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Birgitte

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Posts posted by Birgitte

  1. I find that helicopters are only stable on completely flat surfaces that are buildings. They eventually move off any structure with a grade, even peaked structures. I can, however land on hospitals, fire stations, gas station canopies, and wooden structures built using the snap build system. I was even able to land an Mi17 on 2 shipping crates and they were stable enough to hold the chopper in place. Hope this helps.

  2. These are in no particular order, I flew around the map checking any water body I saw except ocean of course. These are the GPS coordinates, I can translate them to database format if you like. I am running 1.0.6.1, not 1a or 2.

    Non working ponds, reservoirs:  109,123  096,113  105,098  115,072(2 ponds)  122,059  128,060  138,080  088,057  099,062  106,157(big dam by traders)  088,120

    Working ponds, reserviors:  128,057  141,084  142,082  088,058  098,064  141,084

    I will add more when I find them. =o)

  3. OK cool, so where can I find that bit of code to edit? Pretty please =o)

     

    I do not know if it is an issue with the group function, I was trying to convey that sometimes the group function shows a corpse on the map and is accurate because if it doesn't show the little RIP, that means your corpse is gone.

  4. Players and myself have been having trouble looting our corpse in 1.0.6.1. We are using the group system and sometimes when we load in there is no corpse, other times, you can see it on the map and when you get there it disappears or disappears in the middle of looting yourself. Is there a time limit on how long you can take to get back to your corpse? If so, how do I adjust?

  5. OK, the instructions say those blacklisted areas are good for random spawns and dynamic spawns, but do not specify static spawns.

    Also, what would the format be? Is it like this?            [14481.524, 13712.073, 5.4349804]];                 [x,y,elevation ]] ;              

    How would you specify radius of the area?

    Right now my workaround is to give false coordinates for each spawn location in DZAI\init\world_spawn_configs\spawn_areas\areas_napf.sqf

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