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Change the _ray value - should allow larger areas to be bombed.edit: noticed that only small spots of large cities are getting bombed. would be great if it's possible to expand the radius or attack multiple coordinates at the same time (e.g. all "parts" of berenzino).
Perfect! I will be adding this to mine. Does the bomb fall first too?Been using these for the bombing : M_Ch29_AT - The explosions are massive & epic and you can see the bomb before it goes boom. was randomly going through various ammo types, I don't think some of the default ones work for us on Celle, but its all good many options out there if people are willing to look.
sth like that? http://pastebin.com/1ctTg4NRChange the _ray value - should allow larger areas to be bombed.
Eventually I'll add a _ray selection to each target in my location array (gonna be a lot of work to figure out how far a radius to use) - but you could add this yourself (random worldspace part of the code) if you have custom locations, and just define ray as that value after the worldspace is selected (ie_ray= _loc select #; where # is the position in the array of the value, less 1)
To attack multiple coordinates I'd have to separate this all out into functions/new files I think - so a second bombing instance could be run in the city was above a certain size.
Working on something else entirely now however, so I haven't got much time to focus on this at the moment - maybe will have a release ready soon for my new project (zed and loot rework) as in the next could weeks.
That should work - that's what I meant - but there's no reason for you to have a whole other switch section, they can all be combined into one (less cpu load).sth like that? http://pastebin.com/1ctTg4NR
didn't test it yet...
_rndSel=floor(random 49);
_loc=
switch (_rndSel) do {
case 0: {["BalottaAirstrip",1.5,4829.9868,2450.1104,120]};
case 1: {["Berenzino",1.5,12954.624,9783.1533,120]};
case 2: {["Bereznio2",1.5,12043.963,9091.3477,120]};
case 3: {["BlackMountain",1.5,10276.416,12049.6640,120]};
case 4: {["Bor",1.5,3320.1643,3938.3496,120]};
case 5: {["Cherno",1.5,6743.8853,2581.1865,120]};
case 6: {["DevilsCastle",1.5,6891.9189,11438.73,120]};
_ray = _loc select 4;
Uh, nope, it's working!airraid sound ,link is broken , please re-upload
// mmmmyum airraid
nul = [] spawn server_airRaid; ///change to name of your script
i want to add this to the server monitor sgf
but i cant find were to add it to the crash site code to my server monitor sqf,can you kindly point me where to add it ? many thanks
if (isDedicated) then {
_id = [] execFSM "fixes\server_cleanup.fsm";
//_id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";
};
allowConnection = true;
// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
nul = [4, 4, (50 * 60), (15 * 60), 0.75, 'center', 4000, true, false] spawn server_spawnCrashSite;
// mmmmyum airraid
nul = [] spawn server_airRaid;
//////////////////////PUT this where my AI spawn call is
// Bomber create marker
SAR_marker_bomber = createMarker ["SAR_bomber", [_aiSpawnX,_aiSpawnY]];
SAR_marker_bomber setMarkerShape "RECTANGLE";
SAR_marker_bomber setMarkeralpha 0;
SAR_marker_bomber setMarkerType "Flag";
SAR_marker_bomber setMarkerBrush "Solid";
SAR_marker_bomber setMarkerSize [25, 25]; //make rectangle small
//then call the spawn
[SAR_marker_bomber,1,0,2,"patrol",false] call SAR_AI;
/////////////////////PUT this in cleanup section
deleteMarker "SAR_bomber";