CURRENT VERSION o.2 - LAST CHANGE 05. APRIL
Here it is, my Script for animated Helicrashs... first some facts and features:
Features:
After you completed the 4 Steps, you would be ready to go (at least on a Standard DayZ 1.7.6.1 Hive). But i have included some options to customize the script for your needs. But first the default behaviour for the Choppers:
and replace it with:
Read the comments and adjust everything like you want it
If you want to use the Static-Crashpoint-Function, read the comment-block about this in my server_spawnCrashSite.sqf.
To check if everything is working open your servers RPT-Log and search for lines with CRASHSPAWNER - You should see lines like this:
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 (aprox) position of the calculated crashsite
- Helis starting south of Cherno or Electro over the Sea
- (Startingpoints can be added/changed)
- Random Spawning of flying Mi17_DZ or UH1H_DZ
- If Mi17_DZ is flying, its spawning an Mi8-Wreck at the Position of the Crash (doesnt trigger zombiespawn right now)
- If chopper is destroyed (damaged chopper or Pilot) on its way to the Point-of-Crash, the Crashsite is spawning where the Heli went down, even when its not even close to the POC
- Damage that the Heli can handle before its exploding can be edited => let heli explode and spawn crashsite, even after one hit with Lee-Enfield)
- Heli can get an unlimited amount of waypoints before he starts to his POC
- When the Heli gets near its POS, it explodes in the air and hits the ground near the POC, after some seconds a regular crashsite is spawning in the smoke and the "real" wreck together with the generated craters get deleted, otherwise the craters would block loot-access
- The loot is spawning in a slightly wider area around the crashside, it shouldnt be possible that loot spawns under the crashsite.
- Together with the loot, some dead soldier-bodys apear at random places around the wreck so the scene looks a bit more realistic.
- It doesnt touch the amount or quality of the loot... the loot that is spawning in is exactly the same as before, but it could be a little bit harder to find, due to the changed radius
- 1. Step
- Download this file and exchange/merge (no merge-support from me) it with your compile/server_spawnCrashSite.sqf inside your dayz_server.pbo!
- The file is commented, so you shouldnt have problems editing stuff (startpoints,backup-point) for other maps (all coordinates are optimized for chernarus).
- 2. Step (Can be skipped if already using Sarges AI-Framework)
- You need to edit your system/server_cleanup.fsm inside your dayz_server.pbo, open it and search for:
Code:
//Check for hackers
- 2 Lines under it is a line starting with if(vehicle _x != ... exchange the complete line with:
Code:
" if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"" && (vehicle _x getVariable [""Sarge"",0] != 1)) then {" \n
- If you dont do this, all AI-Choppers will insta killed over theire startpoint after they spawned in
- You need to edit your system/server_cleanup.fsm inside your dayz_server.pbo, open it and search for:
- 3. Step (Optional)
- In this step you have to edit your init.sqf inside your mission.pbo. Open it and search for a line starting with
Code:playerMonitor =
Code:"heliCrash" addPublicVariableEventHandler { _list = nearestObjects [_this select 1, ["CraterLong"], 100]; {deleteVehicle _x;} foreach _list; };
- This way every connected client deletes the crater at the crash right after they spawned, if you want to keep the craters (could block loot-access), you can skip this step.
- In this step you have to edit your init.sqf inside your mission.pbo. Open it and search for a line starting with
- 4. Step
- Ready! Pack you mission.pbo and dayz_server.pbo and overwrite them, restart your server and wait for the choppers
Choppers spawn in the same times like your "normal" crashsites.
- Ready! Pack you mission.pbo and dayz_server.pbo and overwrite them, restart your server and wait for the choppers
After you completed the 4 Steps, you would be ready to go (at least on a Standard DayZ 1.7.6.1 Hive). But i have included some options to customize the script for your needs. But first the default behaviour for the Choppers:
- Heli is only exploding/generating crashsite before its POC when to close to the ground (< 5m), so you have to take out the engine, pilot or something to bring the heli down -> explosion -> crashsite
- Heli gets 1 random waypoint before he flys to his POC
- Script uses the build-in arma2-function BIS_fnc_findSafePos to generate POCs and Pre-Waypoints (same spots as in normal dayz)
- Heli Startpoints and the Backup-Point are optimized for use on Chernarus, you have to change this for other maps (watch the Code)
Code:
// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', 4000, true, false] spawn server_spawnCrashSite;
Code:
// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire, _useStatic, _preWaypoint, _crashDamage]
nul = [
3, //Number of the guaranteed Loot-Piles at the Crashside
4, //Number of the random Loot-Piles at the Crashside 3+(1,2,3 or 4)
3000, //Fixed-Time (in seconds) between each start of a new Chopper
500, //Random time (in seconds) added between each start of a new Chopper
1, //Spawnchance of the Heli (1 will spawn all possible Choppers, 0.5 only 50% of them)
'center', //Center-Marker for the Random-Crashpoints, for Chernarus this is a point near Stary
4000, //Radius in Meters from the Center-Marker in which the Choppers can crash and get waypoints
true, //Should the spawned crashsite burn (at night) & have smoke?
false, //Should the flames & smoke fade after a while?
false, //Use the Static-Crashpoint-Function? If true, you have to add Coordinates into server_spawnCrashSite.sqf
1, //Amount of Random-Waypoints the Heli gets before he flys to his Point-Of-Crash (using Static-Crashpoint-Coordinates if its enabled)
1 //Amount of Damage the Heli has to get while in-air to explode before the POC. (0.0001 = Insta-Explode when any damage//bullethit, 1 = Only Explode when completly damaged)
] spawn server_spawnCrashSite;
Read the comments and adjust everything like you want it
To check if everything is working open your servers RPT-Log and search for lines with CRASHSPAWNER - You should see lines like this:
Code:
12:11:36 "CRASHSPAWNER: Starting spawn logic for animated helicrashs - written by Grafzahl [SC:false||PW:1||CD:1]"
12:11:36 "CRASHSPAWNER: 75% chance to start a crashing UH-1H with loot table 'Military' at 60"
12:13:32 "CRASHSPAWNER: UH-1H started flying from [6993.7,173.053,300] to [6277.56,8332.83] NOW!(TIME:60||LT:Military)"
12:13:33 "CRASHSPAWNER: Adding Pre-POC-Waypoint #1 on [1234.56,4321.83]"
12:18:26 "CRASHSPAWNER: UH-1H just exploded at [6160.78,8215.13,94.7439]!"
12:18:39 "CRASHSPAWNER: Loot spawn at '[6284.31,8333.3,0]' with loot table '15.3165'"
12:18:39 "CRASHSPAWNER: Loot spawn at '[6289.58,8343.87,0]' with loot table '15.3165'"
12:18:39 "CRASHSPAWNER: Loot spawn at '[6284.43,8334.29,0]' with loot table '15.3165'"
12:18:39 "CRASHSPAWNER: Crash complete! Wreck at: [6283.44,8339.96,0.209167] - Runtime: 307 Seconds|| Distance from POC: 44 meters, "