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Additional heli's


Sawboss

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Hi folks, fairly new to server side stuff and looking to add more armed heli's. I have added things to the traders already no problem, but i want to add attack choppers but not have them with rockets, is there a quick way to "de-rocket" the attack choppers? Maybe something as simple as adding them as _DZE ?

 

Thanks in advance guys

 

Saw

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My Hero/Bandit Armed Helies

class CH_47F_EP1_DZE { type = "trade_any_vehicle"; buy[] = {40000,"Coins"}; sell[] = {10000,"Coins"};};
		class UH60M_EP1_DZE { type = "trade_any_vehicle"; buy[] = {40000,"Coins"}; sell[] = {10000,"Coins"};};
		class MH60S_DZE { type = "trade_any_vehicle"; buy[] = {40000,"Coins"}; sell[] = {10000,"Coins"};};
		class Mi17_TK_EP1 { type = "trade_any_vehicle"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
		class Mi17_Ins { type = "trade_any_vehicle"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
		class Mi17_CDF { type = "trade_any_vehicle"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
		class Mi17_DZE { type = "trade_any_vehicle"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
		class Mi17_UN_CDF_EP1 { type = "trade_any_vehicle"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
		class UH1H_TK_GUE_EP1 {type = "trade_any_vehicle"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
		class UH1Y_DZE { type = "trade_any_vehicle"; buy[] = {30000,"Coins"}; sell[] = {10000,"Coins"};};
		class UH1H_TK_EP1 { type = "trade_any_vehicle"; buy[] = {20000,"Coins"}; sell[] = {2000,"Coins"};};
		class UH1H_DZE { type = "trade_any_vehicle"; buy[] = {20000,"Coins"}; sell[] = {2000,"Coins"};};
		class AH6J_EP1_DZE { type = "trade_any_vehicle"; buy[] = {40000,"Coins"}; sell[] = {10000,"Coins"};};

My unarmed Helies

		class BAF_Merlin_DZE { type = "trade_any_vehicle"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
		class UH60M_MEV_EP1 { type = "trade_any_vehicle"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
		class Mi17_Civilian_DZ { type = "trade_any_vehicle"; buy[] = {40000,"Coins"}; sell[] = {10000,"Coins"};};
		class MH6J_DZ { type = "trade_any_vehicle"; buy[] = {8000,"Coins"}; sell[] = {4000,"Coins"};};
		class AH6X_DZ { type = "trade_any_vehicle"; buy[] = {3000,"Coins"}; sell[] = {1000,"Coins"};};

I think there are some more Mi17 unarmed ones but never added them

 

Also

Pooks

class pook_H13_gunship { type = "trade_weapons"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
class pook_H13_gunship_CDF  { type = "trade_weapons"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
class pook_H13_gunship_GUE  { type = "trade_weapons"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
class pook_H13_gunship_INS  { type = "trade_weapons"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
class pook_H13_gunship_PMC  { type = "trade_weapons"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
class pook_H13_gunship_TAK  { type = "trade_weapons"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
class pook_H13_gunship_UNO  { type = "trade_weapons"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
class pook_H13_transport  { type = "trade_weapons"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
class pook_H13_transport_CDF  { type = "trade_weapons"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
class pook_H13_transport_GUE  { type = "trade_weapons"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
class pook_H13_transport_INS  { type = "trade_weapons"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
class pook_H13_transport_PMC  { type = "trade_weapons"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
class pook_H13_transport_TAK  { type = "trade_weapons"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
class pook_H13_transport_UNO  { type = "trade_weapons"; buy[] = {20000,"Coins"}; sell[] = {10000,"Coins"};};
class pook_H13_civ { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_civ_black  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_civ_ru  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_civ_ru_black  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_civ_ru_slate  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_civ_ru_white  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_civ_ru_yellow  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_civ_slate  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_civ_white  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_civ_yellow  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_medevac  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_medevac_CDF  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_medevac_CIV  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_medevac_CIV_RU  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_medevac_GUE { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_medevac_INS  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_medevac_PMC  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_medevac_TAK  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
class pook_H13_medevac_UNO  { type = "trade_weapons"; buy[] = {10000,"Coins"}; sell[] = {5000,"Coins"};};
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adding _DZE to it, doesnt help.

 

these are defined class names deep in the config files. You can add choppers from arma 2, but you need a script to remove the rockets.

 

You cannot inject stuff in vehicle,magazine Configs in epoch or any arma mod.

 

Config can be found here for example :

 

https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/CfgVehicles/AIR/UH1.hpp

class UH1_Base: Helicopter {
	class Turrets: Turrets {
		class MainTurret: MainTurret {
			class ViewOptics: ViewOptics {};
			class Turrets: Turrets {};
		};
		class RightDoorGun: MainTurret {
			class Turrets: Turrets {};
		};
		class CoPilotObs: MainTurret {
			class Turrets: Turrets {};
		};
	};
};
class UH1Y_DZ: UH1_Base {
	scope = 2;
	side = 2;
	crew = "";
	typicalCargo[] = {};
	hiddenSelections[] = {};
	class TransportMagazines{};
	class TransportWeapons{};
	commanderCanSee = 2+16+32;
	gunnerCanSee = 2+16+32;
	driverCanSee = 2+16+32;
	transportMaxWeapons = 5;
	transportMaxMagazines = 25;
	transportmaxbackpacks = 4;
	weapons[] = {};
	magazines[] = {};
	fuelCapacity = 1333;
	class Turrets : Turrets {
		class MainTurret : MainTurret {
			magazines[] = {"2000Rnd_762x51_M134"};
		};
		class RightDoorGun : RightDoorGun {
			magazines[] = {"2000Rnd_762x51_M134"};
		};
	};
};
class UH1Y_DZE: UH1Y_DZ {
	class Turrets : Turrets {
		class MainTurret : MainTurret {
			magazines[] = {};
		};
		class RightDoorGun : RightDoorGun {
			magazines[] = {};
		};
	};
};
class UH1H_base: Helicopter {
	class Turrets: Turrets {
		class MainTurret: MainTurret {
			class ViewOptics: ViewOptics {};
			class Turrets: Turrets {};
		};
		class LeftDoorGun: MainTurret {
			class Turrets: Turrets {};
		};
	};
};

class UH1H_DZ: UH1H_base {
	scope = 2;
	side = 2;
	crew = "";
	typicalCargo[] = {};
	hiddenSelections[] = {};
	class TransportMagazines{};
	class TransportWeapons{};
	commanderCanSee = 2+16+32;
	gunnerCanSee = 2+16+32;
	driverCanSee = 2+16+32;
	transportMaxWeapons = 5;
	transportMaxMagazines = 25;
	transportmaxbackpacks = 4;
	fuelCapacity = 1333;
	class Turrets : Turrets {
		class MainTurret : MainTurret {
			magazines[] = {"100Rnd_762x51_M240"};
		};
		class LeftDoorGun : LeftDoorGun {
			magazines[] = {"100Rnd_762x51_M240"};
		};
	};
};
class UH1H_DZE: UH1H_DZ {
	class Turrets : Turrets {
		class MainTurret : MainTurret {
			magazines[] = {};
		};
		class LeftDoorGun : LeftDoorGun {
			magazines[] = {};
		};
	};
};

The only thing you can do is, spawn them in as arma 2 vehicle and let a script remove the guns ( there is one out there that can do it).

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@Skellyy - Thanks man but i already have added lots of extra land vehicles, weapons and helis like pooks and mi17's and the takistan uh1y and i know the DZE ones come with no ammo, we run only a small pve server thats why i added all the DZ versions of what i could find so our hero vehicles come with ammo now and made the DZE versions unbuyable (13 briefs).

 

 

@Zupa - Thank you again mate, so BuddyRole was right in the sense that a script is required for what i want to achieve! Will see if i can find and navigate my way around the script lol

 

 

Thanks all !

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CALAMATY:

 

in server_monitor.sqf  

Under:
clearWeaponCargoGlobal  _object;
clearMagazineCargoGlobal  _object;
// _object setVehicleAmmo DZE_vehicleAmmo
add this  just change to the vehicle you want
//BTR40_MG_TK_GUE_EP1 remove ammo
if (_object isKindOf "BTR40_MG_TK_GUE_EP1") then {
_object removeMagazine "50Rnd_127x107_DSHKM";
_object removeMagazine "50Rnd_127x107_DSHKM";
_object removeMagazine "50Rnd_127x107_DSHKM";
_object removeMagazine "50Rnd_127x107_DSHKM";
_object removeMagazine "50Rnd_127x107_DSHKM";
};
to add a weapon just 
_object addWeapon "DSHKM";
to add magazine
_object addMagazine "50Rnd_127x107_DSHKM";
to completely remove weapon 
_object removeWeapon "DSHKM";
Do the same in the publishVehicles.sqf in your server compile
 
here is the class name for all vehicles and weapon classnames.
 
Original Topic by calamati.
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back when epoch was 1042 i had three jets at each runway on Napf, L39, A10 and F35A so that players could have fun and if they needed to get somewhere fast they could just eject. Then on server restart the planes would be back at the airports. I took the weapons and ammo off each one in editor and put a script in server side called jet.sqf. I also made some changes on server and mission files. But when epoch 1051 came out i could not get them from disappearing. So i took them out.

Raymix had a video that showed you how to do it. the first thing i did when it stopped working right was contact him. I have included what he had to say and my script.

Zupa do you know how i can put them back in so that they re spawn at restart and not disappear or kill players? btw i use infiStar

 

http://epochmod.com/forum/index.php?/topic/10800-how-to-add-custom-vehicles-and-remove-weapons/?hl=jets

 

/*

 
======================================================================
Raymix said
Think I'll need to remove that video, man. It was created in first few weeks I started working with arma servers.
There's better way if you search around forums - as you add them in 3D editor, you will need to add code line inside init line to assign ID. 
 
Works like this:
_this setVariable ["ObjectID", 1, true];_this setVariable ["ObjectUID", 1, true];What happens is cleanup code looks for hacked vehicles that
were spawned in and do not exist within whitelisted vehicles (like buildable objects) in variables.sqf You could whitelist them, but that's a bad idea.
Since that also allows hackers to spawn them. But if you create your own plane in 3D editor and assign an ID to it, you don't need to whitelist
anything anymore, it will be a legit vehicle
*/
 
 
 
if (isServer) then {
 
_vehicle_0 = objNull;
if (true) then
{
  _this = createVehicle ["L39_TK_EP1", [14573.688, 16697.984, -1.1444092e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_0 = _this;
  _this setDir 46.61084;
  _this setVehicleArmor 0.75039393;
  _this setFuel 0.50078815;
  _this setVehicleAmmo 0;
  _this setVehicleInit "this removeWeapon ""GSh23L_L39""; this removeWeapon ""57mmLauncher"";";
  _this setPos [14573.688, 16697.984, -1.1444092e-005];
};
 
_vehicle_6 = objNull;
if (true) then
{
  _this = createVehicle ["Su25_CDF", [14530.488, 16749.627, -0.27939826], [], 0, "CAN_COLLIDE"];
  _vehicle_6 = _this;
  _this setDir -307.75769;
  _this setVehicleArmor 0.75039423;
  _this setFuel 0.49553338;
  _this setVehicleAmmo 0;
  _this setVehicleInit "this removeWeapon ""S8Launcher""; this removeWeapon ""R73Launcher_2""; this removeWeapon ""GSh301""; this removeWeapon ""AirBombLauncher"";";
  _this setPos [14530.488, 16749.627, -0.27939826];
};
 
_vehicle_9 = objNull;
if (true) then
{
  _this = createVehicle ["A10_US_EP1", [14553.075, 16721.111, -0.034083627], [], 0, "CAN_COLLIDE"];
  _vehicle_9 = _this;
  _this setDir 48.706741;
  _this setVehicleArmor 0.72149235;
  _this setFuel 0.48765102;
  _this setVehicleAmmo 0;
  _this setVehicleInit "this removeWeapon ""BombLauncherA10""; this removeWeapon ""FFARLauncher_14""; this removeWeapon ""GAU8""; this removeWeapon ""MaverickLauncher""; this removeWeapon ""SidewinderLaucher_AH1Z"";";
  _this setPos [14553.075, 16721.111, -0.034083627];
};

};

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back when epoch was 1042 i had three jets at each runway on Napf, L39, A10 and F35A so that players could have fun and if they needed to get somewhere fast they could just eject. Then on server restart the planes would be back at the airports. I took the weapons and ammo off each one in editor and put a script in server side called jet.sqf. I also made some changes on server and mission files. But when epoch 1051 came out i could not get them from disappearing. So i took them out.

Raymix had a video that showed you how to do it. the first thing i did when it stopped working right was contact him. I have included what he had to say and my script.

Zupa do you know how i can put them back in so that they re spawn at restart and not disappear or kill players? btw i use infiStar

 

/*

raymix said:
======================================================================
Think I'll need to remove that video, man. It was created in first few weeks I started working with arma servers.
There's better way if you search around forums - as you add them in 3D editor, you will need to add code line inside init line to assign ID. 
 
Works like this:
_this setVariable ["ObjectID", 1, true];_this setVariable ["ObjectUID", 1, true];What happens is cleanup code looks for hacked vehicles that
were spawned in and do not exist within whitelisted vehicles (like buildable objects) in variables.sqf You could whitelist them, but that's a bad idea.
Since that also allows hackers to spawn them. But if you create your own plane in 3D editor and assign an ID to it, you don't need to whitelist
anything anymore, it will be a legit vehicle
*/
 
 
 
if (isServer) then {
 
_vehicle_0 = objNull;
if (true) then
{
  _this = createVehicle ["L39_TK_EP1", [14573.688, 16697.984, -1.1444092e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_0 = _this;
  _this setDir 46.61084;
  _this setVehicleArmor 0.75039393;
  _this setFuel 0.50078815;
  _this setVehicleAmmo 0;
  _this setVehicleInit "this removeWeapon ""GSh23L_L39""; this removeWeapon ""57mmLauncher"";";
  _this setPos [14573.688, 16697.984, -1.1444092e-005];
};
 
_vehicle_6 = objNull;
if (true) then
{
  _this = createVehicle ["Su25_CDF", [14530.488, 16749.627, -0.27939826], [], 0, "CAN_COLLIDE"];
  _vehicle_6 = _this;
  _this setDir -307.75769;
  _this setVehicleArmor 0.75039423;
  _this setFuel 0.49553338;
  _this setVehicleAmmo 0;
  _this setVehicleInit "this removeWeapon ""S8Launcher""; this removeWeapon ""R73Launcher_2""; this removeWeapon ""GSh301""; this removeWeapon ""AirBombLauncher"";";
  _this setPos [14530.488, 16749.627, -0.27939826];
};
 
_vehicle_9 = objNull;
if (true) then
{
  _this = createVehicle ["A10_US_EP1", [14553.075, 16721.111, -0.034083627], [], 0, "CAN_COLLIDE"];
  _vehicle_9 = _this;
  _this setDir 48.706741;
  _this setVehicleArmor 0.72149235;
  _this setFuel 0.48765102;
  _this setVehicleAmmo 0;
  _this setVehicleInit "this removeWeapon ""BombLauncherA10""; this removeWeapon ""FFARLauncher_14""; this removeWeapon ""GAU8""; this removeWeapon ""MaverickLauncher""; this removeWeapon ""SidewinderLaucher_AH1Z"";";
  _this setPos [14553.075, 16721.111, -0.034083627];
};

};

 

Remove them from your antihack infistar blacklist vehicles.

 

Solved.

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back when epoch was 1042 i had three jets at each runway on Napf, L39, A10 and F35A so that players could have fun and if they needed to get somewhere fast they could just eject. Then on server restart the planes would be back at the airports. I took the weapons and ammo off each one in editor and put a script in server side called jet.sqf. I also made some changes on server and mission files. But when epoch 1051 came out i could not get them from disappearing. So i took them out.

Raymix had a video that showed you how to do it. the first thing i did when it stopped working right was contact him. I have included what he had to say and my script.

Zupa do you know how i can put them back in so that they re spawn at restart and not disappear or kill players? btw i use infiStar

 

http://epochmod.com/forum/index.php?/topic/10800-how-to-add-custom-vehicles-and-remove-weapons/?hl=jets

 

/*

 
======================================================================
Raymix said
Think I'll need to remove that video, man. It was created in first few weeks I started working with arma servers.
There's better way if you search around forums - as you add them in 3D editor, you will need to add code line inside init line to assign ID. 
 
Works like this:
_this setVariable ["ObjectID", 1, true];_this setVariable ["ObjectUID", 1, true];What happens is cleanup code looks for hacked vehicles that
were spawned in and do not exist within whitelisted vehicles (like buildable objects) in variables.sqf You could whitelist them, but that's a bad idea.
Since that also allows hackers to spawn them. But if you create your own plane in 3D editor and assign an ID to it, you don't need to whitelist
anything anymore, it will be a legit vehicle
*/
 
 
 
if (isServer) then {
 
_vehicle_0 = objNull;
if (true) then
{
  _this = createVehicle ["L39_TK_EP1", [14573.688, 16697.984, -1.1444092e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_0 = _this;
  _this setDir 46.61084;
  _this setVehicleArmor 0.75039393;
  _this setFuel 0.50078815;
  _this setVehicleAmmo 0;
  _this setVehicleInit "this removeWeapon ""GSh23L_L39""; this removeWeapon ""57mmLauncher"";";
  _this setPos [14573.688, 16697.984, -1.1444092e-005];
};
 
_vehicle_6 = objNull;
if (true) then
{
  _this = createVehicle ["Su25_CDF", [14530.488, 16749.627, -0.27939826], [], 0, "CAN_COLLIDE"];
  _vehicle_6 = _this;
  _this setDir -307.75769;
  _this setVehicleArmor 0.75039423;
  _this setFuel 0.49553338;
  _this setVehicleAmmo 0;
  _this setVehicleInit "this removeWeapon ""S8Launcher""; this removeWeapon ""R73Launcher_2""; this removeWeapon ""GSh301""; this removeWeapon ""AirBombLauncher"";";
  _this setPos [14530.488, 16749.627, -0.27939826];
};
 
_vehicle_9 = objNull;
if (true) then
{
  _this = createVehicle ["A10_US_EP1", [14553.075, 16721.111, -0.034083627], [], 0, "CAN_COLLIDE"];
  _vehicle_9 = _this;
  _this setDir 48.706741;
  _this setVehicleArmor 0.72149235;
  _this setFuel 0.48765102;
  _this setVehicleAmmo 0;
  _this setVehicleInit "this removeWeapon ""BombLauncherA10""; this removeWeapon ""FFARLauncher_14""; this removeWeapon ""GAU8""; this removeWeapon ""MaverickLauncher""; this removeWeapon ""SidewinderLaucher_AH1Z"";";
  _this setPos [14553.075, 16721.111, -0.034083627];
};

};

I have vehicles added to the customspawns.sqf for  WAI. We setup an AI island and when people clear it, they are able to use the vehicles to transport the loot back to their bases. The vehicles then reset on server reboot. Have never had them kill anyone and they are always back on restart.

I've also used the customspawns.sqf to spawn a couple vehicles at my base and for a couple of friends so they always have a fresh vehicle at their base on restart. Works out quite well. 

I have tried to add vehicles through the editor but they tend to disappear about a minute or so after you get in them. I have never had one of the WAI spawned ones disappear.

Might be an option for you to consider if you have WAI installed. I suppose you could also install WAI just for the custom spawns if you wanted to. just be sure to disable the mission part of it if you go that route. If you already have WAI, just add the vehicles to customspawns.sqf and then run the remove ammo script..

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Thug, on 12 Sept 2014 - 09:54 AM, said:snapback.png

back when epoch was 1042 i had three jets at each runway on Napf, L39, A10 and F35A so that players could have fun and if they needed to get somewhere fast they could just eject. Then on server restart the planes would be back at the airports. I took the weapons and ammo off each one in editor and put a script in server side called jet.sqf. I also made some changes on server and mission files. But when epoch 1051 came out i could not get them from disappearing. So i took them out.

Raymix had a video that showed you how to do it. the first thing i did when it stopped working right was contact him. I have included what he had to say and my script.

Zupa do you know how i can put them back in so that they re spawn at restart and not disappear or kill players? btw i use infiStar

 

http://epochmod.com/...eapons/?hl=jets

 

 

Spoiler 
 

 

I have vehicles added to the customspawns.sqf for  WAI. We setup an AI island and when people clear it, they are able to use the vehicles to transport the loot back to their bases. The vehicles then reset on server reboot. Have never had them kill anyone and they are always back on restart.

I've also used the customspawns.sqf to spawn a couple vehicles at my base and for a couple of friends so they always have a fresh vehicle at their base on restart. Works out quite well. 

I have tried to add vehicles through the editor but they tend to disappear about a minute or so after you get in them. I have never had one of the WAI spawned ones disappear.

Might be an option for you to consider if you have WAI installed. I suppose you could also install WAI just for the custom spawns if you wanted to. just be sure to disable the mission part of it if you go that route. If you already have WAI, just add the vehicles to customspawns.sqf and then run the remove ammo script..

 
P0k3r_OF_Sm0t

Could you show an example. I do have WAI

Thank you in advance

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Here are my OLD config for  my old tavi server

 

read  zuppa's  post #7

 

I believe I added it to server_publishVehicle2.sqf  also

 

   //A10 remove weapons
        if (_object isKindOf "A10") then {
            _object removeWeapon "BombLauncherA10";
            _object removeMagazine "4Rnd_GBU12";
            _object removeWeapon "FFARLauncher_14";
            _object removeMagazine "14Rnd_FFAR";
            _object removeWeapon "GAU8";
            _object removeMagazine "1350Rnd_30mmAP_A10";
            _object removeWeapon "MaverickLauncher";
            _object removeMagazine "2Rnd_Maverick_A10";
            _object removeWeapon "SidewinderLaucher_AH1Z";
            _object removeMagazine "2Rnd_Sidewinder_AH1Z";
        };


//Su25_TK_EP1 remove weapons
if (_object isKindOf "Su25_TK_EP1") then {
_object removeWeapon "AirBombLauncher";
_object removeWeapon "AirBombLauncher";
_object removeMagazine "4Rnd_FAB_250";
_object removeMagazine "2Rnd_FAB_250";
_object removeWeapon "GSh301";
_object removeMagazine "180Rnd_30mm_GSh301";
_object removeWeapon "R73Launcher_2";
_object removeMagazine "2Rnd_R73";
_object removeWeapon "S8Launcher";
_object removeMagazine "80Rnd_80mm";
_object removeMagazine "40Rnd_80mm";
_object removeMagazine "40Rnd_S8T";
_object removeMagazine "80Rnd_S8T";
_object removeWeapon "SidewinderLaucher_AH1Z";
_object removeMagazine "2Rnd_Sidewinder_AH1Z";
_object addWeapon "TwinVickers";
_object addMagazine "500Rnd_TwinVickers";


};


//AH64D_EP1 remove weapons
        if (_object isKindOf "AH64D_EP1") then {
            _object removeWeapon "FFARLauncher";
            _object removeMagazine "38Rnd_FFAR";
            _object removeWeapon "M230";
            _object removeMagazine "1200Rnd_30x113mm_M789_HEDP";
            _object removeWeapon "SidewinderLaucher_AH64";
            _object removeMagazine "8Rnd_Hellfire";


        };


//Ka52 remove weapons
        if (_object isKindOf "Ka52") then {
            _object removeWeapon "2A42";
            _object removeMagazine "250Rnd_30mmHE_2A42";
            _object removeWeapon "2A42";
            _object removeMagazine "250Rnd_30mmHE_2A42";
            _object removeWeapon "80mmLauncher";
_object removeWeapon "80mmLauncher";
            _object removeMagazine "40Rnd_80mm";
_object removeMagazine "40Rnd_80mm";
            _object removeMagazine "40Rnd_S8T";
_object removeMagazine "40Rnd_S8T";
_object removeWeapon "VikhrLauncher";
            _object removeMagazine "12Rnd_Vikhr_KA50";
_object addWeapon "TwinVickers";
_object addMagazine "500Rnd_TwinVickers";
}; 


//Mi24_D remove weapons
        if (_object isKindOf "Mi24_D") then {
            _object removeWeapon "57mmLauncher_128";
            _object removeMagazine "128Rnd_57mm";
            _object removeMagazine "64Rnd_57mm";
            _object removeWeapon "AT2Launcher";
            _object removeMagazine "4Rnd_AT2_Mi24D";
            _object removeWeapon "YakB";
            _object removeMagazine "1470Rnd_127x108_YakB";


        };


        //AH1Z remove weapons
        if (_object isKindOf "AH1Z") then {
            _object removeWeapon "FFARLauncher";
            _object removeMagazine "38Rnd_FFAR";
            _object removeMagazine "28Rnd_FFAR";
            _object removeWeapon "HellfireLauncher";
            _object removeMagazine "8Rnd_Hellfire";
            _object removeWeapon "SidewinderLaucher_AH1Z";
            _object removeMagazine "2Rnd_Sidewinder_AH1Z";
_object removeWeapon "M197";
            _object removeMagazine "750Rnd_M197_AH1";
_object removeWeapon "M197";
            _object removeMagazine "750Rnd_M197_AH1";
_object addWeapon "TwinVickers";
_object addMagazine "500Rnd_TwinVickers";


        };


        //UH1Y remove weapons
        if (_object isKindOf "UH1Y") then {
            _object removeWeapon "FFARLauncher_14r";
_object removeWeapon "FFARLauncher_14r";
_object removeMagazine "14Rnd_FFAR";
_object removeMagazine "14Rnd_FFAR";
_object removeWeapon "M134";
_object removeMagazine "2000Rnd_762x51_M134";
_object removeMagazine "4000Rnd_762x51_M134";
_object removeWeapon "M134_2";
_object removeMagazine "2000Rnd_762x51_M134";
_object removeMagazine "4000Rnd_762x51_M134";


};

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Thanks calamity, do i just paste this at the bottom of server_publishVehicle2.sqf? Cant really tell where its supposed to go in that sqf, but i already have it in my server_monitor.sqf  

	_object setVariable ["CharacterID", _ownerID, true];
			
			clearWeaponCargoGlobal  _object;
			clearMagazineCargoGlobal  _object;
			// _object setVehicleAmmo DZE_vehicleAmmo;
			
			//AH1Z remove ammo
if (_object isKindOf "AH1Z") then {
_object removeWeapon "HellfireLauncher";
_object removeWeapon "FFARLauncher";
_object removeWeapon "SidewinderLaucher_AH1Z";
};

			//AH64D remove ammo
if (_object isKindOf "AH64D") then {
_object removeWeapon "HellfireLauncher";
_object removeWeapon "FFARLauncher";
};

			//Ka52Black remove ammo
if (_object isKindOf "Ka52Black") then {
_object removeWeapon "VikhrLauncher";
_object removeWeapon "80mmLauncher";
};

			//Mi24_D_TK_EP1 remove ammo
if (_object isKindOf "Mi24_D_TK_EP1") then {
_object removeWeapon "57mmLauncher_128";
_object removeWeapon "AT2Launcher";
};

			//Mi24_V remove ammo
if (_object isKindOf "Mi24_V") then {
_object removeWeapon "AT6Launcher";
_object removeWeapon "S8Launcher";
};

			//AW159_Lynx_BAF remove ammo
if (_object isKindOf "AW159_Lynx_BAF") then {
_object removeWeapon "CRV7_PG";
_object removeWeapon "M621";
};
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Thanks calamity, do i just paste this at the bottom of server_publishVehicle2.sqf? Cant really tell where its supposed to go in that sqf, but i already have it in my server_monitor.sqf  

	_object setVariable ["CharacterID", _ownerID, true];
			
			clearWeaponCargoGlobal  _object;
			clearMagazineCargoGlobal  _object;
			// _object setVehicleAmmo DZE_vehicleAmmo;
			
			//AH1Z remove ammo
if (_object isKindOf "AH1Z") then {
_object removeWeapon "HellfireLauncher";
_object removeWeapon "FFARLauncher";
_object removeWeapon "SidewinderLaucher_AH1Z";
};

			//AH64D remove ammo
if (_object isKindOf "AH64D") then {
_object removeWeapon "HellfireLauncher";
_object removeWeapon "FFARLauncher";
};

			//Ka52Black remove ammo
if (_object isKindOf "Ka52Black") then {
_object removeWeapon "VikhrLauncher";
_object removeWeapon "80mmLauncher";
};

			//Mi24_D_TK_EP1 remove ammo
if (_object isKindOf "Mi24_D_TK_EP1") then {
_object removeWeapon "57mmLauncher_128";
_object removeWeapon "AT2Launcher";
};

			//Mi24_V remove ammo
if (_object isKindOf "Mi24_V") then {
_object removeWeapon "AT6Launcher";
_object removeWeapon "S8Launcher";
};

			//AW159_Lynx_BAF remove ammo
if (_object isKindOf "AW159_Lynx_BAF") then {
_object removeWeapon "CRV7_PG";
_object removeWeapon "M621";
};

BEFORE THIS LINE AT BOTTOM OF server_publishVehicle2.sqf

 

diag_log ("PUBLISH: " + str(_activatingPlayer) + " Bought " + (_class) + " with ID " + str(_uid));
};
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Thanks calamity, trying now will report back :)

 

EDIT:  bought an AH64 to try and i only got the option to repair or salvage vehicle but cant really do anything with either, get the same with the Wildcat but i have a gear option with that :(

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Thanks calamity, trying now will report back :)

 

EDIT:  bought an AH64 to try and i only got the option to repair or salvage vehicle but cant really do anything with either, get the same with the Wildcat but i have a gear option with that :(

your  server_publishVehicle2 should look kinda line this

except you would use 

_object removeWeapon  "M240_veh"

 

instead of

_object addWeapon "M240_veh"

 

 

add after 

publicVariable "PVDZE_veh_Init";
_object call fnc_veh_ResetEH;


// for non JIP users this should make sure everyone has eventhandlers for vehicles.
PVDZE_veh_Init = _object;
publicVariable "PVDZE_veh_Init";


//======================Vehicle weapons MOD========================
//## AIR VEHICLES


//AN2_DZ add weapons
if (_object isKindOf "AN2_DZ") then {
_object addWeapon "M240_veh";
_object addMagazine "100Rnd_762x51_M240";
_object addMagazine "100Rnd_762x51_M240";
_object addMagazine "100Rnd_762x51_M240";
_object addWeapon "TwinVickers";
_object addMagazine "500Rnd_TwinVickers";


};




//## LAND VEHICLES
   
//ATV_US_EP1 add weapons
if (_object isKindOf "ATV_US_EP1") then {
_object addWeapon "M240_veh";
_object addMagazine "100Rnd_762x51_M240";
_object addMagazine "100Rnd_762x51_M240";
_object addWeapon "TwinVickers";
_object addMagazine "500Rnd_TwinVickers";


};
//======================Vehicle weapons MOD========================


diag_log ("PUBLISH: " + str(_activatingPlayer) + " Bought " + (_class) + " with ID " + str(_uid));
};
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Thanks calamity, trying now will report back :)

 

EDIT:  bought an AH64 to try and i only got the option to repair or salvage vehicle but cant really do anything with either, get the same with the Wildcat but i have a gear option with that

 

You nay NEED to remove the weapon and magazine like I did...

this should work for you.

I have done it this way for a long time...

 

until now anywayz.

I have a single sqf call line, in the serverMonitor and all the publish vehicles 

the single sqf call, calls a file with all  my vehicle textures and weapon adds or removes...

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