update the script in the next few hours, the Pre-POS-Waypoint will be added, some bugfixes and a new option for the script ;)
  6. G

    Animated Helicrashs 0.1 - Release

    I havent touched the functions to select the loot-items that spawn in, so if you exchange the codeblock with yours it should work. What i have changed is where the loot spawns, but these are the only lines i changed inside the "Lootgenerator" _lootPos = [_pos, ((random 2) +...
  7. G

    Animated Helicrashs 0.1 - Release

    I wouldnt use other namings for the files, just stay with the server_spawnCrashsite.sqf and also use the same starting-parameters as in normal dayz. This makes updates to the script easier too.
  8. G

    Animated Helicrashs 0.1 - Release

    I dont have any, normaly i admin a namalsk-server... but namalsk isnt that good for developing and testing such stuff, this is why i "optimized" everything for chernarus, i didnt create _staticcoords for chernarus yet, maybe someone here does and is willing to share?
  9. G

    Animated Helicrashs 0.1 - Release

    Yes :) And iam just now merging the edits of Sarge in the server_cleanup.fsm with mine, so you dont have to change anything inside your server_cleanup.fsm if you already use sarges frameswork. And hackers get kicked in the ass again ;)
  10. G

    Animated Helicrashs 0.1 - Release

    I dont think so, maybe the AI of Sarge kills Civilian Choppers? Would look great if they hunt down a Chopper :D, but i will check that :)
  11. G

    Animated Helicrashs 0.1 - Release

    Would be awesome, because i never player with DayZCC :D If you have a working script for dayzcc, could you send it to me so i can put it into the mainpost? But i think it would be easier to just include the new file and let the spawnWrecks.sqf as it is?
  12. G

    Animated Helicrashs 0.1 - Release

    Nope, just copy it like i wrote it... or just try & error, there are only 2 possible ways, sometimes its faster to just try something then asking for an answer ;)
  13. G

    Animated Helicrashs 0.1 - Release

    Kicks will happen whenever a heli is crashing (for everyone on the server), so if you like to stay with the rocks, then delete the code from your init.sqf, otherwise you should change your scripts.txt as sarge wrote :)
  14. G

    Animated Helicrashs 0.1 - Release

    Yip, these are 3 random positions anywhere (let my cat jump over the numblock), just exchange them with your custom 2D-Coordinates. For now the startposition of the heli can only be random, but it would be easy to add one more dimension to the array, so every entry can have a start and...
  15. G

    Animated Helicrashs 0.1 - Release

    This is something else... these are static vehicles spawned in at the server-restart...has nothing todo with my script ^^
  16. G

    Animated Helicrashs 0.1 - Release

    Thanks for the hint, will do that... never thought about setVariable ^^. Thanks man!
  17. G

    Animated Helicrashs 0.1 - Release

    What Map? o.0 Look inside your server.rpt and post what the CRASHSPAWNER is saying....
  18. G

    Animated Helicrashs 0.1 - Release

    If you not delete it you get 5 extra crashsites at startup ;)
  19. G

    Animated Helicrashs 0.1 - Release

    Please upload your scripts.txt
  20. G

    Animated Helicrashs 0.1 - Release

    Yep, its the same... they just renamed it ;), just rename my new file to server_spawnWreck.sqf and replace it with your version...
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