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Dayz style heli crash sites


Richie

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Hello,

Is giving me an error that I do not understand it is:

16.05.2015 03:43:19: KroSaver (xx.xx.xx.xxx:xxxx) xxxxxxxxxxxxxxxxxxxxxxxxxxxx - #13 " setParticleClass "ObjectDestructionFire1Smallx";
_source01 attachto [_object,[0,0,0]];

_source02 = "#particlesource" createVeh"

and this:

16.05.2015 03:51:29: KroSaver (xx.xx.xxx.xxx:xxxx) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - #13 "1 = "#particlesource" createVehicleLocal getpos _v;
_smoke1 attachTo [_v,[0,0,0],"engine_effect_1"];
_pos = getPos _smoke1;
dele"

They would know a solution?

Regards

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  On 5/16/2015 at 12:07 AM, chrisa said:

Doesnt work here sadly.

 

 

searched in the logs, nothing there. nothing about heli crashes loaded.

What could be wrong?

Anyone?

 

Thnx

 

You've either added it to the wrong place or changed it and now it's broke.

 

Do you have it sitting along side a3_epoch_server.pbo and a3_epoch_server_settings.pbo ?

Have you made any changes ?

 

@ KroSaver - This has already been answered, see Darth Rogues post

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  On 5/16/2015 at 8:48 AM, Richie said:

 

You've either added it to the wrong place or changed it and now it's broke.

 

Do you have it sitting along side a3_epoch_server.pbo and a3_epoch_server_settings.pbo ?

Have you made any changes ?

 

@ KroSaver - This has already been answered, see Darth Rogues post

 

Hello Richie

 

Thanks for your reply.

 

I diddnt edit anything, i only tried to add the line, if (isClass(missionConfigFile>> "CfgPricing" >> _x)) exitWith {  to the battleye scripts. And yes, on the right line :P

That diddnt work so i uploaded the original battleye script back.

 

Thnx

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  On 5/16/2015 at 8:48 AM, Richie said:

 

You've either added it to the wrong place or changed it and now it's broke.

 

Do you have it sitting along side a3_epoch_server.pbo and a3_epoch_server_settings.pbo ?

Have you made any changes ?

 

@ KroSaver - This has already been answered, see Darth Rogues post

 

Thanks for you reply.

 

But I can not fix the error BattlEye apart my mistake is #13 and not #4.

 
Regards.
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Richie,

 

I love the script, thank you much for it. Question: Do I need to list individual items in the loot array or can I use the EPOCH item classes defined in loots.h? In other words can I do this:

 

"ChainSaw","sr25_epoch","MMG_MarkDLC_EPOCH","LMG_Zafir_F","SniperRifleMarkDLC","SniperRifle",
 
or do I need to list out each item individually?
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  On 5/17/2015 at 6:00 PM, Scaris said:

 

Richie,

 

I love the script, thank you much for it. Question: Do I need to list individual items in the loot array or can I use the EPOCH item classes defined in loots.h? In other words can I do this:

 

"ChainSaw","sr25_epoch","MMG_MarkDLC_EPOCH","LMG_Zafir_F","SniperRifleMarkDLC","SniperRifle",
 
or do I need to list out each item individually?

 

 

these wont work cause they are not items:

"MMG_MarkDLC_EPOCH","SniperRifleMarkDLC","SniperRifle"

if it says CfgLootTable after the item, then it reffers to another entry in the loot tables ...

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  On 5/17/2015 at 6:00 PM, Scaris said:

Richie,

I love the script, thank you much for it. Question: Do I need to list individual items in the loot array or can I use the EPOCH item classes defined in loots.h? In other words can I do this:

"ChainSaw","sr25_epoch","MMG_MarkDLC_EPOCH","LMG_Zafir_F","SniperRifleMarkDLC","SniperRifle",

or do I need to list out each item individually?

for each item what u want to spawn with the crash sites uve to add the classname for the specific item

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  On 5/17/2015 at 6:10 PM, Halvhjearne said:

these wont work cause they are not items:

"MMG_MarkDLC_EPOCH","SniperRifleMarkDLC","SniperRifle"

if it says CfgLootTable after the item, then it reffers to another entry in the loot tables ...

 

Dam! Would have worked out great if I could.. ok time to redo it.

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Just use the items listed in CfgPricing.hpp, that will give you the correct entry

 

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  On 5/17/2015 at 11:55 PM, cyncrwler said:

Just use the items listed in CfgPricing.hpp, that will give you the correct entry

 

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The reason I wanted to do it the other way was to manage the percent chance a little on what type of items spawn. If I put all the variations of a single rifle in the list individually than there is a much greater chance of the rifle spawning, especially if it's a weapon with a lot of variations. The other way it would have been a single entry and just put one of that weapon type if it spawns...

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  On 5/20/2015 at 1:30 PM, chrisa said:

Someone has any idea why it doesn't work for me?

I placed the .pbo in the right map. And i did no changes.

Just wont start, nothing in the logs about errors or it started.

 

Pls help me on this :S

 

Does your server RPT show the addon successfully loading? There will be an entry for it.

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  On 5/20/2015 at 1:30 PM, chrisa said:

Someone has any idea why it doesn't work for me?

I placed the .pbo in the right map. And i did no changes.

Just wont start, nothing in the logs about errors or it started.

 

Pls help me on this :S

 

It doesn't go where the map .pbo files are in MPMissions, it goes along side the server side files.

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  On 4/21/2015 at 12:40 PM, second_coming said:

 

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];

 

[EDIT] Sorry It worked yes

 

For me it did not work.

 

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