Halvhjearne Posted August 12, 2015 Report Share Posted August 12, 2015 And how would this look in this case? what exactly are you trying to say? Link to comment Share on other sites More sharing options...
cyncrwler Posted August 13, 2015 Report Share Posted August 13, 2015 And how would this look in this case? Like this, mine is on line 28, HeliCrashes.sqf _spawnCenter = getMarkerPos "center"; //Center of your map (usually in mission.sqm) Link to comment Share on other sites More sharing options...
matrixmark Posted August 14, 2015 Report Share Posted August 14, 2015 I have tried using _spawnCenter = getMarkerPos "center"; //Center of your map (usually in mission.sqm) _map = worldName; In the helicrash.sqf for my Esseker server but the crashes are still spawning way way out in the black areas of the map. Just wondering if there was something else I needed. Maybe the coords instead? Link to comment Share on other sites More sharing options...
Richie Posted August 14, 2015 Author Report Share Posted August 14, 2015 In the helicrash.sqf for my Esseker server but the crashes are still spawning way way out in the black areas of the map. Just wondering if there was something else I needed. Maybe the coords instead? Change the max line and reduce the area _max = 12000 If a terrain is 8k x 8k then you would have _max = 8000 but if it was 20k x 20k you would use _max = 20000 Link to comment Share on other sites More sharing options...
matrixmark Posted August 14, 2015 Report Share Posted August 14, 2015 Change the max line and reduce the area _max = 12000 If a terrain is 8k x 8k then you would have _max = 8000 but if it was 20k x 20k you would use _max = 20000 Ahh yeah I've reduced it to max 6000 and that seems to be perfect so far, thanks :D Also I added in (i forget their name sorry) the bit of code on line 39 to spawn AI around the crash but no AI spawn. I do have A3EAI running and working perfectly. //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]; // But they just dont spawn.... cant figure it out. I added it on line 39 (according to notepad++) Link to comment Share on other sites More sharing options...
JediChris816 Posted August 15, 2015 Report Share Posted August 15, 2015 The map center to use for Esseker is 6502.6406,6217.2461,0, if _spawnCenter = getMarkerPos "center"; doesn't seem to work for whatever reason. Here's my center for Esseker: _spawnCenter = [6502.6406,6217.2461,0]; Be sure to set the maximum distance equal to or less than 6200, otherwise your heli crashes may spawn off the map in the east or west. Link to comment Share on other sites More sharing options...
blue00 Posted August 24, 2015 Report Share Posted August 24, 2015 (edited) (See Below) Edited August 25, 2015 by blue00 Link to comment Share on other sites More sharing options...
blue00 Posted August 25, 2015 Report Share Posted August 25, 2015 I figured it out. The wrecks are persisting way longer than the loot is so my players were coming upon the crash sites after the loot had already despawned.Hit a fresh one awhile ago and all of the loot was there. Is there a way to make the wrecks despawn at the same time as the loot?Turns out this is similar to the issue I'm having. The wrecks just aren't despawning, ever. Even after server restart. Is there anyway I can set it to despawn them after an hour or so? Or does anyone know why they might not be despawning like they should? Only thing I changed in the file was the number of crashes (from 5-10). I've just got a bunch of crashes on the map now with no loot. Thanks in advance. Link to comment Share on other sites More sharing options...
Richie Posted August 25, 2015 Author Report Share Posted August 25, 2015 The loot and wrecks clear up after 4hrs, It's impossible for them to persist over a restart.You can change the cleanup time by finding and editing all mentions of :setVariable ["LAST_CHECK", (diag_tickTime + 14400)];The time is in seconds, 14,400 seconds = 240 minutes = 4hrs Link to comment Share on other sites More sharing options...
blue00 Posted August 25, 2015 Report Share Posted August 25, 2015 (edited) Hmm.. I really don't know then. I guess they just stopped spawning loot for me then. :/ any idea what might have caused that?Tried changing that setting to 3600 (1 hour) instead of 14400 earlier, teleported back over to where the wreck was after about an hour and a half and it was still there. Edited August 25, 2015 by blue00 Link to comment Share on other sites More sharing options...
Mohel Posted August 30, 2015 Report Share Posted August 30, 2015 I'm getting 4:07:17 Script q\addons\helicrash\init\fn_init.sqf not found this is my init.sqf in atlis.pbo if (isServer) then { execVM "\q\addons\helicrash\init\fn_init.sqf";}; Any solution would be great. Link to comment Share on other sites More sharing options...
Richie Posted August 30, 2015 Author Report Share Posted August 30, 2015 I'm getting 4:07:17 Script q\addons\helicrash\init\fn_init.sqf not found this is my init.sqf in atlis.pbo if (isServer) then { execVM "\q\addons\helicrash\init\fn_init.sqf";}; Any solution would be great. You don't need to edit your init.sqf, read the instructions, you drop it in your addons folder and that's it :) Link to comment Share on other sites More sharing options...
Mohel Posted August 30, 2015 Report Share Posted August 30, 2015 (edited) You don't need to edit your init.sqf, read the instructions, you drop it in your addons folder and that's it :)Sorry, some scripters forget to add "you must put this in your init.sqf" in the instructions. Thanks for the quick response! Edited August 30, 2015 by Mohel Link to comment Share on other sites More sharing options...
irok Posted September 1, 2015 Report Share Posted September 1, 2015 Hi!Does someone have spawnCenter for Australia??Love this script! Keep up the good work!!/Irok Link to comment Share on other sites More sharing options...
missjennabee Posted September 1, 2015 Report Share Posted September 1, 2015 (edited) Having the same issue as Blue, which seems to have started after installing infiSTAR. Prior to that it was running great. Now the loot piles are despawning pretty quickly, happened once while I was looting them about 15 minutes after the server restarted, just *poof* gone. xDIs there something else that I need to do to get this to work with infiSTAR? Edited September 1, 2015 by missjennabee Link to comment Share on other sites More sharing options...
ElDubya Posted September 2, 2015 Report Share Posted September 2, 2015 Having the same issue as Blue, which seems to have started after installing infiSTAR. Prior to that it was running great. Now the loot piles are despawning pretty quickly, happened once while I was looting them about 15 minutes after the server restarted, just *poof* gone. xDIs there something else that I need to do to get this to work with infiSTAR?I have only seen loot at a helicrash once, and only because I happened to be right next to it after the server restarted. Also running infiSTAR. Link to comment Share on other sites More sharing options...
missjennabee Posted September 2, 2015 Report Share Posted September 2, 2015 I have only seen loot at a helicrash once, and only because I happened to be right next to it after the server restarted. Also running infiSTAR.This is probably going to sound a little weird, but is it possible that something in infiSTAR's BE filters could cause this? I did some experimenting with it on my test server. I first tried with infiSTAR and as suspected the loot despawns pretty much immediately. Then I removed infiSTAR, and with infiSTAR gone, the loot showed up and stayed at crash sites. Then-then, I re-installed infiSTAR, but I forgot to add infiSTAR's BE filters, and lo... with the default epoch BE filters... loot showed up and stayed at crash sites even with infiSTAR installed. This got me curious, so I tried it three times. With infiSTAR BE filters - No loot. With Epoch BE filters - Loot. I don't really know enough about BE filters to understand the correlation there, so this makes no sense to me whatsoever lol. Is that even a thing they can do? I had thought BE filters were mostly for policing player actions? Maybe it was just a coincidence... but if so, it was a repeatable one, so it seemed worth mentioning. Link to comment Share on other sites More sharing options...
Sneer Posted October 1, 2015 Report Share Posted October 1, 2015 Since A3 update 1.52 no heli loot spawns, can someone make a workaround? Thanks Link to comment Share on other sites More sharing options...
Richie Posted October 1, 2015 Author Report Share Posted October 1, 2015 (edited) Since A3 update 1.52 no heli loot spawns, can someone make a workaround? Thanks The script works fine, no reason it wouldn't, I just added the new Melee Sword to mine :) Edited October 1, 2015 by Richie Axle 1 Link to comment Share on other sites More sharing options...
PAR4NA Posted November 13, 2015 Report Share Posted November 13, 2015 @Richie I added in the Wasteland, but is not spawning ammo. Can you help me? thanks Link to comment Share on other sites More sharing options...
Richie Posted November 13, 2015 Author Report Share Posted November 13, 2015 @Richie I added in the Wasteland, but is not spawning ammo. Can you help me? thanksYou would have to change the Epoch variables to what ever Wasteland uses, I've never ran a Wasteland server so i have no clue, why not ask on there forum ? Link to comment Share on other sites More sharing options...
PAR4NA Posted November 13, 2015 Report Share Posted November 13, 2015 You would have to change the Epoch variables to what ever Wasteland uses, I've never ran a Wasteland server so i have no clue, why not ask on there forum ?Forum the Wasteland nobody helps. This works, but it has to be a detective to find the mags!http://pastebin.com/fvW24yT2 Link to comment Share on other sites More sharing options...
Alex_ Posted March 25, 2016 Report Share Posted March 25, 2016 Does this script still work? it doesn't seem to be working for me. Link to comment Share on other sites More sharing options...
Kenobi Posted March 25, 2016 Report Share Posted March 25, 2016 46 minutes ago, Alex_ said: Does this script still work? it doesn't seem to be working for me. Yes, still working fine on 0.3.7.0 Link to comment Share on other sites More sharing options...
Alex_ Posted March 25, 2016 Report Share Posted March 25, 2016 1 hour ago, Kenobi said: Yes, still working fine on 0.3.7.0 its as simple as drag and drop into the @epochhive addons folder right? because i did that and still didn't work. Link to comment Share on other sites More sharing options...
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