f3cuk Posted August 7, 2014 Report Share Posted August 7, 2014 Current release 1.3.2FixedIssue where marker would only be set once;Issue where sometimes plane would instantly crash;MiscIntensified fire/smoke.---Release 1.3.1AddedMarker cleanup after the first person has secured the crashsite;Added a "Survivors have secured the crash site" message;Added vehicle start damage to planes (will cause them to smoke);Ability to hide or show marker;Ability to hide or show crahsname.FixedCorrected marker placement (it always spawned on pre-defined crash site, even if taken down or crashed somewhere else);Fixed issue where you would sometimes see the pilot bailing and getting deleted as soon as landed;Set the correct facing direction on the crash model;Crashing into sea stops loot from spawning at the bottom of the ocean, does not display a marker and show a message that the helicopter or plane has crashed into the ocean.MiscChanged the starting positions for Chernarus (with help of Richie);Lowered the speed of planes;Lowered the altitude of planes;Enhanced damage models;Enhanced loot tables per vehicle.How to installAdd a animated_crash_spawner.sqf to your dayz_server/modules folderEdit your EpochEvents array in init.sqf to include animated_crash_spawnerE.g.EpochEvents = [ ["any","any","any","any",0,"animated_crash_spawner"], ["any","any","any","any",10,"crate_military"], ["any","any","any","any",20,"crate_supply_items"], ["any","any","any","any",30,"crash_spawner"], ["any","any","any","any",40,"crate_construction"], ["any","any","any","any",50,"supply_drop"] ];Download animated_crash_spawner.sqfversion 1.3.2 Can i safely add this to other maps then Chernarus?Yes you can, Richie and BetterDeadThanZed have been so kind to make a set of starting coordinates for all of the below mentioned maps. Simply replace the _heliStart line with one of the following. Your map not included? Ask (nicely) and you'll probably get served.Taviana (Origins)_heliStart = [[7637.1768, 4182.0859],[2154.2883, 17062.283],[8839.4092, 10396.975],[8821.5313, 19403.178],[15097.905, 15839.728],[17291.035, 7203.6821],[18815.258, 2757.0435],[13402.826, 12238.75],[12001.367, 15047.333],[5200.9824, 8429.251],[9564.2949, 5238.4321]] call BIS_fnc_selectRandom;Taviana 2.0_heliStart = [[11558.516, -56.829834],[7787.207, 3972.2046],[2279.2651, 6822.7891],[5548.9434, 8449.1914],[9465.4697, 7223.2925],[17441.467, 5454.5791],[13474.444, 11853.039],[8848.6611, 18823.994],[16224.908, 13310.733],[15171.845, 7629.0879]] call BIS_fnc_selectRandom;Napf_heliStart = [[3458.7625, 2924.917],[11147.994, 1516.9348],[14464.443, 2533.0981],[18155.545, 1416.5674],[16951.584, 5436.3516],[16140.807, 12714.08],[14576.426, 14440.467],[8341.2383, 15756.525],[2070.4771, 8910.4111],[16316.533, 17309.357]] call BIS_fnc_selectRandom;Sauerland_heliStart = [[3143.7053, 519.72656],[14047.064, 736.25336],[19551.301, 1638.9634],[22871.928, 3194.9937],[3216.1506, 8066.9844],[15430.821, 7462.8496],[22722.418, 8578.207],[3399.9622, 13945.776],[16220.508, 14363.767],[10220.176, 18679.586]] call BIS_fnc_selectRandom;Panthera_heliStart = [[2354.8118, 2898.7732],[6441.2544, 604.39148],[5837.6265, 3852.1699],[3434.9966, 7324.9521],[1250.1727, 8301.4199],[6353.0869, 5563.6592],[3011.1584, 4440.96],[4967.9551, 6376.479],[8340.8125, 4563.1436],[4582.7534, 2080.5737]] call BIS_fnc_selectRandom;Namalsk_heliStart = [[5046.9678, 5943.2656],[6360.792, 6582.0723],[3544.4153, 6451.7793],[7504.9102, 5786.3271],[7752.436, 7067.6895],[3920.3354, 7530.4941],[6448.9805, 8406.374],[6098.7876, 10094.43],[4745.8853, 10273.457],[8271.7441, 10356.828]] call BIS_fnc_selectRandom;Takistan_heliStart = [[2877.6855, 703.94592],[7118.8374, 10659.661],[7281.5488, 690.51361],[9251.5283, 2722.7166],[3742.7253, 3439.4333],[1300.1748, 3303.4463],[6000.7114, 5670.394],[9339.2139, 6650.0625],[11687.854, 9396.415],[3025.9387, 9983.293]] call BIS_fnc_selectRandom;Lingor_heliStart = [[862.89911, 816.75781],[2884.9204, 1093.1793],[3923.7927, 1078.5016],[6571.9326, 1575.0684],[3046.9241, 2413.4119],[5652.1348, 2944.7871],[1866.0063, 4954.5566],[3748.3994, 5456.0498],[6348.8232, 4448.1694],[8368.7148, 7673.5293]] call BIS_fnc_selectRandom; insertcoins, PryMary, Donnovan and 9 others 12 Link to comment Share on other sites More sharing options...
PryMary Posted August 7, 2014 Report Share Posted August 7, 2014 Would this work with the Origins Tavi map? Kind regards, Pry Link to comment Share on other sites More sharing options...
SideShowFreak Posted August 7, 2014 Report Share Posted August 7, 2014 Thanks for this this is a great addition, my players are LOVING this! Link to comment Share on other sites More sharing options...
f3cuk Posted August 7, 2014 Author Report Share Posted August 7, 2014 Would this work with the Origins Tavi map? Kind regards, PryIf you look into and adjust these values to suit your map, it should work just fine._spawnRadius = HeliCrashArea; _heliStart = [[400.000,-630,20084.0],[240.000,-630,244.000],[20208.0,-630,20212.0],[20240.0,-630,180.000]] call BIS_fnc_selectRandom; _safetyPoint = [0,16000,0];--- Thanks for this this is a great addition, my players are LOVING this!Thanks i also love this one, however i did not make this script (proper credits are on top of file), just fixed some issues with it that were introduced by the latest changes in Arma2 / Epoch. Link to comment Share on other sites More sharing options...
Richie Posted August 7, 2014 Report Share Posted August 7, 2014 The flyinheight seems rather high :unsure: for most maps you can get away with 50 meters, for Taviana i'd raise that to 150 for the mountains cause AI vehicles are rather dumb, then again it does look cool watching them crash. you get to hear the explosion rather than just see it, players all race each other up mountains for the loot and gun fights ensure :D Link to comment Share on other sites More sharing options...
calamity Posted August 7, 2014 Report Share Posted August 7, 2014 is install as simple as adding EpochEvents = [["any","any","any","any",5,"animated_crash_spawner"],["any","any","any","any",6,"animated_crash_spawner"] and place animated_crash_spawner.sqf in modules folder ?? Link to comment Share on other sites More sharing options...
PryMary Posted August 7, 2014 Report Share Posted August 7, 2014 I take it those co-ords are for Chernarus? Also is it X,Y,Z or X,Z,Y? sorry I hate doing co-ord's as me and numbers fail! :P Kind Regards, Pry Link to comment Share on other sites More sharing options...
f3cuk Posted August 7, 2014 Author Report Share Posted August 7, 2014 The flyinheight seems rather high :unsure: for most maps you can get away with 50 meters, for Taviana i'd raise that to 150 for the mountains cause AI vehicles are rather dumb, then again it does look cool watching them crash. you get to hear the explosion rather than just see it, players all race each other up mountains for the loot and gun fights ensure :DDon't know why they choose 350, 150-200 looks like it should be safe. But that needs testing to confirm. is install as simple as adding EpochEvents = [["any","any","any","any",5,"animated_crash_spawner"],["any","any","any","any",6,"animated_crash_spawner"] and place animated_crash_spawner.sqf in modules folder ??Yes I take it those co-ords are for Chernarus? Also is it X,Y,Z or X,Z,Y? sorry I hate doing co-ord's as me and numbers fail! :P Kind Regards, PryHaha :P Think it is [X,Y,Z]--Noticed a little bug in my OP, had UralWreck in the heliModel array, think it was there for the massgraves which i took out. Updated. Link to comment Share on other sites More sharing options...
Richie Posted August 7, 2014 Report Share Posted August 7, 2014 I take it those co-ords are for Chernarus? Also is it X,Y,Z or X,Z,Y? sorry I hate doing co-ord's as me and numbers fail! :P Kind Regards, Pry I found the animated helis spawn in facing North and fly East (Right) to turn, place some objects in the editor and use the coordinates from them to get things how you want them. If you need some coordinates made just tell me the start positions what map. Link to comment Share on other sites More sharing options...
f3cuk Posted August 7, 2014 Author Report Share Posted August 7, 2014 I found the animated helis spawn in facing North and fly East (Right) to turn, place some objects in the editor and use the coordinates from them to get things how you want them. If you need some coordinates made just tell me the start positions what map. Hi Richie, I'm not too familiar with the editor and stuff, could you make make markers for all of these locations? (maybe leave the ones on the left as im not sure if you can spawn something outside the play area). Link to comment Share on other sites More sharing options...
Richie Posted August 7, 2014 Report Share Posted August 7, 2014 Hi Richie, I'm not too familiar with the editor and stuff, could you make make markers for all of these locations? (maybe leave the ones on the left as im not sure if you can spawn something outside the play area). Yeah no problem :) although they seem a bit far out, do you want them to spawn on the South and East coasts ? 5 spawn points on each Link to comment Share on other sites More sharing options...
f3cuk Posted August 7, 2014 Author Report Share Posted August 7, 2014 Yeah i think it's best to spawn them far out cause it reduces the chance of it spawning into where another heli / plane might be flying. Link to comment Share on other sites More sharing options...
Richie Posted August 7, 2014 Report Share Posted August 7, 2014 I'll make something up, I can always tweak them if they're no good or slightly out. By default they'll fly 500 meter circles from the spawn points, In your case they'll be half on land and half over the sea. Bi-planes also make a good choice of vehicle, they're slow (ish) and quite noisey, players will be able to chase them and have a chance to drop them. Link to comment Share on other sites More sharing options...
Richie Posted August 7, 2014 Report Share Posted August 7, 2014 Try these for Chernarus and let me know how they work, I've chosen the outskirts of towns/cities for the start location, Kamenka, Balota, Cherno, Elektro etc up to just past Berezino _heliStart = [[2099.2681, 1927.1466],[4051.6892, 2122.9844],[6652.5039, 2104.9448],[10648.053, 1905.574],[12645.048, 3204.5901],[13544.904, 5411.1685],[13644.277, 6503.5063],[13158.819, 8010.4888],[13077.921, 9211.4238],[13551.163, 10904.875]] call BIS_fnc_selectRandom; Link to comment Share on other sites More sharing options...
f3cuk Posted August 7, 2014 Author Report Share Posted August 7, 2014 Thanks Richie. Will add those and let you know. Maybe we should set speedmode for the fast planes to LIMITED to make them fly at half speed so people have a chance to take them down. Other things i still like to add/enhance: Spawn vehicles in damages so they leave a smoke trail Make it so that aircrafts crash naturally, not explode in mid air (possibly simple as removing setdamage 1 and changing it to something like, setdamage [engine,1]; ) and fall straight down. Link to comment Share on other sites More sharing options...
PryMary Posted August 7, 2014 Report Share Posted August 7, 2014 Hi Richie, If you would be so kind as to do some co-ords for me for the Origins Tavi map I would be very much greatful. I have included a map with starting spots marked in red - add more if you wanna add in a little surprise :P Once again thank you for this ever so much, Pry Link to comment Share on other sites More sharing options...
Richie Posted August 7, 2014 Report Share Posted August 7, 2014 Thanks Richie. Will add those and let you know. Maybe we should set speedmode for the fast planes to LIMITED to make them fly at half speed so people have a chance to take them down. Other things i still like to add/enhance: Spawn vehicles in damages so they leave a smoke trail Make it so that aircrafts crash naturally, not explode in mid air (possibly simple as removing setdamage 1 and changing it to something like, setdamage [engine,1]; ) and fall straight down. Planes and helicopters will remain airborne with a speed of 150, I'd just set both to that, fast enough to fly but slow enough to target, faster speeds will mean they fly miles away before crashing once shot down, yours are flying round the coast and could end up hitting the water when downed, you can't loot them under water. Set the damage needed to 0.1 and a crossbow will drop them :) _crashDamage = 0.1; Once shot they will fall from the sky and crash, they won't explode mid air PryMary i'll need to download Origins to load up the map, I'll send them as soon as i have the time, most likely tomorrow with my shitty internet. Link to comment Share on other sites More sharing options...
Mr.Exodus Posted August 7, 2014 Report Share Posted August 7, 2014 Im glad someone took there time to look at this old awesome script! Great work, no bugs for now, working great! :) Link to comment Share on other sites More sharing options...
TNT Posted August 7, 2014 Report Share Posted August 7, 2014 Thanks man been missing the heli crashes , since they were broken will try this and report back~! Link to comment Share on other sites More sharing options...
PryMary Posted August 7, 2014 Report Share Posted August 7, 2014 Aye no worries Richie, I know where your coming from about shitty internet, I'm only on 2MB broadband and had to upload the @Origins client files to my server as the host refused too!!! Took about a week! No rush bro, no rush ;-) Link to comment Share on other sites More sharing options...
f3cuk Posted August 7, 2014 Author Report Share Posted August 7, 2014 Planes and helicopters will remain airborne with a speed of 150, I'd just set both to that, fast enough to fly but slow enough to target, faster speeds will mean they fly miles away before crashing once shot down, yours are flying round the coast and could end up hitting the water when downed, you can't loot them under water. Set the damage needed to 0.1 and a crossbow will drop them :) _crashDamage = 0.1; Once shot they will fall from the sky and crash, they won't explode mid air PryMary i'll need to download Origins to load up the map, I'll send them as soon as i have the time, most likely tomorrow with my shitty internet. They shouldn't keep flying round the coast, they should only spawn in at that position and then fly to a random set point (Helicrasharea) with a dynamic number of set _preWaypoints before that. When they get in the radius (set to 300) of the random set point they crash (setdamage 1 happens here). With crashdamage 0.1 i found it way too easy to take them down. Will test some more tonight, but gotta fix another bug (unrelated to this) first. Setting the speed doesnt really do much for me, they will only fly that speed when spawning in and the automatically speed up or down towards their normal speed. Meaning fighter jets will go way above the static defined speed. Link to comment Share on other sites More sharing options...
Richie Posted August 7, 2014 Report Share Posted August 7, 2014 They shouldn't keep flying round the coast, they should only spawn in at that position and then fly to a random set point (Helicrasharea) with a dynamic number of set _preWaypoints before that. When they get in the radius (set to 300) of the random set point they crash (setdamage 1 happens here). With crashdamage 0.1 i found it way too easy to take them down. Will test some more tonight, but gotta fix another bug (unrelated to this) first. Setting the speed doesnt really do much for me, they will only fly that speed when spawning in and the automatically speed up or down towards their normal speed. Meaning fighter jets will go way above the static defined speed. Ah yeah just viewed the code and see they have 2 waypoints before crashing within 300 meters. I was thinking of the old animated crash script, they flew in circles and kept flying until they were shot down or crashed. Link to comment Share on other sites More sharing options...
f3cuk Posted August 7, 2014 Author Report Share Posted August 7, 2014 :) I know, changed/fixed those parts. -- The waypoints you set work, but are WAY too close to the shore for me. Could you adjust them to set them atleast 1000m? Link to comment Share on other sites More sharing options...
Mugzy Posted August 7, 2014 Report Share Posted August 7, 2014 Anyone have a good set of cords for Napf? Link to comment Share on other sites More sharing options...
Richie Posted August 7, 2014 Report Share Posted August 7, 2014 :) I know, changed/fixed those parts. -- The waypoints you set work, but are WAY too close to the shorefor me. Could you adjust them to set them atleast 1000m? Yeah no problem :) Anyone have a good set of cords for Napf? I'll do you some once i've done Origins for PryMary *Edit* I might as well do all maps, people can always change them if they don't like them and at least then F3cuk can say his scripts supports all maps. PryMary 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now