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Dayz style heli crash sites


Richie

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So the crash sites are spawning in but there's no loot at all in them.  Any ideas?  I checked helicrashes.sqf inside of the pbo and the loot table looks correct.

 

They work with both AH so it's not that, have you changed it in any way ?

Anything in your .RPT about it ?

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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?

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I figured it out. The wrecks are persisting way like never 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?

I don't think the loot despawns, it's most likely someone already took it all.

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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?

it most likely spawned inside the ground if theres no loot visible

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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];

 

Hey second_coming, does this look right to you?  It feels like I'm getting weird AI spawning behavior in general with A3EAI since making this modification.

private ["_crashNum","_lootNum","_loot","_coords"];
/////////////////////////////////////
//      Function file for UKGZ	   //
//        Created by: Richie       //
//  Modded by:  Vampire & xBowBii  //
/////////////////////////////////////
// Number of Crashes
_crashNum = 4;

// Number of Loot Piles
_lootNum = 16;

_loot = [
	"m107_EPOCH","MultiGun","Srifle_GM6_F","Srifle_LRR_F","M14_EPOCH","srifle_EBR_F","m249_EPOCH","LMG_Mk200_F","LMG_Zafir_F",
	"m16_EPOCH","akm_EPOCH","m4a3_EPOCH","Rollins_F","sr25_epoch","l85a2_epoch","arifle_MX_GL_F",
	"srifle_DMR_02_ARCO_F","srifle_DMR_02_sniper_F","srifle_DMR_03_spotter_F","srifle_DMR_03_tan_AMS_LP_F","srifle_DMR_03_tan_F","srifle_DMR_03_woodland_F",
	"srifle_DMR_04_ARCO_F","srifle_DMR_04_DMS_F","srifle_DMR_04_F","srifle_DMR_04_MRCO_F","srifle_DMR_05_blk_F","srifle_DMR_05_DMS_F","srifle_DMR_05_DMS_snds_F","srifle_DMR_05_hex_F",
	"srifle_DMR_06_camo_F","srifle_DMR_06_camo_khs_F","srifle_DMR_06_olive_F","MMG_01_hex_ACRO_LP_F","MMG_01_hex_F","MMG_01_tan_F","MMG_02_camo_F","MMG_02_sand_F","MMG_02_sand_RCO_LP_F",
	"launch_NLAW_F","launch_RPG32_F","launch_Titan_short_F","HandGrenade","MiniGrenade","Titan_AP","Titan_AT","NLAW_F","RPG32_HE_F","RPG32_F",
	
	"optic_Nightstalker","optic_LRPS","optic_DMS","optic_Aco_smg","optic_ACO_grn_smg","optic_Holosight_smg",
	"optic_Aco","optic_Holosight","acc_pointer_IR","Rangefinder",
	
	"ATMine_Range_Mag","APERSMine_Range_Mag","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","APERSTripMine_Wire_Mag","ClaymoreDirectionalMine_Remote_Mag","SatchelCharge_Remote_Mag","DemoCharge_Remote_Mag",
	
	"EnergyPack","Repair_EPOCH","Defib_EPOCH","Heal_EPOCH","FAK","ItemWatch","CircuitParts","ItemScraps","jerrycan_epoch","VehicleRepair","CircuitParts",
	
	"meatballs_epoch","ItemSodaRbull","sardines_epoch","scam_epoch","sweetcorn_epoch","Towelette"
];

_spawnCenter = [10088,9045,0]; //Center of your map (usually in mission.sqm)
_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

vSpawnCrashes = {
	for "_j" from 1 to _crashNum do {
		_posOfCrash = [_spawnCenter,_min,_max,_mindist,_water,20,_shoremode] call BIS_fnc_findSafePos; // find a random loc
		//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];
		_helicopters = ["Land_UWreck_Heli_Attack_02_F","Land_Wreck_Heli_Attack_01_F"]; //Add Heli classnames here
		_element = _helicopters call BIS_fnc_SelectRandom;
		_vehHeli = _element createVehicle [0,0,0];
		_burnthefucker = "test_EmptyObjectForFireBig" createVehicle (position _vehHeli);  _burnthefucker attachto [_vehHeli, [0,0,-1]];  
		_vehHeli setposATL [(_posOfCrash) select 0,(_posOfCrash) select 1,0];
		_vehHeli setVariable ["LAST_CHECK", (diag_tickTime + 14400)];
				
		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 {
						// 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;
					};
				};
				case (isClass (configFile >> "cfgMagazines" >> _item)): {
					// Min 1, Max 3
					_crate0 addMagazineCargoGlobal [_item,(floor(random(3)))+1];
					_crate1 addMagazineCargoGlobal [_item,(floor(random(3)))+1];
				};
				case ((getText(configFile >> "cfgVehicles" >> _item >>  "vehicleClass")) == "Backpacks"): {
					// One Bag
					_crate0 addBackpackCargoGlobal [_item,1];
					_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)];

			
		};
	};
};

call vSpawnCrashes;
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Also, I added some launchers (as you can see above) but I'm not getting them to spawn.  All of the explosives and the launcher ammo is spawning, though.  Any ideas?

 

I added the launcher ammo in separately.  Was that a mistake?  I just wanted to make sure that with the dual ammo type launchers I wasn't getting all of one kind or another.

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Not every weapon can be used with weaponHolderSimulated, my guess is that is what is stopping the launchers spawning.

 

I spawn launchers fine. titan included. My guess would be a syntax problem with the script. I am spawning all the a3 launchers at the crash site right on the ground, ammo included.

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the problem is "weaponholdersimulated" for some reason sometimes is deleted before any item is added to its inventory ... i use "groundweaponholder" instead and i havent had the problem since, however you need to set height to 0 on those or they will spawn 1m in the air.

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Morning everyone.  

 

I was wondering if anyone was having any issues with getting this to work on their server?   I have read through all of the posts in this thread and haven't seen the issue I seem to be having.   First I am only using these mods currently on my server.   AiA TP, A3EAI, Simple Missions, Status Bars.   So as you can see I don't have any difficult mods installed on my server.   

 

I am currently running the Chernarus map, the server runs fine but when I placed the helicrash.pbo into my @epochhive/addons folder, and start the server up, then try to connect, I am getting the Battle Eye Restriction #22 error.    I went into the logs and it states that I can see that the heli crashes loaded properly.    Do I need to add something to the BE filter even though the instructions state there is none needed?    

 

 

Thank you for the help!

 

Grimm77

 

 

Edit: Sorry forgot one other thing, I have adjusted the center of the map for Chernarus, along with the _max that I have seen suggested to do in this thread.   Thanks again!

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Thanks Richie,  

 

Yeah I was doing some digging through the script log, and realized that was the same issue I was having and simply overlooked/read it.   Thank you.  I was actually in the process of getting ready to re-edit my post and apologize for posting.   

 

 

Grimm

 

 

 

Edit:  The above worked flawlessly, thank you for the quick help.   Might not be a bad idea to put that BE Filter script up on the first page of the thread for a quick fix reference point.  Again, thank you for your help!   And the Script is awesome by the way.  

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Edit:  The above worked flawlessly, thank you for the quick help.   Might not be a bad idea to put that BE Filter script up on the first page of the thread for a quick fix reference point.  Again, thank you for your help!   And the Script is awesome by the way.  

 

I would but for some reason it doesn't affect everyone, no idea why, for me i didn't and others but some like you had to, still the search works or i'll reply :)

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Hi! Nice script you done here :) Thanks for that, can you please tell me, how can i disable the fire from the hellicopter? i want only the smoke... is better... or, how to make that the fire to be moooore smaller? :D

 

 

Thank you in advance

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@ Pickone, find the following :

_burnthefucker = "test_EmptyObjectForFireBig" createVehicle (position _vehHeli);  _burnthefucker attachto [_vehHeli, [0,0,-1]];

 

Replace test_EmptyObjectForFireBig with what ever you want, for example test_EmptyObjectForSmoke

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the problem is "weaponholdersimulated" for some reason sometimes is deleted before any item is added to its inventory ... i use "groundweaponholder" instead and i havent had the problem since, however you need to set height to 0 on those or they will spawn 1m in the air.

Where do you set the height?

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Richie,

 

I must be missing something.  My RPT shows "Heli Crashes Loading" and "Heli Crashes Loaded" with no BE Filter kicks and I don't see any markers or announcements of the crash.  Is there a timer of some kind?  Maybe add a timer and markers option within the sqf?

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