MineralsMan Posted December 31, 2014 Report Share Posted December 31, 2014 It seems like 99% of the time I find a helicopter crash site (the scripted spawned ones with smoke, etc), I can't find any loot. I remember going through the same thing while looking for supermarket loot until someone told me that I have to actually run away about 30-50m on foot then run back to the supermarket for the loot to spawn (I had been driving up). I tried that at the chopper crashes and no luck. Is there some trick or qwerk I'm missing for the loot to show up? I've searched pretty closely, going in circles around the chopper with my gun pointed to the ground, going prone all over the place, etc etc Link to comment Share on other sites More sharing options...
Eagle Posted January 9, 2015 Report Share Posted January 9, 2015 As far as I can remember the last update broke heli crash sites. They still spawn loot it is just all piled under the heli body and normally not accessible. My server I just have players let me know they found it then delete the heli so they can get the loot. Link to comment Share on other sites More sharing options...
MineralsMan Posted January 11, 2015 Author Report Share Posted January 11, 2015 Thanks. I tried ramming the crashed heli, but it wouldn't budge. I guess I'll just skip them unless an admin is online. Link to comment Share on other sites More sharing options...
jOoPs Posted January 27, 2015 Report Share Posted January 27, 2015 update your crash_spawner.sqf in server\modules\... with that one... 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; }; cheers Link to comment Share on other sites More sharing options...
Markokil321 Posted January 27, 2015 Report Share Posted January 27, 2015 Yes this was fixed for the next update, you can also manually get the file from here: https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_server/modules/crash_spawner.sqf Axle 1 Link to comment Share on other sites More sharing options...
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