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[CRATEBOMB EVENT]


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Writed with base on:

Rubble Town

and

4 types of Side Missions (Events)

and mixed with my homemade bombs.

 

 

This event spawn a crate & wait until thers nearest players  then active the bomb giving 25 seconds before explode.

1-unpack your dayz_server.pbo

2-create:

bombcrate.sqf  (drop into \@DayZ_Epoch_Server\addons\dayz_server\modules\ )

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3-repack your dayz_server.pbo

4-open your init.sqf add lines in blue.

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pics:

Arm_A2_OA_2016_08_15_19_51_36_72.jpg

 

Video:

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use it if u need test something:

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  On 8/20/2016 at 2:41 AM, lonewolfgaming said:

like the event, wonder if there would be a way to have say Rubbletown and Labyrinth have it to when the treasure is discovered by the player the mark on the map would disappear like bombcrate? I tried adding the   deleteVehicle _mark; but the mark stays on.

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in laberynt and rubble the script sleep the _wait_time (900secd) before call del markers. in Bombcrate i change it , the script wait until thers nearest players then give 30secds , explode bomb and del markers.Other thing i added this line _loot_box setVariable ["permaLoot",true]; to prevent crate despawn when time go on and nobody go to the event   if u want it.. here you have:

laberynt. (see lines in red)

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rubbletown.sqf

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So basically the event still be here until any player goes near the crate. if u wanna remove the event if nobody goes and remove if someone there then u need change the waituntil by an if and add a }else{. I dont know the correct syntax for it but is something like this:

waitUntil{{isPlayer _x && _x distance _loot_box < 3  } count playableunits > 0};

change by:

_loot_time = 300;
_wait_time = 900;

if ((isPlayer _x && _x distance _loot_box <3)count playableunits > 0) then { //here where i not sure about the syntax
sleep _loot_time;
// Clean up
EPOCH_EVENT_RUNNING = false;
deleteVehicle _loot_box;
deleteMarker _event_marker;
if (_debug) then {
deleteMarker _debug_marker;
};

}else{

sleep _wait_time;
// Clean up
EPOCH_EVENT_RUNNING = false;
deleteVehicle _loot_box;
deleteMarker _event_marker;
if (_debug) then {
deleteMarker _debug_marker;
};

};

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  • 2 weeks later...

@lonewolfgaming  try it with rubbletown  to delete markers once player get the loot. Basically the changes says  if nearest player set mission as 1, if is 1 then wait for player distance of crate > 50  then delete crate and markers  else  sleep the _wait_time variable (900sec) and delete markers and crate.

So to test it  you need get the loot and go away from crate almost 50mts

rubbletown (replace your rubbletown.sqf with it.  At the end of the file you will see the changes)

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  On 9/3/2016 at 7:53 PM, juandayz said:

@lonewolfgaming  try it with rubbletown  to delete markers once player get the loot. Basically the changes says  if nearest player set mission as 1, if is 1 then wait for player distance of crate > 50  then delete crate and markers  else  sleep the _wait_time variable (900sec) and delete markers and crate.

So to test it  you need get the loot and go away from crate almost 50mts

rubbletown (replace your rubbletown.sqf with it.  At the end of the file you will see the changes)

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ok, the event came up, looted a few items out of the box and ran over 500m away, but mark is still on the map

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  On 9/3/2016 at 10:30 PM, juandayz said:

here i start a topic for it lonewolf  to get some help  :)

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Thanks juandayz for your help, also I made a change to your bombcrate, increased the distance to 10 instead of 3, crate could be looted without the bomb being triggered that close for me.

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No problem Lonewolf..  here thers another bombcrate  with  despawn if mission is not active after 900 sec. using the same fix for rubbletown.

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  • 3 weeks later...
  • 2 years later...
  On 9/29/2018 at 5:40 AM, godmode8 said:

 

how to make multiple timers? For example, for 20 30 40 seconds and choose randomly?

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Use this

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  On 9/29/2018 at 7:07 AM, Mig said:

Use this

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