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) +...
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.
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?
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 ;)
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?
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 ;)
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 :)
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...
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