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    Animated Helicrashs 0.1 - Release

    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...
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    Animated Helicrashs 0.1 - Release

    In this case, there must be some kind of crashsite-file, otherwise you wouldnt have any helicrashs. Whats the content of your server_spawnWreck.sqf?
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    Animated Helicrashs 0.1 - Release

    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.
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    Animated Helicrashs 0.1 - Release

    You need the new spawnscript introduced in dayz 1.7.5, the old script spawned all crashsites on server-start, this wouldnt work with this script :D
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    Animated Helicrashs 0.1 - Release

    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...
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    Animated Helicrashs 0.1 - Release

    Some more infos would be nice, which map, dayz version etc. spawn_crashsite.sqf has been introduced in 1.7.5.
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    Animated Helicrashs 0.1 - Release

    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...
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    Animated Helicrashs 0.1 - Release

    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...
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    Animated Helicrashs 0.1 - Release

    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...
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    Animated Helicrashs 0.1 - Release

    Help and Discussion for Animated Heli Crashes begins here :)
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    Animated/Realistic Helicrashs

    Have fun with it :) http://opendayz.net/threads/animated-helicrashs-0-1-release.9084/
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    Animated Helicrashs 0.1 - Release

    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...
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    Animated/Realistic Helicrashs

    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.
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    Animated/Realistic Helicrashs

    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...
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    Animated/Realistic Helicrashs

    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
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    Animated/Realistic Helicrashs

    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...
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    Animated/Realistic Helicrashs

    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.
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    Animated/Realistic Helicrashs

    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...
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    Animated/Realistic Helicrashs

    Mi17 needs some adjustments... right now its crashing somewhere > 100m off the location :D
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    Animated/Realistic Helicrashs

    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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