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Helicopter crashes


GCC99

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On my server helicopter crashes spawn but there is no loot at it and sometime no zombies at it either. It's certainly not because I flew up to it in a helicopter because this has happened every time I find one. I have added scripts which are snap building pro, WAI (ai missions), JAEM Heli evac script, and a action menu which consists of dancing, self blood bag, flip vehicle, deploy bike, suicide, and sever rules.

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The loot is propably there it just is directly underneath the crash. 

private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_fadeFire","_crashModel","_lootTable","_crashName","_spawnRoll","_position","_crash","_config","_hasAdjustment","_newHeight","_adjustedPos","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany","_pos","_lootPos"];

 
_guaranteedLoot = 3;
_randomizedLoot = 4;
_spawnChance = 0.50;
_spawnMarker = 'center';
// _spawnRadius = 5000;
_spawnRadius = HeliCrashArea;
_spawnFire = true;
_fadeFire = false;
_minLootRadius = 4;
_maxLootRadius = 4;
_spawnRoll = random 1;
if (_spawnRoll <= _spawnChance) then {
 
_crashModel = ["UH60Wreck_DZ","UH1Wreck_DZ","UH60_NAVY_Wreck_DZ","UH60_ARMY_Wreck_DZ","UH60_NAVY_Wreck_burned_DZ","UH60_ARMY_Wreck_burned_DZ","Mass_grave_DZ"] call BIS_fnc_selectRandom;
 
if(_crashModel == "Mass_grave_DZ") then {
_lootTable = "MassGrave";
} else {
_lootTable = "HeliCrash";
};
_maxLootRadius = _maxLootRadius - _minLootRadius;
_crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
 
// Loop for a new location without any vehicles
_needsrelocated = true;
while {_needsrelocated} do {
_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
_istoomany = _position nearObjects ["AllVehicles",10];
if((count _istoomany) == 0) then { _needsrelocated = false; };
};
 
//diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
 
_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
// Randomize the direction the wreck is facing
_crash setDir round(random 360);
 
// Using "custom" wrecks (using the destruction model of a vehicle vs. a prepared wreck model) will result
// in the model spawning halfway in the ground. To combat this, an OPTIONAL configuration can be tied to
// the CfgVehicles class you've created for the custom wreck to define how high above the ground it should
// spawn. This is optional.
_config = configFile >> "CfgVehicles" >> _crashModel >> "heightAdjustment";
_hasAdjustment = isNumber(_config);
_newHeight = 0;
if (_hasAdjustment) then {
_newHeight = getNumber(_config);
};
 
// Must setPos after a setDir otherwise the wreck won't level itself with the terrain
_adjustedPos = [(_position select 0), (_position select 1), _newHeight];
//diag_log(format["DIAG: Designated Position: %1", str(_adjustedPos)]);
_crash setPos _adjustedPos;
 
// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash];
 
_crash setVariable ["ObjectID","1",true];
_pos = getPos _crash;
// Disable simulation server side
_crash enableSimulation false;
 
_num = round(random _randomizedLoot) + _guaranteedLoot;
 
if(_crashModel == "Mass_grave_DZ") then {
_spawnFire = false;
_num = _num * 2;
};
 
if (_spawnFire) then {
//["PVDZE_obj_Fire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll;
PVDZE_obj_Fire = [_crash,2,time,false,_fadeFire];
publicVariable "PVDZE_obj_Fire";
_crash setvariable ["fadeFire",_fadeFire,true];
};
 
   if (DZE_MissionLootTable) then {
_itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
} else {
_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
};
_CBLBase = dayz_CBLBase find (toLower(_lootTable));
_weights = dayz_CBLChances select _CBLBase;
_cntWeights = count _weights;
 
for "_x" from 1 to _num do {
//create loot
_maxLootRadius = (random _maxLootRadius) + _minLootRadius;
_lootPos = [_pos, _maxLootRadius, random 360] call BIS_fnc_relPos;
_index1 = floor(random _cntWeights);
_index2 = _weights select _index1;
_itemType = _itemTypes select _index2;
[_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot;
};
// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 && other such items.
_nearby = _pos nearObjects ["ReammoBox", sizeOf(_crashModel)];
{
_x setVariable ["permaLoot",true];
} count _nearBy;
};

replace your crash_spawner.sqf with this
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