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Found 19 results

  1. home hosting a test server, how would i go about changing the spawning of the heli crash sites. i been on a server that had heli sites everywhere. also how would i go about adding events like bandit captures, medical supply areas, ect.
  2. ANDRE AERIAL PATROL: If it worked and you enjoy it, i ask for a donation. Thankyou! $USD $EURO OBS: The money rewards will only work if you have the coins script. INSTALLATION: 1 - Put the script bellow on server side. 2 - Exec it with execVM. if (isServer) then { _gridN = 15; _mapSize = 15360; //CHERNARUS donn_hwps = []; for "_i" from 1 to (_gridN - 1) do { _wpx = (_i/_gridN)*_mapSize; for "_y" from 1 to (_gridN - 1) do { _wpy = (_y/_gridN)*_mapSize; if !(surfaceIsWater [_wpx,_wpy]) then {donn_hwps = donn_hwps + [[_wpx,_wpy,0]];}; }; }; donn_heliConvy = [ /*0*/["UH1H_DZ",0,["100Rnd_762x51_M240","100Rnd_762x51_M240"],3], /*1*/["UH1H_DZ",4,[],4], /*2*/["Mi17_TK_EP1",5,["100Rnd_762x51_M240","100Rnd_762x51_M240"],5], /*3*/["CH_47F_EP1_DZE",6,["100Rnd_762x51_M240","4000Rnd_762x51_M134","4000Rnd_762x51_M134"],6], /*4*/["AH6J_EP1_DZ",1,[],2] //ARMED (PILOT) ]; //HELI MAIN CONFIG BEGIN _heliFormation =[[0,0,2],[2,2],[4,4,4,4,4],[3],[3],[1,1]]; _heliAltitude =[[60,60,115],[100,100],[50,50,50,50,50],[100],[100],[115,115]]; _heliSpeed =["NORMAL","NORMAL","FULL","LIMITED","NORMAL","FULL"]; //HELI MAIN CONFIG END _spawn = [100,100,400]; donn_heli_HD = { _heliHurt = _this select 0; _damage = _this select 2; if !(canMove _heliHurt) then { if (_heliHurt getVariable "dncmv") then { _heliHurt setVariable ["dncmv",false,false]; { if (random 100 > 50) then {_x action ["Eject",_heliHurt];} else {_x setPos getPos _heliHurt;}; } forEach crew _heliHurt; }; }; _damage }; donn_heli_unit_HD = { _hurtedOne = _this select 0; _damage = _this select 2; _ofender = _this select 3; _grp = group _hurtedOne; if (combatMode _grp != "RED" && isPlayer _ofender) then { {_x enableAi "TARGET";} forEach units _grp; {_x enableAi "AUTOTARGET";} forEach units _grp; _grp reveal [_ofender,1.5]; _grp setCombatMode "RED";_grp setBehaviour "COMBAT"; }; _damage }; donn_heli_unitKill = { _unit = _this select 0; _role = assignedVehicleRole _unit; if ((assignedVehicleRole _unit) select 0 == "Driver") then { _vehEject = assignedVehicle _unit; { if (random 100 > 40) then {_x action ["Eject",_vehEject];} else {_x setPos getPos _vehEject}; } forEach crew _vehEject; }; if ({alive _x} count units group _unit == 0) then {donn_heliGrps = donn_heliGrps - [group _unit];}; _unit setVariable ["cashMoney",12500 + (round random 5) * 1000,true]; }; donn_makeAeroRoute = { _origin = _this select 0; _heli_group = _this select 1; _speed = _this select 2; _posBefore = _origin; _posNow = _origin; _wp = _heli_group addWaypoint [_posNow,0,0]; _wp setWaypointCompletionRadius 65; _wp setWaypointType "MOVE"; _wp setWaypointSpeed _speed; _posNext = [0,0,0]; for "_c" from 1 to 5 do { _distToBefore = 0; _distToNext = 0; _found = false; for "_x" from 1 to 200 do { _posNext = donn_hwps call BIS_fnc_selectRandom; _distToNext = _posNow distance _posNext; _distToBefore = _posNext distance _posBefore; if (_distToNext > 3000 && _distToBefore > 4000) exitWith {}; uiSleep 0.001; }; if (!_found) then {_posNext = donn_hwps call BIS_fnc_selectRandom;}; _wp = _heli_group addWaypoint [_posNext,0,_c]; _wp setWaypointCompletionRadius 65; _wp setWaypointType "MOVE"; _wp setWaypointSpeed _speed; _posNow = _posNext; }; _wp = _heli_group addWaypoint [_origin,0,6]; _wp setWaypointCompletionRadius 65; _wp setWaypointType "CYCLE"; _wp setWaypointSpeed _speed; }; donn_heliGrps = []; [] spawn { while {{!isNull _x} count donn_heliGrps > 0} do { { _grp = _x; _forceIn = true; { if (_grp knowsAbout _x >= 1.5) then {_grp reveal [_x,4];_forceIn = false;}; } forEach playableUnits; if (_forceIn) then { if (combatMode _grp != "BLUE") then { {_x disableAi "TARGET";uiSleep 0.001;} forEach units _grp; {_x disableAi "AUTOTARGET";uiSleep 0.001;} forEach units _grp; _grp setCombatMode "BLUE";_grp setBehaviour "CARELESS"; }; { if (vehicle _x == _x) then {[_x] orderGetIn true;uiSleep 0.001;}; } forEach units _grp; }; } forEach donn_heliGrps; uiSleep 10; }; diag_log "[COMBOIOS AEREOS] FIM."; }; for "_cs" from 1 to (count _heliFormation) do { diag_log ("[HELI CONVOY] Initialized Spawn! " + str _cs); _heli_group = createGroup EAST; donn_heliGrps = donn_heliGrps + [_heli_group]; _convoy = _heliFormation select (_cs-1); _convoyH = _heliAltitude select (_cs-1); _convoyS = _heliSpeed select (_cs-1); _qtd = count _convoy; _helis = []; {_helis = _helis + [donn_heliConvy select _x];} forEach _convoy; for "_n" from 1 to _qtd do { private ["_firstDriver"]; _heli = _helis select (_n-1); _flyHeight = _convoyH select (_n-1); _motor = createVehicle [_heli select 0,_spawn,[],50,"FLY"]; {deleteVehicle _x;} forEach crew _motor; _motor removeAllEventHandlers "handleDamage"; _motor addEventHandler ["handleDamage",{_this call donn_heli_HD}]; _motor setVariable ["dncmv",true,false]; _motor setVariable ["dnishp",true,true]; _motor setVariable ["dnishpq",_heli select 3,true]; _motor setFuel 1; _motor setVehicleLock "LOCKED"; _motor flyInHeight _flyHeight; _ammos = _heli select 2; {_ammo = _x;for "_a" from 1 to 8 do {_motor addMagazineTurret [_ammo,[_forEachIndex]];};} forEach _ammos; _driverCount = 1; _turreterCount = count _ammos; _cargorsCount = _heli select 1; _crewCount = _driverCount + _turreterCount + _cargorsCount; _gunnerPos = 0; for "_y" from 1 to _crewCount do { _unit = _heli_group createUnit ["TK_INS_Bonesetter_EP1",[50,50,0],[],50,"PRIVATE"]; _unit removeAllEventHandlers "killed"; _unit removeAllEventHandlers "handleDamage"; _unit addEventHandler ["killed",{_this call donn_heli_unitKill;}]; _unit addEventHandler ["handleDamage",{_this call donn_heli_unit_HD}]; [_unit] joinSilent _heli_group; _unit setSkill 0.85; removeAllWeapons _unit; {_unit removeMagazine _x} forEach magazines _unit; _unit addWeapon "RPK_74"; _unit selectWeapon "RPK_74"; for "_pa" from 1 to 2 do {_unit addMagazine "75Rnd_545x39_RPK";}; if (_y == 1) then { _unit assignAsDriver _motor; _unit moveInDriver _motor; _unit setSkill ["aimingAccuracy",0.65]; }; if (_y > 1 && _y <= 1 + _turreterCount) then { _unit assignAsGunner _motor; _unit moveInTurret [_motor,[_gunnerPos]]; _gunnerPos = _gunnerPos + 1; _unit setSkill ["aimingAccuracy",1]; }; if (_y > 1 + _turreterCount) then { _unit assignAsCargo _motor; _unit moveInCargo _motor; _unit setSkill ["aimingAccuracy",0.65]; }; }; {_x disableAi "TARGET";uiSleep 0.001;} forEach units _heli_group; {_x disableAi "AUTOTARGET";uiSleep 0.001;} forEach units _heli_group; _heli_group setCombatMode "BLUE";_heli_group setBehaviour "CARELESS"; _sphere = createVehicle ["Sign_sphere100cm_EP1",[0,0,0],[],0,"CAN_COLLIDE"]; _sphere attachTo [_motor,[0,0,3]]; }; [donn_hwps call BIS_fnc_selectRandom,_heli_group,_convoyS] call donn_makeAeroRoute; uiSleep (60*20); }; }; 3 - Run the script bellow in client side, with execVM. s_colect_heli = -1; while {true} do { _donn_cursorTarget = cursorTarget; _objVar = _donn_cursorTarget getVariable ["dnishpq",0]; _isHeliLoot = false; if (!isNil "_objVar") then { if (_objVar > 0) then { if (player distance _donn_cursorTarget < ((sizeOf typeOf _donn_cursorTarget)/2 + 4)) then { _isHeliLoot = true; }; }; }; if (_isHeliLoot) then { if (s_colect_heli < 0) then { _heliTxt = "Collect tragedy itens..."; if (alive _donn_cursorTarget) then {_heliTxt = "Collect heli itens!";}; s_colect_heli = player addaction[("<t color=""#6666bb"">" + _heliTxt + "</t>"),"andre_heliConvoy_itens.sqf",_donn_cursorTarget,5,false,true,"",""]; }; } else { player removeAction s_colect_heli; s_colect_heli = -1; }; uiSleep 1.5; }; 4 - Put the script bellow in the root of your mission file, with the name andre_heliConvoy_itens.sqf. _motor = _this select 3; _qLoot = _motor getVariable "dnishpq"; _loot1 = [ [["addWeaponCargoGlobal","Mk_48_DZ",[1,1,2]],["addMagazineCargoGlobal","100Rnd_762x51_M240",[1,2,3]]], //Maried Loot [["addWeaponCargoGlobal","M249_DZ",[1,1,2]],["addMagazineCargoGlobal","200Rnd_556x45_M249",[1,2,3]]], //Maried Loot [["addWeaponCargoGlobal","G36C",[1,1,2]],["addMagazineCargoGlobal","30Rnd_556x45_Stanag",[2,3,4]]], //Maried Loot [["addWeaponCargoGlobal","DMR_DZ",[1,1,2]],["addMagazineCargoGlobal","20Rnd_762x51_DMR",[3,4,5]]], //Maried Loot [["addWeaponCargoGlobal","AK_47_M",[1,1,2]],["addMagazineCargoGlobal","30Rnd_762x39_AK47",[2,3,4]]], //Maried Loot [["addWeaponCargoGlobal","NVGoggles",[2,3,4]]], [["addWeaponCargoGlobal","ItemEtool",[2,3,4]]], [["addWeaponCargoGlobal","Binocular_Vector",[2,3,4]]], [["addMagazineCargoGlobal","ItemBloodBag",[6,8,10]]], [["addMagazineCargoGlobal","PartEngine",[2,3,4]]], [["addMagazineCargoGlobal","ItemBandage",[10,15,20]]], [["addMagazineCargoGlobal","HandGrenade_West",[3,5,7]]], [["addMagazineCargoGlobal","ItemBriefcase100oz",[1,1,2]]] ]; if (_qLoot > 0) then { for "_i" from 1 to _qLoot do { _holder = createVehicle ["WeaponHolder",position player,[],1.5,"CAN_COLLIDE"]; { call compile format [ "_holder %1 ['%2',%3];", _x select 0, _x select 1, (_x select 2) call BIS_fnc_selectRandom ]; } forEach (_loot1 call BIS_fnc_selectRandom); }; _motor setVariable ["dnishpq",0,true]; }; Thankyou to Tang0 for more details in the install instructions:
  3. Hi guys, need a few updates for the vehicle garage if possible. I need to limit the amount of vehicles per player... Also need to stop overpowered vehicles being stored in the garage. I have updated my player_storeVehicle.sqf with the following code but it's not working, it still stores them : // Developed by [GZA] David for German Zombie Apocalypse Servers (https://zombieapo.eu/) private["_unit","_obj","_wogear","_charID","_objectID","_keyavailable","_keyColor","_added","_objectUID","_key","_class","_noStore"]; if(lbCurSel 3802 == -1) exitWith {hint "No Vehicle selected"}; _unit = player; _obj = StoreVehicleList select (lbCurSel 3802); StoreVehicleList = nil; _wogear = _this select 0; closeDialog 0; _noStore = _obj in ["AH64D"]; if (_noStore) exitWith { cutText ["Woah, that vehicle is too overpowered. You can't store that here!", "PLAIN DOWN"]; }; _charID = _obj getVariable ["CharacterID","0"]; _objectID = _obj getVariable ["ObjectID","0"]; _objectUID = _obj getVariable ["ObjectUID","0"]; if (_objectID == "1") exitWith {cutText ["Can not store mission vehicle.", "PLAIN DOWN"];}; // Check for mission vehicle WAI Script _keyavailable = false; _keyColor = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"]; if(_charID != "0") then { { if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _keyColor) then { if (str(getNumber(configFile >> "CfgWeapons" >> _x >> "keyid")) == _charID) then { _key = _x; _keyavailable = true; }; }; } count (items _unit); } else {_keyavailable = true;}; if (!_keyavailable) exitWith {cutText ["You need the key of the vehicle.", "PLAIN DOWN"];}; _added = false; if (!_wogear) then { _added = [player, Pricegear] call SC_fnc_removeCoins; } else {_added = true;}; Pricegear = nil; if(!_added) exitWith {cutText ["You don't have enough money.", "PLAIN DOWN"];}; if(_charID != "0") then { [_unit,_key] call BIS_fnc_invRemove; cutText ["Key removed!", "PLAIN DOWN"]; }; _obj setvehiclelock "locked"; PVDZE_storeVehicle = [_obj, _unit, _wogear]; publicVariableServer "PVDZE_storeVehicle"; waitUntil {!isNil "PVDZE_storeVehicleResult"}; PVDZ_obj_Destroy = [_objectID,_objectUID,_unit]; publicVariableServer "PVDZ_obj_Destroy"; deleteVehicle _obj; PVDZE_storeVehicleResult = nil; sleep 2; cutText ["Stored Vehicle in Garage.", "PLAIN DOWN"]; Also would be nice to maybe implement an sql event which removes them out the garage after 14 days if anyone could write that? Merci ! xD
  4. Birgitte

    heli lift, tow etc

    Howdy folks, I asked in another thread i hijacked but wanted to elaborate a bit so here i am. The Epoch 1.0.6 server is going well. it's a little tough finding information regarding changes so i hope i am not repeating too much. You have all been an excellent help so far. I am looking for a way to configure what gets lifted and what does the lifting with the current heli lift system and remove the requirement for a person on the ground or a way to use the previous system which is compatible with 1.0.6. R3F something and something, lol. I also seem to remember some script which allows bicycles to be put away in your pocket or something. Any ideas? Thanks again and I hope all is well with you.
  5. Hi there! A few days ago I logged in just to see my GhostHawk and Little Bird gone. Yet, I can't see any method of stealing them other than parachuting. I thought some of you might help me protect my choppers better. For the GhostHawk I had a 2x3 helipad with removed stairs and walls between the rotors, as for the little bird just one platform with the stairs removed, but no wall in the rotor.
  6. Hey guys, I created this script to deal with the issue where helicopter and vehicles sometimes explode when a player gets into the pilot seat or when the locality changes on the vehicle. I have been running it on my server and it seems to be working OK and haven't had any noticeable FPS issues. You can adjust the sleep seconds to your liking but it works for me as it currently stands. OX3_GetInProtect.sqf Installation instructions (also included in the file) BE filters: setvariable.txt append !="added_EHProtect" !="GotIn" !="LocalChanged" scripts.txt (note, your line numbers might differ line 22: append !="_x allowDamage true;" !="_vehicle allowDamage false" line 48: append !="_x setDamage 0;" if you get kicked for addEventHandler then add line 53: !="_x addEventHandler [\"GetIn\", {_this call fn_handleGetIn;}];" !="_x addEventHandler [\"Local\", {_this call fn_handleLocal;}];" Installation: Copy into your scripts folder, add this line to your init.sqf, execVM \"scripts\OX3_GetInProtect.sqf"; Hope this helps. Please let me know of any issues. :) EDIT: I removed the two setdamage lines from the script as they were causing some people BE kicks. They are not really required. ScaRR
  7. Hey guys, :D while messing around with my local epoch server, i found out you guys use gauges, etc... with the standard flight model on helis? http://i.imgur.com/yyYiZNV.jpg (those are usually grayed out with standard) that's very impressive! how to implement such a feature in my other missions? B) it was a custom mod/tweak made only for epoch i presume? nobody at BIforum had a clue 'bout it, so i'm asking you guys directly. ps i hope now you don't act all surprised and its like a bug or something lol ;)
  8. Hi&Hello.... all members of my server are complaining about the flight so that the advanced or easy I'm not sure I will send this print but before today's update was business as usual Anyone know how to fix this?
  9. Hi, I have a script that I got somewhere in this forum that allows me to define an AI helicopter patrol by setting waypoints to define their path. So I have a squad of three that go around both Tavi islands before starting all over again. This was before I started playing around with DZMS, DZAI, and WickedAI. I I haven't nearly learned enough about them yet but was looking for some assistance to shorten my learning curve. Things I what to be able to do... If they spot a player, have the helis land and let out some soldiers to hunt them down, improve their aggressiveness, and also let them spot players on foot. I'm told that AI in air vehicles cannot spot players on foot but I recall playing on an Origins server a long time ago where they would also spot people on foot as well as in vehicles. So is it possible? I believe I also saw some missions (I think in WAI) that had helis land and deploy troops so it seems that it would be possible to do that as long as the AI can spot players. If I could create roving heli patrols defined by a set of way points in any of the current systems (DZMS, DZAI, WAI), I'd make the switch but most seem to just define a patrol area based on a center point and radius. So can any of this be done? Thanks, Bob
  10. hey guys does anyone know where i can edit the heli crash loot? also how to change the radius of the loot at the moment it spawns in a pile under the heli and no one can access it unless you delete the heli.
  11. Hey does anyone have a animated heli crash site that works on the newest arma update 125548. Im running an overpoch napf server and I noticed in rpt that a few of my old scripts are not working now that I updated to newest one. I wad a custom crashspawner with animated heli crash sites but doesn't seem to be working now. So if anyone is running one that they know works could you please share with me on here. Thanks PS the problem with mine is they still spawn but when they crash they don't spawn loot now rpt says "_iClass isNil, exiting loot spawn!" 20:11:14 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 20:11:14 Error position: <select _index; [_itemType select 0, _ite> 20:11:14 Error Zero divisor 20:11:14 File z\addons\dayz_server\modules\crash_spawner1.sqf, line 253 any idea on how to fix? Thanks
  12. Some of my helicopters are going underground when they hit the ground. Typically no explosion or anything it just goes underground and if the player dies if he/she ejects. It doesn't happen to most of them. Specifically this is happening with the new CH53_DZE and a couple extra pook helis I wanted to add. Anybody know why this might be happening? I'm not finding much information on the topic by searching.
  13. Hi, I am trying to set up a heli patrol in Wicked AI and I have to be honest, its like reading Dutch to me, This the default the code /* Custom Chopper Patrol spawn Eg. [[725.391,4526.06,0], //Position to patrol [0,0,0], // Position to spawn chopper at 2000, //Radius of patrol 10, //Number of waypoints to give "UH1H_DZ", //Classname of vehicle (make sure it has driver and two gunners) 1 //Skill level of units ] spawn heli_patrol; Place your heli patrols below */ This is the start point for the heli I want, [15172.339, 13559.793, -6.3399401]; And these are the cords I need the heli to fly to do a lap of the map [13090.89, 10346.834, -5.9899998] [13490.192, 6317.8848, -6] [13575.15, 4022.9141, -19.492546] [10151.378, 2161.4382, -7.4330006] [8919.502, 2229.4382, -5.9953737] [7984.9731, 3181.4263, -6.5279236] [5249.3535, 2016.9407, -5.4690151] [2709.1372, 5391.3994, -208.22134] [4884.0396, 9615.8516, -339] [4145.0723, 10919.914, -339.00989] [6150, 10338.798, -274.31018] [9888.3857, 8852.4531, -281.72604] [11568.834, 12604.863, -177.74866] [13845.961, 13969.376, -55.096813] pic attached (I used cars placed in the editor to get the cords) Anyone help with this? :rolleyes:
  14. I can't get any heli crash spawns on my server. I'm using the default crashes and I haven't modified my server_monitor at all. I've even added more events to the init.sqf but no luck. SOLVED
  15. How come some vehicles don't have a specified armor rating, such as the Mi-17? https://github.com/vbawol/DayZ-Epoch/blob/Release_1.0.4.2/SQF/dayz_code/Configs/CfgVehicles/AIR/Mi17.hpp If no armor is specified does it default to something? Or is there another file involved for each vehicle?
  16. So we had a few issues with players doing kamikaze into other players bases and we got fed up with it since it made players leave our servers. So i came up with a really simple solution to it. It works by setting triggers at plot poles with a radius of 50 meters and a height test of min 3 meters and max 65 meters from the ground and speeds above 130. you can tweak this to what you like. I'm not saying this is the best way to do this but it works fine on our server So it will TP Air vehicles away from the base it's trying to crash into, based on the parameters you set (minimum height and maximum height from ground and air vehicle speed. Just so all are aware, this is no longer in use as the triggers are created on all clients and should be server side only! It is kept only for reference purpose and should not be used as posted below! If you still want to use it, instead of "in your init.sqf inside the "if (!isDedicated) then {" scope, add this:" Then do "in your init.sqf inside the "if (isServer) then {" scope, add this:" but i have NOT tested it Installation: Create a file called "AntiKamikaze.sqf" in your scripts folder in the root of your mission file. and then insert this: diag_log "Loading Anti Kamikaze..."; _centerOfMap = [7200,7200,0]; _triggerRadius = 50; _AKplotPole = nearestObjects [_centerOfMap, ["Plastic_Pole_EP1_DZ"], 14500]; AK_fnc_GG = { if ((vehicle player) isKindOf "Air") then { _v = vehicle player; _speed = speed _v; _coordsVeh = getPos _v; _altitude = _coordsVeh select 2; if (_altitude > 3.0 && _altitude < 65.0 && _speed >= 130) then { //This is where you define the trigger altitude and speed _newPos = [_coordsVeh, 150, 300, 10, 0, 20, 0] call BIS_fnc_findSafePos; _newPos set [2, 400]; _v setpos _newPos; titleText ["Really!?...what are you... like 4 years old??? Don't kamikaze! (If you try to land fly slower!)", "PLAIN", 3]; }; }; }; { _trg=createTrigger["EmptyDetector",getPos _x]; _trg setTriggerArea[_triggerRadius, _triggerRadius, 0,false]; _trg setTriggerActivation["WEST","PRESENT",true]; _trg setTriggerStatements["(vehicle player) in thisList", "call AK_fnc_GG", ""]; _trg setTriggerType "SWITCH"; diag_log format["GEEKTEST: Creating Trigger @ %1",getPos _x]; } forEach _AKplotPole; diag_log "...Anti Kamikaze Loaded!"; Remember to change center of the map coords if you don't use chenarus map in your init.sqf inside the "if (!isDedicated) then {" scope, add this: //Anti Kamikaze [] execVM "Scripts\AntiKamikaze.sqf" Please do comment if you know a better way to do it, or if you know of a way to make a sphere around each plot pole instead of a cylinder, just so i can get rid of the height check. Please like if you use it :)
  17. hey, so my server used to spawn around 400-500 vehicles, choppers included and such, but now its only spawning about 100, could this be because of the custom map edits? and if so, what can i do to make vehicles spawn more often and more of them.
  18. Guys, Anyone knows how can I enable a lift option for c130 plane? Thanks
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