Grahame Posted April 21, 2016 Report Share Posted April 21, 2016 7 hours ago, rvg?! said: can't see any typos yet. which editor and pbo packer you used? I use NotePad++ and Eliteness. Just checked my config.cpp against the original. Mine's slightly different: class CfgPatches { class helicrash { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgFunctions { class helicrash { class A3CCustom { file = "helicrash"; // *** NOTE THAT THE ORIGINAL HAS helicrash/init in this line class init { postInit = 1; }; }; }; }; I also moved the fn_init.sqf file to the same folder as the other files and removed the init folder. Can't remember why I did that now but it works and I assume that I was having problems before doing so... FYI, $PBOPREFIX$ is: ///////<HEADER>/////// prefix=helicrash //////</HEADER>////// EDIT: and thinking about it I think the problem was the lack of a $PBOPREFIX$ in the downloaded PBO with Eliteness (but I flailed around for a bit back when I was first starting with server admin - a lot of trial and error and searching these forums and Google). Link to comment Share on other sites More sharing options...
rvg?! Posted April 21, 2016 Report Share Posted April 21, 2016 Just for me: why did you modify the cpp? Link to comment Share on other sites More sharing options...
Grahame Posted April 21, 2016 Report Share Posted April 21, 2016 At the time I was a n00b to all of this server, SQF and PBO stuff (some would say that's still the case), I think I was just trying to replicate the file structure of a PBO that worked. As mentioned in my edit above I'm pretty sure that creating the $PBOPREFIX$ was what got it working for me. For example, when creating the PBO from the current download without the PBO prefix defined Eliteness creates this: ///////<HEADER>/////// prefix=Users\Grahame Curtis\EpochZ\helicrash Mikero=DePbo.dll Pbo Type is: Arma Addon Sha: 'DCC97A8D289C53BB78BCC3E3D48BF07E9AE6B278' //////</HEADER>////// And the prefix looks wrong. Creating a $PBOPREFIX$ with just "prefix=helicrash" in it I believe fixed the problem? At least, mine does indeed work. From my RPT I get the following lines and the helo crashes are present on the map: 8:56:17 "Loading Heli Crashes" 8:56:18 "[HSBlackmarket]: Found position for a HSBlackmarket ... (120207) [12017.7,20772.3]" 8:56:18 No speaker given for Panagiotis Dimitriadis 8:56:18 [SDROP]: Starting Supply Drop Mission Framework. 8:56:18 [SDROP]: Functions loaded. Starting supply drop timer. 8:56:20 "[HSBlackmarket]: HSBlackmarket Creating a Marker" 8:56:21 "[HSBlackmarket]: Found position for a HSBlackmarket ... (138062) [13861.7,6233.61]" 8:56:21 No speaker given for Michalis Nicolau 8:56:22 "[HSBlackmarket]: HSBlackmarket Creating a Marker" 8:56:23 "Heli Crashes Loaded" I'd send you my PBO but I've replaced all weapon loot (except Marksman DLC) with CUP weapon loot EDIT: Can you see an error like this in your RPT? 8:55:26 Warning Message: Script \<some path>\helicrash\init\fn_init.sqf not found Would be just after installation of your server MODS early in the RPT Link to comment Share on other sites More sharing options...
rvg?! Posted April 21, 2016 Report Share Posted April 21, 2016 change your config.cpp to the original: class CfgPatches { class helicrash { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgFunctions { class helicrash { class A3CCustom { file = "helicrash\init"; class init { postInit = 1; }; }; }; }; because with your edit: file = "helicrash"; it searches for the init file in a folder called "helicrash" that would be the root of your addon and the fn_init.sqf isnt there. (except you moved it to the dir) The init file is in this case in the "init" folder. (magic isnt it? ;) Then create the file $PBOPREFIX$ in the root of your unpacked helicrash.pbo and just put this into the file x\addons\helicrash after that pack the pbo with eliteness. then you dont get this error: 8:55:26 Warning Message: Script \<some path>\helicrash\init\fn_init.sqf not found anymore. Link to comment Share on other sites More sharing options...
Grahame Posted April 21, 2016 Report Share Posted April 21, 2016 No, put prefix=helicrash into the $PBOPREFIX$.txt file and MakePBO in Eliteness. Otherwise, as far as I know you would have to change the line call compile preprocessFileLineNumbers "helicrash\HeliCrashes.sqf"; in the fn_init.sqf. So, to summarize Download the helicrash.pbo. DePBO it and you'll have a file structure like this: helicrash/ config.cpp HeliCrashes.sqf init/ fn_init.sqf Make your changes to HeliCrashes.sqf. Don't change config.cpp Create the file $PBOPREFIX$.txt with the line above and MakePBO in Eliteness There'll be a helicrash.pbo in the directory above that you upload to @EpochHive/AddOns You should be good to go. Link to comment Share on other sites More sharing options...
rvg?! Posted April 21, 2016 Report Share Posted April 21, 2016 However you want to get it to run, you ll find a solution ;) Link to comment Share on other sites More sharing options...
Grahame Posted April 21, 2016 Report Share Posted April 21, 2016 Sorry about that - the forum software didn't expand your code boxes so I thought you were asking how to do it I'll probably fix up the file structure when I do another update (works fine for me because I did move the file), but that's why I did the summary. Quick question though: so it doesn't matter whether the prefix is x\addons\helicrash or helicrash then with no changes in fn_init? Just trying to get more understanding of how things work Link to comment Share on other sites More sharing options...
rvg?! Posted April 21, 2016 Report Share Posted April 21, 2016 I like to know where i am in the directory tree. But both works: https://community.bistudio.com/wiki/PBOPREFIX Also its a common sense to use init scripts and not to call it straight away. But as i said, several ways for one goal. And i dont know how far you "modified" your helicrash pbo. Link to comment Share on other sites More sharing options...
Grahame Posted April 21, 2016 Report Share Posted April 21, 2016 Thanks. Quote Also its a common sense to use init scripts and not to call it straight away. But as i said, several ways for one goal. Oh, I use the init - I just moved it... Quote And i dont know how far you "modified" your helicrash pbo All I did was reduce number of loot piles and took out almost all ARMA 3 weapons and replaced with CUP. (Did that for BlackEagl's, WAI, SEM, LootSpawner, Epoch traders, HSTrader and loots.h too) Link to comment Share on other sites More sharing options...
rvg?! Posted April 21, 2016 Report Share Posted April 21, 2016 so you moved the fn_init.sqf into your helicrash.pbo root? then this would make sense. Link to comment Share on other sites More sharing options...
Grahame Posted April 21, 2016 Report Share Posted April 21, 2016 Yes. Sorry for the confusion in the thread. I did that because (and this was when I'd just started bringing a server online) I didn't really understand the system. Not one of the other add-on PBOs I was looking at had an init folder so (not knowing about PBOPREFIX and finding no one else with the same issue) I first assumed that that was a problem. Was sort of soon after everything moved to server side PBOs too rather than folders in AddOns so I was guessing that directory structure was the problem. I was wrong but I did work it out and move on to bigger and better things. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted April 26, 2016 Report Share Posted April 26, 2016 Any way to make it so the helicrashes follow the terrain? PS: I've used up my image limit on the forums. I can't attach any more images. :( Link to comment Share on other sites More sharing options...
Grahame Posted April 26, 2016 Report Share Posted April 26, 2016 Lol. I have never seen that on my Altis map. I now feel let down that you're the lucky one... Richie 1 Link to comment Share on other sites More sharing options...
natoed Posted June 27, 2016 Report Share Posted June 27, 2016 On 4/20/2015 at 5:49 PM, Richie said: Put any item you want inside the array, weapons added will automatically add between 1 and 3 mags. Great addon Richie thx. And second_coming for the A3EAI input too. Running default from link in post 1 - No ammo is spawning at all, everything in the loot list spawns. happening to anyone else? No errors in the .RPT I just put the ammo in the loot list as a workaround for now. added a side of the hill shot cheers natoed rvg?! 1 Link to comment Share on other sites More sharing options...
Hazmat Posted July 1, 2016 Report Share Posted July 1, 2016 On 6/27/2016 at 5:28 AM, natoed said: Running default from link in post 1 - No ammo is spawning at all, everything in the loot list spawns. Nato, exact same thing on our server. Everything else spawns in just fine, but zero ammo. Link to comment Share on other sites More sharing options...
Schrubbdiwupp Posted July 6, 2016 Report Share Posted July 6, 2016 Same with the Ammo..... I fix it with new Loot params.... Spoiler _loot = [ "ItemCompass","ItemGPS","ItemWatch","FAK","Rangefinder","Binocular","NVG_EPOCH","acc_flashlight","acc_pointer_IR", "20Rnd_762x51_Mag","SniperRifleAmmo_5Rnd_127x108_Mag","srifle_DMR_02_F","M14_EPOCH","7Rnd_408_Mag","ItemDocument","CircuitParts", "VehicleRepair","Towelette","HotColdPacks","lighter_epoch","ItemSodaOrangeSherbet","ItemSodaAlpineDude", "ItemLockbox","ItemBattery","jerrycan_epoch","JackKit","AKM_EPOCH","sr25_epoch","Rifle_arifle_Katiba_F","Rifle_arifle_MX_GL_F", "Rifle_l85a2_epoch","m4a3_EPOCH","Rifle_m16_EPOCH","Rifle_arifle_Mk20_F","RifleAmmo_30Rnd_556x45_Stanag","30Rnd_762x39_Mag","30Rnd_556x45_Stanag","MachinegunAmmo_200Rnd_65x39_cased_Box","arifle_MX_SW_F", "hgun_P07_F","30Rnd_9x21_Mag","optic_Arco","optic_MRCO","optic_Holosight","EnergyPack", "SatchelCharge_Remote_Mag","B_AssaultPack_cbr","B_Carryall_khk", "B_FieldPack_cbr","B_Kitbag_sgg","U_O_CombatUniform_ocamo","U_O_PilotCoveralls","MaleUniforms_OG_Guerilla","U_CamoRed_uniform","V_1_EPOCH","V_26_EPOCH","V_38_EPOCH","H_6_EPOCH","H_23_EPOCH", "H_98_EPOCH" ]; Link to comment Share on other sites More sharing options...
Hazmat Posted July 29, 2016 Report Share Posted July 29, 2016 Got ammo to work for a bit, then for some reason it's not spawning ammo in at all, even after manually entering in the ammo types like Schrubb did. Link to comment Share on other sites More sharing options...
vaxoiva Posted November 13, 2016 Report Share Posted November 13, 2016 Link to comment Share on other sites More sharing options...
natoed Posted November 13, 2016 Report Share Posted November 13, 2016 @vaxoiva depbo your helicrash.pbo in your @epochhive\addons folder find file named HeliCrashes.sqf with notepad ++ line 29 (in my helicrash.pbo) _spawnCenter = [14939.934,0.053499073,15083.272]; //Center of your map (usually in mission.sqm) _min = 0; // minimum distance from the center position (Number) in meters _max = 20000; // maximum distance from the center position (Number) in meters note the //Center of your map (usually in mission.sqm) open your mission.sqm find , this is the center coordinates from the default epoch.Chernarus.pbo items=103; class Item0 { dataType="Marker"; position[]={6968.658,0,8345.914}; name="center"; type="Empty"; id=0; change the _spawnCenter coordinates if you have not already do so. dont forget to change the _max = 20000; // maximum distance from the center position (Number) in meters reduce the _max = 20000; // maximum distance from the center position (Number) in meters from memory I use to have my set at 14000 so the crashes didn't spawn in the debug zone that's it, now repbo and drop back in your @epochhive\addons folder Richie, truemc and StefanRed 3 Link to comment Share on other sites More sharing options...
Drokz Posted January 17, 2017 Report Share Posted January 17, 2017 Anyone got the Ammo thing working? Link to comment Share on other sites More sharing options...
natoed Posted January 18, 2017 Report Share Posted January 18, 2017 10 hours ago, Drokz said: Anyone got the Ammo thing working? something got changed/broken due to A3 updates I think, the only workaround is to put ammo in the loot list, scroll a couple post up. Its hit and miss as to weapons and ammo that spawn, keeps it interesting thou. also if running A3EAI try second_comings AI @ crashsites. Spoiler //Infantry spawns using the A3EAI thx second_coming _CrashName = format ["Crashsite_%1",_j]; [_CrashName,_posOfCrash,75,5,2,false,300] call A3EAI_createCustomInfantryQueue; //[_CrashName,_posOfCrash,75,XXX,2,false,300] change XXX to the number of AI you want to spawn diag_log text format ["[HeliCrash]: Creating AI at %1 (%2)",_CrashName,_posOfCrash]; the code in the spoiler get inserted between _posOfCrash = [_spawnCenter,_min,_max,_mindist,_water,20,_shoremode] call BIS_fnc_findSafePos; // find a random loc insert here //Infantry spawns using the A3EAI thx second_coming _helicopters = ["Land_UWreck_MV22_F","Land_Wreck_Hunter_F","Land_Wreck_Plane_Transport_01_F","Land_Wreck_Offroad_F","Land_Wreck_BRDM2_F"]; //Add Heli classnames here hope this helps. Drokz 1 Link to comment Share on other sites More sharing options...
Drokz Posted January 18, 2017 Report Share Posted January 18, 2017 Yea im using both. Thx so far Link to comment Share on other sites More sharing options...
rvg?! Posted January 31, 2017 Report Share Posted January 31, 2017 We rewrote Richies script some time ago when the ammo bug came up. Might be usefull for some of you. //################################################# //### UKGZ 2016 by rvg?! & TheStainlessSteelRat ### //################################################# rms_crashsite_amount = [8,15]; // Amount of crashsites rms_crashsite_loot_amount = [2,5]; // Amount of lootpiles close to each crashsite rms_wrecks = ["Land_Wreck_BMP2_F","Land_Wreck_BRDM2_F","Land_Wreck_HMMWV_F","Land_Wreck_Skodovka_F","Land_Wreck_CarDismantled_F","Land_Wreck_Truck_F","Land_Wreck_Car2_F", "Land_Wreck_Car_F","Land_Wreck_Car3_F","Land_Wreck_Hunter_F","Land_Wreck_Offroad_F","Land_Wreck_Offroad2_F","Land_Wreck_UAZ_F","Land_Wreck_Truck_dropside_F", "Land_Wreck_Van_F","Land_Wreck_Heli_Attack_01_F"]; rms_guns = ["ruger_pistol_epoch","ruger_pistol_epoch_snds_F","ruger_pistol_epoch_pointer_F","1911_pistol_epoch","hgun_ACPC2_F","hgun_ACPC2_snds_F","hgun_P07_F", "hgun_P07_snds_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_01_snds_F","hgun_Pistol_heavy_01_MRD_F","hgun_Pistol_heavy_02_F","hgun_Pistol_heavy_02_Yorris_F", "hgun_Rook40_F","hgun_Rook40_snds_F","hgun_Pistol_Signal_F","hgun_P07_khk_F","hgun_Pistol_01_F","Hatchet","CrudeHatchet","MultiGun", "arifle_Mk20_F","arifle_Mk20_plain_F","arifle_Mk20C_F","arifle_Mk20C_plain_F","arifle_Mk20_GL_F","arifle_Mk20_GL_plain_F","arifle_Mk20C_ACO_F","arifle_Mk20C_ACO_pointer_F", "arifle_Mk20_pointer_F","arifle_Mk20_Holo_F","arifle_Mk20_ACO_F","arifle_Mk20_ACO_pointer_F","arifle_Mk20_MRCO_F","arifle_Mk20_MRCO_plain_F","arifle_Mk20_MRCO_pointer_F", "arifle_Mk20_GL_MRCO_pointer_F","arifle_Mk20_GL_ACO_F","arifle_SDAR_F","arifle_TRG21_F","arifle_TRG20_F","arifle_TRG21_GL_F","arifle_TRG20_Holo_F","arifle_TRG20_ACO_pointer_F", "arifle_TRG20_ACO_Flash_F","arifle_TRG20_ACO_F","arifle_TRG21_ACO_pointer_F","arifle_TRG21_ARCO_pointer_F","arifle_TRG21_MRCO_F","arifle_TRG21_GL_MRCO_F", "arifle_TRG21_GL_ACO_pointer_F","hgun_PDW2000_F","hgun_PDW2000_snds_F","hgun_PDW2000_Holo_F","hgun_PDW2000_Holo_snds_F","SMG_01_F","SMG_01_Holo_F","SMG_01_Holo_pointer_snds_F", "SMG_01_ACO_F","SMG_02_F","SMG_02_ACO_F","SMG_02_ARCO_pointg_F","m4a3_EPOCH","m16_EPOCH","m16Red_EPOCH","m249_EPOCH","m249Tan_EPOCH","LMG_03_F","arifle_AKS_F","arifle_CTAR_blk_F", "arifle_CTAR_hex_F","arifle_CTAR_ghex_F","arifle_CTAR_GL_blk_F","arifle_CTAR_GL_hex_F","arifle_CTAR_GL_ghex_F","arifle_CTAR_blk_ACO_Pointer_F","arifle_CTAR_blk_Pointer_F", "arifle_CTAR_blk_ACO_F","arifle_CTAR_GL_blk_ACO_F","arifle_CTAR_blk_ARCO_Pointer_F","arifle_CTAR_blk_ACO_Pointer_Snds_F","arifle_CTAR_GL_blk_ACO_Pointer_Snds_F","arifle_CTAR_blk_ARCO_Pointer_Snds_F", "arifle_CTAR_blk_ARCO_F","arifle_CTARS_blk_F","arifle_CTARS_hex_F","arifle_CTARS_ghex_F","arifle_CTARS_blk_Pointer_F","arifle_SPAR_01_blk_F","arifle_SPAR_01_khk_F", "arifle_SPAR_01_snd_F","arifle_SPAR_01_GL_blk_F","arifle_SPAR_01_GL_khk_F","arifle_SPAR_01_GL_snd_F","arifle_SPAR_02_blk_F","arifle_SPAR_02_khk_F","arifle_SPAR_02_snd_F", "SMG_05_F","ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR","l85a2_epoch","l85a2_ris_epoch","l85a2_ris_ng_epoch","l85a2_pink_epoch","l85a2_ugl_epoch", "LMG_Mk200_F","LMG_Mk200_MRCO_F","LMG_Mk200_pointer_F","arifle_Katiba_F","arifle_Katiba_C_F","arifle_Katiba_GL_F","arifle_Katiba_C_ACO_pointer_F","arifle_Katiba_C_ACO_F", "arifle_Katiba_ACO_F","arifle_Katiba_pointer_F","arifle_Katiba_ACO_pointer_F","arifle_Katiba_ARCO_F","arifle_Katiba_ARCO_pointer_F","arifle_Katiba_GL_ACO_F", "arifle_Katiba_GL_ARCO_pointer_F","arifle_Katiba_GL_ACO_pointer_F","arifle_Katiba_GL_Nstalker_pointer_F","arifle_Katiba_GL_ACO_pointer_snds_F", "arifle_Katiba_C_ACO_pointer_snds_F","arifle_Katiba_ACO_pointer_snds_F","arifle_Katiba_ARCO_pointer_snds_F","arifle_MXC_F","arifle_MX_F","arifle_MX_GL_F", "arifle_MX_SW_F","arifle_MXM_F","arifle_MX_pointer_F","arifle_MX_Holo_pointer_F","arifle_MX_Hamr_pointer_F","arifle_MX_ACO_pointer_F","arifle_MX_ACO_F", "arifle_MX_GL_ACO_F","arifle_MX_GL_ACO_pointer_F","arifle_MX_GL_Hamr_pointer_F","arifle_MXC_Holo_F","arifle_MXC_Holo_pointer_F","arifle_MX_SW_pointer_F", "arifle_MX_SW_Hamr_pointer_F","arifle_MXM_Hamr_pointer_F","arifle_MXC_ACO_F","arifle_MXC_Holo_pointer_snds_F","arifle_MXC_SOS_point_snds_F", "arifle_MXC_ACO_pointer_snds_F","arifle_MXC_ACO_pointer_F","arifle_MX_ACO_pointer_snds_F","arifle_MX_RCO_pointer_snds_F","arifle_MX_GL_Holo_pointer_snds_F", "arifle_MXM_SOS_pointer_F","arifle_MXM_RCO_pointer_snds_F","arifle_MXM_DMS_F","arifle_MXC_Black_F","arifle_MX_Black_F","arifle_MX_GL_Black_F", "arifle_MX_SW_Black_F","arifle_MXM_Black_F","arifle_MX_GL_Black_Hamr_pointer_F","arifle_MX_Black_Hamr_pointer_F","arifle_MX_SW_Black_Hamr_pointer_F", "LMG_Mk200_LP_BI_F","LMG_Mk200_BI_F"]; fn_rnd_num = { _low = _this select 0; _high = _this select 1; _calc = _high - _low; _rnd_num = round(random _calc) + _low; _rnd_num }; _size = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize"); rms_mapcenter_pos = [_size/2,_size/2,0]; _crash_amount = rms_crashsite_amount call fn_rnd_num; for "_crashsites" from 1 to _crash_amount do { _loot_amount = rms_crashsite_loot_amount call fn_rnd_num; _crashpos = [rms_mapcenter_pos, 100, 15000,15,0,30,0] call BIS_fnc_findSafePos; rms_wrecks call BIS_fnc_arrayshuffle; _crashObj = rms_wrecks call BIS_fnc_SelectRandom; _crashObj_final = _crashObj createVehicle _crashpos; _fire = "test_EmptyObjectForFireBig" createVehicle _crashpos; _fire attachto [_crashObj_final, [0,0,-1]]; _crashObj_final setVariable ["LAST_CHECK", (diag_tickTime + 14400)]; for "_crashloot" from 1 to _loot_amount do { _lootpos = [_crashpos,2,10,0,0,30,0] call BIS_fnc_findSafePos; _crate0 = createVehicle ["groundWeaponHolder", _lootpos, [], 0, "can_collide"]; rms_guns call BIS_fnc_arrayshuffle; _lootObj = rms_guns call BIS_fnc_SelectRandom; _ammo = getarray(configFile >> "cfgWeapons" >> _lootObj >> "magazines" ); _crate0 addItemCargoGlobal [_lootobj, 1]; _crate0 addItemCargoGlobal [_ammo select 0, 3]; _crate0 setVariable ["LAST_CHECK", (diag_tickTime + 14400)]; }; diag_log format ["[RMS] Crashsite at %1 with %2 lootpiles ",_crashpos,_loot_amount]; }; Drokz and natoed 2 Link to comment Share on other sites More sharing options...
natoed Posted February 5, 2017 Report Share Posted February 5, 2017 @rvg?! thanks for sharing Link to comment Share on other sites More sharing options...
Drokz Posted February 5, 2017 Report Share Posted February 5, 2017 Thx! Link to comment Share on other sites More sharing options...
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