Guys, i made it... as i said... the craters are spawned by each client itself, so deleting them in a server-side script has no effect on the client, i just made a PublicVariable that is send to all Clients whenever a new Helicrash is generated. This way the client can just clean up the area...
Mhm cant find a code source for the 1.7.7 project, otherwise i would have taken the code from this... but i dont like that they use the cluttercutter around crashsites...makes it to easy to find all the stuff.
When the Things with the Craters are fixed, it will be ready ;)
One thing i just noticed is: If you log out after a heli crashed, and then log back in, the rocks disapear... so i gues these are somehow clientside-generated and maybe this is why i cant delete them thrue dayz_server.pbo... the...
Nope, i dont think here has anyone stealed anything... yes, we both have nearly the same animation, but to be true, i added this animation today... so we have both our own scripts.
If you could tell me how to erase these fuckin roxx, maybe we could put best of both together?
Look at a short Demovideo :) The Helipad is where the actual crashsite should spawn, as you can see its realy close.
Everything is working, also the loot is spawning, only these fucking roxx... i cant delete them!!!!
This is what i tried with this code:
_list = _pos nearObjects 10;
{
deleteVehicle _x;
} forEach _list;
Which is executed a few seconds after the crash. _list includes all Objects in a radius of 10m around the crashsite (_pos). Then i delete all Vehicles which are in _list... this way i want to...
Thanks, already tried to create a cluttercutter on the stones, but it only affects the gras around it, not the stones :(
But on all other parts, this looks awesome and is working fine... just the stones are in the way :(
All i could find was that its "craterlong.p3d"... and there is some kind of "Craterlong"-Vehicle.
I tried:
_list = _pos nearObjects 10;
{
deleteVehicle _x;
} forEach _list;
5 Seconds after the heli hits the ground, but the craters stays...
The Only thing i could imagine is to spawn the...
Ok, it works on Chernarus... the heli comes in with 160mph in 92 meters, rotor stops 300m before the crashpoint, heli crashes somewhere around 40m of the random spot generated by the script. Flighttime is about 4-5 minutes... it would also be possible to give the heli another random waypoint...
In this case... you dont realy need to build a static array of crashsite-points... i actually give it a try on chernarus with the build in BIS_fnc_findSafePos Function, for Maps like Celle or Chernarus it should be enough if the Heli Crashes somewhere around the Position...
Currently i must...
Celle would also (if not even better) work, nearly no hills and only small citys here and there... i would set the startpoint for the heli somewhere near celle so you can see the direction where the heli is flying to.
I will have to work with some variables now...forcespeed, flyheight of the...
Namalsk is my favorite map, but i gues for maps like this... cargodrops would be better... they could fly realy high and drop some weapon-crates bound to a parachute on there way.
Ok guys, i think best would be some testruns on mid/high-populated servers running chernarus, because this map makes animated crashsites "very" easy... on my namalsk-server its quite hard... to many big mountains, only a few wide open fields... to much altitude.
I would put like 100 or maybe...
Since i made the pilot civilian its working all the time...
I currently let the heli spawn in 500m, set its fly height to 250m, when its closer then 200m near the crash-point i take out the tailrotor, the heli begins to spin... it looks cool, but the AI pilot doesnt get it to land the thing...
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