Peter Shepherd
Member
This would be great if i can find a heli crash! lol
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Ok i dont understand what you are trying to say here
Can you please be a little more clear? im sorry
Would be awesome, because i never player with DayZCCNever mind that. It was late and I forgot that server_spawnWreck is also responsible for care packages and standard wrecks. This needs a bit of rewriting. Will mess with it later today.
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I dont think so, maybe the AI of Sarge kills Civilian Choppers? Would look great if they hunt down a ChopperAre there any conflicts with this and Sarge's AI script?
YesBTW is there any intentions of expanding this to include care packages with parachutes being dropped from C130s or something?
Would be awesome, because i never player with DayZCCIf 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?
server_animWreck = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_animWreck.sqf";
// Grafzahl's Animated Heli Crashes
// AnimSpawn true - enabled
// AnimSpawn false - disabled
#define AnimSpawn true
if (SpawnHelis && worldName != "namalsk") then {
if (OldSpawn) then {
for "_x" from 1 to SpawnHelisCount do { _id = [] spawn spawn_helis; };
if (AnimSpawn) then {
[["UH1Wreck_DZ", "Mi8Wreck"], ["Military", "HeliCrash", "MilitarySpecial"], 4, 60, 0, 1, 'center', 4000, true, false] spawn server_spawnWreck;
};
else {
[["UH60Wreck_DZ", "UH1Wreck_DZ"], ["Military", "HeliCrash", "MilitarySpecial"], SpawnHelisCount, (50 * 60), (15 * 60), 0.75, 'center', 4000, true, false] spawn server_spawnWreck;
};
};
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?//_staticcoords = [[6277.5605,8332.8262],[1234.5605,4321.8262],[45545.5605,1256.8262]];
OP can you please post your static coords for Chernarus? Even supply them in main thread to make some peoples lives easier who just want working default positions (like they were before --- Open fields only, etc)
At least i think im understanding it right, that those are the coords in which the heli's crash.
Thanks for this man
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.Yeah, That's what I'm planing to do.
Smth like:
Make a separate define for the Animated heli's in dayz_server_config.hpp, likeCode:server_animWreck = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_animWreck.sqf";
Code:// Grafzahl's Animated Heli Crashes // AnimSpawn true - enabled // AnimSpawn false - disabled #define AnimSpawn true
and edit the server_monitor, smth like:
Code:if (SpawnHelis && worldName != "namalsk") then { if (OldSpawn) then { for "_x" from 1 to SpawnHelisCount do { _id = [] spawn spawn_helis; }; if (AnimSpawn) then { [["UH1Wreck_DZ", "Mi8Wreck"], ["Military", "HeliCrash", "MilitarySpecial"], 4, 60, 0, 1, 'center', 4000, true, false] spawn server_spawnWreck; }; else { [["UH60Wreck_DZ", "UH1Wreck_DZ"], ["Military", "HeliCrash", "MilitarySpecial"], SpawnHelisCount, (50 * 60), (15 * 60), 0.75, 'center', 4000, true, false] spawn server_spawnWreck; }; };
Don't know if this would work. Gonna try this later. Now I'm stuck at work ;(
_num = round(random _randomizedLoot) + _guaranteedLoot;
_config = configFile >> "CfgBuildingLoot" >> _lootTable;
_itemTypes = [] + getArray (_config >> "itemType");
_index = dayz_CBLBase find "HeliCrash";
_weights = dayz_CBLChances select _index;
_cntWeights = count _weights;
_num = round(random 4) + 4;
_config = configFile >> "CfgBuildingLoot" >> _lootTable;
_itemTypes = [["SCAR_H_LNG_Sniper", "weapon"], ["FN_FAL","weapon"], ["M14_EP1","weapon"], ["FN_FAL_ANPVS4","weapon"], ["Mk_48_DZ","weapon"], ["M249_DZ","weapon"], ["BAF_L85A2_RIS_SUSAT","weapon"], ["DMR","weapon"], ["G36C","weapon"], ["G36C_camo","weapon"], ["SCAR_H_CQC_CCO", "weapon"], ["G36_C_SD_camo","weapon"], ["G36A_camo","weapon"], ["G36K_camo","weapon"], ["", "military"], ["MedBox0", "object"], ["NVGoggles", "weapon"], ["AmmoBoxSmall_556", "object"], ["AmmoBoxSmall_762", "object"], ["Skin_Camo1_DZ", "magazine"], ["Skin_Soldier1_DZ", "magazine"], ["Skin_Sniper1_DZ", "magazine"], ["SVD_CAMO","weapon"], ["M24","weapon"], ["M4A1_AIM_SD_camo","weapon"], ["Sa58P_EP1","weapon"], ["Sa58V_CCO_EP1","weapon"], ["Sa58V_EP1","weapon"], ["Sa58V_RCO_EP1","weapon"], ["M4SPR","weapon"]];
_itemChance = [0.01, 0.02, 0.05, 0.01, 0.03, 0.05, 0.01, 0.06, 0.03, 0.02, 0.01, 0.01, 0.02, 0.02, 0.9, 0.09, 0.01, 0.5, 0.05, 0.05, 0.01, 0.05, 0.05, 0.04, 0.03, 0.05, 0.05, 0.05, 0.04, 0.05];
_weights = [];
_weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
_cntWeights = count _weights;
_index = _weights call BIS_fnc_selectRandom;
//Creating the Lootpiles outside of the _crashModel
for "_x" from 1 to _num do {
//Create loot
_index = floor(random _cntWeights);
_index = _weights select _index;
_itemType = _itemTypes select _index;
_lootPos = [_pos, ((random 2) + (sizeOf(_crashModel) * _lootRadius)), random 360] call BIS_fnc_relPos;
[_itemType select 0, _itemType select 1, _lootPos, 0] call spawn_loot;
Alright coolI 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"
Code:_lootPos = [_pos, ((random 2) + (sizeOf(_crashModel) * _lootRadius)), random 360] call BIS_fnc_relPos; [_itemType select 0, _itemType select 1, _lootPos, 0] call spawn_loot;
I will update the script in the next few hours, the Pre-POS-Waypoint will be added, some bugfixes and a new option for the script![]()
Which Map do you use, DayZ-Version, Serversoftware...Hm, will this potentially fix my problem as listed above? Thanks mate
Chernarus, 1.7.6.1, RealityWhich Map do you use, DayZ-Version, Serversoftware...
Cant reproduce such behaviour.
Please post your complete _staticcoords-LineChernarus, 1.7.6.1, Reality
Please post your complete _staticcoords-Line![]()
//_staticcoords = [[6277.5605,8332.8262],[1234.5605,4321.8262],[4557.9087,10053.83],[7217.1401,9827.875],[8274.5195,5959.6602],[11872.323,12808.96],[4830.1367,2427.4019],[10497.543,7392.2471],[8953.4258,8895.1299],[4968.2163,8556.0557],[3532.25,6699.2129],[5340.9038,7477.4463],[7250.2588,3253.1953],[6891.0015,7268.6304],[8422.4473,10592.089],[11183.359,10574.101],[5681.2202,4308.855],[3778.5913,4524.0386],[6644.7686,8897.3213],[45545.5605,1256.8262]];
//USE THIS WHEN USING _STATICCORDS
_position = _staticcoords select (floor random (count _staticcoords));
//DEFAULT: GET COORDS FROM BIS_fnc_findSafePos, COMMENT OUT IF YOU USE _STATICCOORDS
//_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
WOW lmao...just realized my mistake LOL...
"//_staticcoords"