Kajun Posted April 22, 2015 Report Share Posted April 22, 2015 Hi all Autoban 0 for stock AH :( I was getting an auto kick aswell. 21.04.2015 06:01:07: Kajun (xxxxxxx) xxxxxx - #22 "(_this select 0) execVM "\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"" with a stock epoch install. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 23, 2015 Report Share Posted April 23, 2015 I never got any kicks so never needed any filters, anyone else had BE kicks ? Working fine - no BE or AH kicks so far. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 23, 2015 Report Share Posted April 23, 2015 Wow that's briliant I did not expect to have anyone respond to that wish so fast, thank you second_coming I have implemented that and it is working perfectly, I had reduced the loot at the crashes but it looks like I will have to up it again now so players will take the bait :D I am glad to hear this works and looking forward to implementing it. I have tried on our test server with no luck, meaning no AI seem to spawn, and when A3AI is run with A3EAI_debugMarkersEnabled = true no markers indicating activation of a trigger appear. I am wondering if it could be due to my having all dynamic and static spawns turned off as we only use custom spawns on our servers but that seems unlikely as our other custom spawns work well. Any insights would be really appreciated. Link to comment Share on other sites More sharing options...
xdeejaycrazyx Posted April 23, 2015 Report Share Posted April 23, 2015 Chernarus: [6968.66, 324.481, 8345.91] Altis: [14939.9, 0.0534991, 15083.3] Bornholm: [10058.3, 117.542, 9015.85] Stratis: [4031.66, 110.605, 4222.18] Taviana [12800,0,12800] you can also change the following settings to this _spawnCenter = getMarkerPos "center"; //Center of your map (usually in mission.sqm) _map = worldName; diag_log format ["World: %2 Center Positon: %1", _spawnCenter, _map]; _min = 0; // minimum distance from the center position (Number) in meters _max = 12000; // maximum distance from the center position (Number) in meters _mindist = 10; // minimum distance from the nearest object (Number) in meters, ie. spawn at least this distance away from anything within x meters.. //Low _mindist means helicrashes could spawn near towns or in forests.. higher the number it would be spawning in an open field etc _water = 0; // water mode 0: cannot be in water , 1: can either be in water or not , 2: must be in water _shoremode = 0; // 0: does not have to be at a shore , 1: must be at a shore Lines Changed are these: _spawnCenter = getMarkerPos "center"; //Center of your map (usually in mission.sqm) _map = worldName; diag_log format ["World: %2 Center Positon: %1", _spawnCenter, _map]; which will output it like this 15:31:58 "Loading Heli Crashes" 15:31:58 "World: Altis Center Positon: [14939.9,15083.3,0]" It will automatically get the World name and set its default center according to the map using getMarkerPos "center" Regards xDeejayCrazyx Richie and truemc 2 Link to comment Share on other sites More sharing options...
Rocko_MB Posted April 23, 2015 Report Share Posted April 23, 2015 Excellent work Richie! You mentioned in an earlier post regarding BE kicks someone was mentioning. I had this in early days of the Altis server we had when building map addtions and added wrecks, since changed for Chernarus...anyway I digress. Anyone getting script restrictions its 90% down to the Wreck used...because it has missiles...yes there are busted missiles on the floor/under the crashed chopper. BE Filters - scripts.txt & createvehicle.txt add at the end of first line - !="Land_Wreck_Heli_Attack_01_F" and in some cases both of the wrecks !="Land_UWreck_Heli_Attack_02_F" (Cant remember as I'm at work, if you add it both scripts & createvehicle or just 1 of the files...will edit later to confirm) On another note...after implementing this holy crap on a cracker did we get attacked in our base! Anyone installing this make sure you read the install info Richie has kindly added for our pleasure...but also look at the loot items as you may want to change them...every man and his goat running around the server with 12.7's and Milys (Cyrus rifle) lol! Oh and yeah...players REALLY do NOT need a map marker.. the smoke can be seem over 2km away! If they miss the smoke...they either need glasses or they are not even playing A3 Epoch! R. Link to comment Share on other sites More sharing options...
Richie Posted April 23, 2015 Author Report Share Posted April 23, 2015 Excellent work Richie! On another note...after implementing this holy crap on a cracker did we get attacked in our base! Anyone installing this make sure you read the install info Richie has kindly added for our pleasure...but also look at the loot items as you may want to change them...every man and his goat running around the server with 12.7's and Milys (Cyrus rifle) lol! R. Thank you Rocko :) The loot is easy to change, i just added examples so admins can choose what they do and don't want, have rare loot with a few crash sites or common loot with more crashes, whatever suits. Link to comment Share on other sites More sharing options...
xbelanch Posted April 23, 2015 Report Share Posted April 23, 2015 kicked off by BattlEye: Script Restriction #22 checked the log and it says: #22 "(_this select 0) execVM "\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"" Xavier Link to comment Share on other sites More sharing options...
spartan Posted April 23, 2015 Report Share Posted April 23, 2015 I am glad to hear this works and looking forward to implementing it. I have tried on our test server with no luck, meaning no AI seem to spawn, and when A3AI is run with A3EAI_debugMarkersEnabled = true no markers indicating activation of a trigger appear. I am wondering if it could be due to my having all dynamic and static spawns turned off as we only use custom spawns on our servers but that seems unlikely as our other custom spawns work well. Any insights would be really appreciated. Not really sure I can help but I only have random spawns intiated in A3EA1 plus customs of course but I am wondering if you are teleporting into the crash site and so not triggering the spawn, I noticed this on a couple of mine, although not all, when I first installed and tested. Link to comment Share on other sites More sharing options...
Rocko_MB Posted April 23, 2015 Report Share Posted April 23, 2015 kicked off by BattlEye: Script Restriction #22 checked the log and it says: #22 "(_this select 0) execVM "\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"" Xavier Cannot figure out why your getting this...maybe someone else can provide a reason. However I don't have that exact item in my scripts.txt either and no problems here (refering to exact code snip -> execVM "\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"") However I do have !=execVM "\A3\Structures_F\Wrecks\Scripts\"" If you don't have the above...do the bit below So... In notepad ++ go to line 23 and at the end add: !="execVM "\A3\Structures_F\Wrecks\Scripts\"" Restart your server. If that fails, be more specific and add at the end of line 23: !="execVM "\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"" R. Link to comment Share on other sites More sharing options...
Richie Posted April 23, 2015 Author Report Share Posted April 23, 2015 kicked off by BattlEye: Script Restriction #22 checked the log and it says: #22 "(_this select 0) execVM "\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"" Xavier Send me your scripts.log, i'll send you an exception but it was never something i ever encountered. So... In notepad ++ go to line 23 and at the end add: !="execVM "\A3\Structures_F\Wrecks\Scripts\"" Restart your server. You don't have to restart your server for the scripts.txt to update, just save and the changes take effect. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 23, 2015 Report Share Posted April 23, 2015 Not really sure I can help but I only have random spawns intiated in A3EA1 plus customs of course but I am wondering if you are teleporting into the crash site and so not triggering the spawn, I noticed this on a couple of mine, although not all, when I first installed and tested. Thanks for reply Spartan. I believe I both flew around to find one and teleported. I did notice the other custom spawns I added were triggered after I TP so I suspect that may not be the issue. In looking through the logs it seemed that the helicrash.sqf ran before A3AI had initialized and therefore I wondered if the call to add a custom spawn point might have failed. I fiddled with putting a delay in the start of the helicrash script without much luck. Link to comment Share on other sites More sharing options...
Rocko_MB Posted April 24, 2015 Report Share Posted April 24, 2015 You don't have to restart your server for the scripts.txt to update, just save and the changes take effect. Safer to reload the pbo with a restart or no? The script change while live I understand and do...but I would have done a restart to make sure of no other related issues. R. Link to comment Share on other sites More sharing options...
xbelanch Posted April 24, 2015 Report Share Posted April 24, 2015 Cannot figure out why your getting this...maybe someone else can provide a reason. However I don't have that exact item in my scripts.txt either and no problems here (refering to exact code snip -> execVM "\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"") However I do have !=execVM "\A3\Structures_F\Wrecks\Scripts\"" If you don't have the above...do the bit below So... In notepad ++ go to line 23 and at the end add: !="execVM "\A3\Structures_F\Wrecks\Scripts\"" Restart your server. If that fails, be more specific and add at the end of line 23: !="execVM "\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"" R. It works! I haven't any bec exception, but it seems to miss some texture: On the other hand, is there any way to debug the helicrash spawn points? or display some message that scripts is working well? I've checked and found it at fn_init.sqf that code: diag_log "Loading Heli Crashes"; call compile preprocessFileLineNumbers "helicrash\HeliCrashes.sqf"; diag_log "Heli Crashes Loaded"; and guess should show that message during the startup :? Thanks in advance :) Link to comment Share on other sites More sharing options...
Rocko_MB Posted April 24, 2015 Report Share Posted April 24, 2015 It works! I haven't any bec exception, but it seems to miss some texture: Glad the BEC filter fixed work for ya. I too have the texture load error...haven't looked into it yet, but I'm sure someone will have a reason/solution. R. Link to comment Share on other sites More sharing options...
Richie Posted April 24, 2015 Author Report Share Posted April 24, 2015 The error is part of ArmA, if you look at the path you can see it's a3/weapons_f_mark, so basically it's an error from the new marksmen DLC You can either wait for the next A3 update or remove it from the crash site loot Link to comment Share on other sites More sharing options...
xbelanch Posted April 24, 2015 Report Share Posted April 24, 2015 The error is part of ArmA, if you look at the path you can see it's a3/weapons_f_mark, so basically it's an error from the new marksmen DLC You can either wait for the next A3 update or remove it from the crash site loot Done! and it works like a charm now! :) Link to comment Share on other sites More sharing options...
Onaabys Posted April 25, 2015 Report Share Posted April 25, 2015 Hi! Love this script, really nice with heli crashes (one of the best features in old Dayz mod). But OP (Richie) said you still use static spawn locs for your script as you want it more in the locs you want. Would it be possible for you to share how you setup the static loc script? Dont really mind to have your exact locs (if you have a chernarus server it would be a bonus), mostly want to know how the script looks like with static locs. Like to put my own locs as im a 3D editor freak and have added alot of my own locations on my server, more fun if i could choose more where the heli crashes would spawn! Thx again for a really nice script. :) Link to comment Share on other sites More sharing options...
Richie Posted April 25, 2015 Author Report Share Posted April 25, 2015 Unpack the .pbo and replace the HeliCrashes.sqf file with This one You'll see the coordinates and they are all valid points for Chernarus, edit to suit or keep them :) Link to comment Share on other sites More sharing options...
Onaabys Posted April 25, 2015 Report Share Posted April 25, 2015 Thx alot! Saw right away how you have set this up.:) Gonna check into it when im abit more sober. :P I modded my helicrashes some. Noticed for me it spawned double of the same item (weapon, scope etc) on both side i moded it abit. Having lockboxes spawning and i only want one to spawn i did this change to the _lootNum bit. So feel free to use it. :) As i have splitted the crate0 and crate1 up you allways get different loot on the both sides! for "_i" from 1 to _lootNum do { _crate0 = createVehicle ["weaponHolderSimulated", _vehHeli modelToWorld [(random 10) - 3, (random 10) - 4, 0], [], 0, "CAN_COLLIDE"]; _crate1 = createVehicle ["weaponHolderSimulated", _vehHeli modelToWorld [(random 10) - 3, (random 10) - 4, 0], [], 0, "CAN_COLLIDE"]; _item = _loot call BIS_fnc_selectRandom; switch (true) do { case (isClass (configFile >> "CfgWeapons" >> _item)): { _kindOf = [(configFile >> "CfgWeapons" >> _item),true] call BIS_fnc_returnParents; if ("ItemCore" in _kindOf) then { // One item _crate0 addItemCargoGlobal [_item,1]; } else { // One Weapon, one to three Mags _crate0 addWeaponCargoGlobal [_item,1]; _cAmmo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); { if (isClass(missionConfigFile >> "CfgPricing" >> _x)) exitWith { _crate0 addMagazineCargoGlobal [_x,(floor(random(3)))+1]; }; } forEach _cAmmo; }; }; case (isClass (configFile >> "cfgMagazines" >> _item)): { // One _crate0 addMagazineCargoGlobal [_item,1]; }; case ((getText(configFile >> "cfgVehicles" >> _item >> "vehicleClass")) == "Backpacks"): { // One _crate0 addBackpackCargoGlobal [_item,1]; }; }; _item = _loot call BIS_fnc_selectRandom; switch (true) do { case (isClass (configFile >> "CfgWeapons" >> _item)): { _kindOf = [(configFile >> "CfgWeapons" >> _item),true] call BIS_fnc_returnParents; if ("ItemCore" in _kindOf) then { // One item _crate1 addItemCargoGlobal [_item,1]; } else { // One Weapon, one to three Mags _crate1 addWeaponCargoGlobal [_item,1]; _cAmmo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); { if (isClass(missionConfigFile >> "CfgPricing" >> _x)) exitWith { _crate1 addMagazineCargoGlobal [_x,(floor(random(3)))+1]; }; } forEach _cAmmo; }; }; case (isClass (configFile >> "cfgMagazines" >> _item)): { // One _crate1 addMagazineCargoGlobal [_item,1]; }; case ((getText(configFile >> "cfgVehicles" >> _item >> "vehicleClass")) == "Backpacks"): { // One _crate1 addBackpackCargoGlobal [_item,1]; }; }; _crate0 setPos [(getPos _crate0 select 0) +5, (getPos _crate0 select 1), 0]; _crate1 setPos [(getPos _crate1 select 0) -10, (getPos _crate1 select 1), 0]; _crate0 setVariable ["LAST_CHECK", (diag_tickTime + 14400)]; _crate1 setVariable ["LAST_CHECK", (diag_tickTime + 14400)]; _cutter0 = "Land_ClutterCutter_medium_F" createVehicle (getpos _crate0); _cutter1 = "Land_ClutterCutter_medium_F" createVehicle (getpos _crate1); _cutter0 setVariable ["LAST_CHECK", (diag_tickTime + 14400)]; _cutter1 setVariable ["LAST_CHECK", (diag_tickTime + 14400)]; }; truemc 1 Link to comment Share on other sites More sharing options...
Rocko_MB Posted April 26, 2015 Report Share Posted April 26, 2015 Quick update regarding the missing weapon .paa and error. The rifle your looking for is called "Nato DMR" found it yesterday on a crash site...it looks like the new MK-1 EMR. R. Link to comment Share on other sites More sharing options...
Rubaum Posted April 26, 2015 Report Share Posted April 26, 2015 Combined with A3EAI you could add the crash location as a spawn location for AI, insert at line 39 of HeliCrashes.sqf: I do the same with Zupas capture points and random crate spawns //Infantry spawns using the A3EAI _CrashName = format ["Crashsite_%1",_j]; [_CrashName,_posOfCrash,75,3,2,false,300] call A3EAI_createCustomInfantryQueue; diag_log text format ["[HeliCrash]: Creating AI at %1 (%2)",_CrashName,_posOfCrash]; @second_coming: How do I decrease the amount of boots at the scene? Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 26, 2015 Report Share Posted April 26, 2015 What's the best way to ensure that RHS ammo spawns with the RHS weapons? I added the RHS weapons to the loot array in the heli crash script but it doesn't spawn any ammo with the rifles like it does with the regular Arma weapons. Link to comment Share on other sites More sharing options...
Richie Posted April 26, 2015 Author Report Share Posted April 26, 2015 The ammo should spawn with the weapon Darth, no idea why RHS weapons would be different, the following code spawns the ammo unless you changed it ? case (isClass (configFile >> "CfgWeapons" >> _item)): { _kindOf = [(configFile >> "CfgWeapons" >> _item),true] call BIS_fnc_returnParents; if ("ItemCore" in _kindOf) then { // Min 1, Max 2 _crate0 addItemCargoGlobal [_item,(floor(random(2)))+1]; _crate1 addItemCargoGlobal [_item,(floor(random(2)))+1]; } else { // One Weapon, Three Mags _crate0 addWeaponCargoGlobal [_item,1]; _crate1 addWeaponCargoGlobal [_item,1]; _cAmmo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); { if (isClass(configFile >> "CfgPricing" >> _x)) exitWith { _crate0 addMagazineCargoGlobal [_x,3]; _crate1 addMagazineCargoGlobal [_x,3]; }; } forEach _cAmmo; }; }; Link to comment Share on other sites More sharing options...
SadBoy1981 Posted April 26, 2015 Report Share Posted April 26, 2015 Working good, thanks! Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 26, 2015 Report Share Posted April 26, 2015 The ammo should spawn with the weapon Darth, no idea why RHS weapons would be different, the following code spawns the ammo unless you changed it ? case (isClass (configFile >> "CfgWeapons" >> _item)): { _kindOf = [(configFile >> "CfgWeapons" >> _item),true] call BIS_fnc_returnParents; if ("ItemCore" in _kindOf) then { // Min 1, Max 2 _crate0 addItemCargoGlobal [_item,(floor(random(2)))+1]; _crate1 addItemCargoGlobal [_item,(floor(random(2)))+1]; } else { // One Weapon, Three Mags _crate0 addWeaponCargoGlobal [_item,1]; _crate1 addWeaponCargoGlobal [_item,1]; _cAmmo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); { if (isClass(configFile >> "CfgPricing" >> _x)) exitWith { _crate0 addMagazineCargoGlobal [_x,3]; _crate1 addMagazineCargoGlobal [_x,3]; }; } forEach _cAmmo; }; }; No I didn't mess with the code other than to add the RHS weapon classnames to the loot list. Link to comment Share on other sites More sharing options...
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