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Code:_list = nearestObjects [(getMarkerPos "base"), ["CraterLong"], 1000]; {deleteVehicle _x} foreach _list;
http://forums.bistudio.com/showthread.php?114780-Crater-cleaner-and-a-bomb-remover-scripts
This is what i tried with this code:
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 make a clean area around the crashed chopper, _list seems to include these CraterLong, but as i wrote, deleting them seems to has no effect, even setdamage 1 to them does nothing.Code:_list = _pos nearObjects 10; { deleteVehicle _x; } forEach _list;
Once its running and does its job, sure... theres no point in keeping it on my harddrive.So are you willing to share the script?
Well, You can always use USBasicWeaponsBox or something like that, and put the loot inside. Even more realistic then a bunch of guns scattered around a crashed heli IMO.
Making the box locked or "jammed" under the heli so players have to unlock/unjam the box before they are able to loot it would sort of solve that. Kinda like in wasteland where you can lock and unlock stuff.The problem with this is that it becomes really really easy to run to a box, loot it and run off... Risk level decreases dramatically. Otherwise I do like loot in a box![]()
* [NEW] - Added Clear ground to crash sites (http://i.imgur.com/uVDfGym.jpg)
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.1.7.7
Best guess is how you are spawning in the actual wrecked chopper. Throw a sleep count on it to avoid cluster with the "crashing" animation.
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 crashsiteIam now trying to get the Mi17_DZ also to work as chopper
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