Mhm it should work, you must add the file to your compiles folder, put this lines at the end of your server_monitor.sqf
// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
nul = [3, 4, 60, 0, 1, 'center', 4000, true...
In this case, if you stay near the heli for a while, it disapears and spawns the crashsite... but good point, i will let it explode whenever it comes near the ground... gonna have to change that to make sure it explodes.
I only wanted to say that i havent touched the basic helicrash-spawner of dayz, if you want to change the amount of loot, time between each helicrash, radius of the POS and such stuff, you have to change it in this line ;) This is just a demo-line that spawns a heli every minute after the last...
Check your Server RPT. Helis only in Air when RPT says something with "CRASHSPAWNER", with default values the first heli starts after 40-60 minutes i gues, to test it you have to set your init line to:
nul = [3, 4, 60, 0, 1, 'center', 4000, true, false] spawn server_spawnCrashSite;
This spawns a...
My mission.pbo and dayz_server.pbo are customized to the max, i dont think you can compare them... actualy there are only a few lines above that needs to be added/removed?
The Heli-Spawner starts at the end of your server_monitor.sqf inside your dayz_server.pbo:
// [_guaranteedLoot...
I may add a simplified damage trigger... right now its nearly impossible to get a Mi17 Down in 3-5 Minutes flying a straight line, even with a as50... but lets say you would only have to hit it twice with a dmr to make it explode....
So we could add a damage trigger... if the heli gets more...
CURRENT VERSION o.2 - LAST CHANGE 05. APRIL
Here it is, my Script for animated Helicrashs... first some facts and features:
Features:
Instead of just silently spawning helicrashs somewhere over time, each helicrash gets a real AI-Controlled Heli which is flying and crashing at the...
Would be possible, but not right now... right now there can only be one heli around, the next one can only spawn when the first one crashed/spawned loot.
This script is basicly "just" a modification of the server_spawncrashsite.sqf inside your dayz_server.pbo. You will have the same controlls over the crashsites as ever: Lootamount, time between each heli spawn, random delay between each heli spawn, radius for helicrashs and so on-
Inside the...
Yeah, ive also noticed that on namalsk...
You would need to set startpoints where they never need to cross the bridge, or let them fly reeeeealy high, but this would suck ;)
Our you take the risk and your players have to deal with that some of the crashsites cant be looted :D
My Script is optimized for Chernarus, but there are only 2 variables that would have to be changed for other maps (Start-Positions of the choppers, a second Backup-Waypoint far up in the north), but i have commented nearly every codeline, so it should be pretty easy to adjust everything for...
Ok, its done... the crashsites now spawn the loot in a realistic areal and there are some dead soldiers laying around the wreck...
Its already running on our DE991 Chernarus-Hive, will release the download here this evening.
Hahaha, now i know why i dont like to fly the Mi17, did a testrun and the crashsite should have spawned on a hill... the Mi came with insane speed, had to get more altitude and was like 300m in the air, exploded and crashed 300m away from the original position :D
I gues its hard to get this...
Ok, got it... i have a better way for setting the loot around the chopper, with this script it shouldnt be possible that loot spawns under the crashsite :) Iam now trying to get the Mi17_DZ also to work as chopper :)
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