Animated/Realistic Helicrashs

Hahaha, now i know why i dont like to fly the Mi17, did a testrun and the crashsite should have spawned on a hill... the Mi came with insane speed, had to get more altitude and was like 300m in the air, exploded and crashed 300m away from the original position :D

I gues its hard to get this big mama completly under control, but in 99% the Mi should hit the ground somewhere where it can be looted, and it adds some more randomness, if you dont want the Mi you can always comment it out and stay only with the huey. (Mi17 also spawns Mi8Wreck instead of Huey-Wreck).
 
Hahaha, now i know why i dont like to fly the Mi17, did a testrun and the crashsite should have spawned on a hill... the Mi came with insane speed, had to get more altitude and was like 300m in the air, exploded and crashed 300m away from the original position :D

I gues its hard to get this big mama completly under control, but in 99% the Mi should hit the ground somewhere where it can be looted, and it adds some more randomness, if you dont want the Mi you can always comment it out and stay only with the huey. (Mi17 also spawns Mi8Wreck instead of Huey-Wreck).

Well, I actually don't fly it cuz it breaks my legs and kills me when getting out :D
But back to the topic - not much to say. Just awesome work you did here. Very much impressed.
Waiting to test it out ;)
 
Ok, its done... the crashsites now spawn the loot in a realistic areal and there are some dead soldiers laying around the wreck...

Its already running on our DE991 Chernarus-Hive, will release the download here this evening.
 
Ok, its done... the crashsites now spawn the loot in a realistic areal and there are some dead soldiers laying around the wreck...

Its already running on our DE991 Chernarus-Hive, will release the download here this evening.

Really Looking forward to the release, will this work on any map?
 
Really Looking forward to the release, will this work on any map?
My Script is optimized for Chernarus, but there are only 2 variables that would have to be changed for other maps (Start-Positions of the choppers, a second Backup-Waypoint far up in the north), but i have commented nearly every codeline, so it should be pretty easy to adjust everything for other maps.

Maps it should work without any Problems are Chernarus, Celle, Taviana (dont know what the AI says about the huge hills) and Lingor.
 
My Script is optimized for Chernarus, but there are only 2 variables that would have to be changed for other maps (Start-Positions of the choppers, a second Backup-Waypoint far up in the north), but i have commented nearly every codeline, so it should be pretty easy to adjust everything for other maps.

Maps it should work without any Problems are Chernarus, Celle, Taviana (dont know what the AI says about the huge hills) and Lingor.

Yeah I am running Taviana and was just wondering about the massive mountains and volcanoes, Ill have to check it out when you release it!

Great work man :p
 
Mountains and Volcanoes shouldnt be a problem, my AI handles them quite well.

They will fly against the bridge though, they cant handle that one :)
 
Yeah, ive also noticed that on namalsk...

You would need to set startpoints where they never need to cross the bridge, or let them fly reeeeealy high, but this would suck ;)

Our you take the risk and your players have to deal with that some of the crashsites cant be looted :D
 
Ok, its done... the crashsites now spawn the loot in a realistic areal and there are some dead soldiers laying around the wreck...

Its already running on our DE991 Chernarus-Hive, will release the download here this evening.


You are the man, I have watched this thread in awe :D
 
this looks amazing. cant wait to see it in action, in person
You are the man, I have watched this thread in awe :D
Ok cheers Sarge, Can't wait for player to see or hear the crash! :D

Take these and sprinkle some added excitement on top. Everyone is awaiting the awesomeness.

A couple questions - will the helis spawn in over time (do we have control over this)

Do we set up a large list of crash sites we want and it picks one at random?

So from my understanding we set the starting point and the end point and it takes that route, what happens if it gets shot down prematurely?
 
Take these and sprinkle some added excitement on top. Everyone is awaiting the awesomeness.

A couple questions - will the helis spawn in over time (do we have control over this)

Do we set up a large list of crash sites we want and it picks one at random?

So from my understanding we set the starting point and the end point and it takes that route, what happens if it gets shot down prematurely?

This script is basicly "just" a modification of the server_spawncrashsite.sqf inside your dayz_server.pbo. You will have the same controlls over the crashsites as ever: Lootamount, time between each heli spawn, random delay between each heli spawn, radius for helicrashs and so on-

Inside the script itself you are able to define unlimited random startpositions for the choppers, for the crashposition you can either stay with the random-function thats build in arma (in my cases on chernarus this always worked), or you can give the script a static-array of coordinates where it will randomly select one of the coordinates for each chopper, both works. With the static array it would also be possible to create crashes outside the normal radius, next to elektro and cherno and such stuff.

Right now iam using 3 waypoints: 1 random one (this can be disabled), where the heli is flying to before hes flying to the Point-Of-Crash (POC), so you cant say in which direction the crash will be. The Second Waypoint is the POC where the heli will go down. The last one is a static backup-point (should never be reached) far up in the north, its a CYCLE-Point to make sure the heli never goes into hover and doesnt get slower at the POC, and its also a backup-point, if the heli somehow would manage it to doesnt crash at POC (which shouldnt be possible).


What happens if it gets shot down prematurely? Then the crashsite spawns at the place where the heli went down ;) So you are able to shoot the pilot and farm the helicrash... the POC is just a Point where the Heli MUST go down, it could crash anywhere before this point and would also spawn the crashsite as soon as it explodes.
 
This script is basicly "just" a modification of the server_spawncrashsite.sqf inside your dayz_server.pbo. You will have the same controlls over the crashsites as ever: Lootamount, time between each heli spawn, random delay between each heli spawn, radius for helicrashs and so on-

Inside the script itself you are able to define unlimited random startpositions for the choppers, for the crashposition you can either stay with the random-function thats build in arma (in my cases on chernarus this always worked), or you can give the script a static-array of coordinates where it will randomly select one of the coordinates for each chopper, both works. With the static array it would also be possible to create crashes outside the normal radius, next to elektro and cherno and such stuff.

Right now iam using 3 waypoints: 1 random one (this can be disabled), where the heli is flying to before hes flying to the Point-Of-Crash (POC), so you cant say in which direction the crash will be. The Second Waypoint is the POC where the heli will go down. The last one is a static backup-point (should never be reached) far up in the north, its a CYCLE-Point to make sure the heli never goes into hover and doesnt get slower at the POC, and its also a backup-point, if the heli somehow would manage it to doesnt crash at POC (which shouldnt be possible).


What happens if it gets shot down prematurely? Then the crashsite spawns at the place where the heli went down ;) So you are able to shoot the pilot and farm the helicrash... the POC is just a Point where the Heli MUST go down, it could crash anywhere before this point and would also spawn the crashsite as soon as it explodes.

Nice. So it would be possible to have a bunch of helis with loot flying around (but say, very red so relatively easy to drop em)... Basically flying pinatas.... That don't have an actual point they crash at, but rather fly to a bunch of waypoints at random, this way players can also chase down and kill themselves a heli for loot.

Preferably a combination of both set to crash and set to fly around till shot down would be ideal. I think it would be interesting gameplay
 
Nice. So it would be possible to have a bunch of helis with loot flying around (but say, very red so relatively easy to drop em)... Basically flying pinatas.... That don't have an actual point they crash at, but rather fly to a bunch of waypoints at random, this way players can also chase down and kill themselves a heli for loot.

Preferably a combination of both set to crash and set to fly around till shot down would be ideal. I think it would be interesting gameplay
Would be possible, but not right now... right now there can only be one heli around, the next one can only spawn when the first one crashed/spawned loot.
 
GSC has something similar to this set up actually, just finished and got it working about 2 days ago. Rather than travel to the crash sites, ours fly around until a player gets within a certain range of the helicopter -50 to 100m and then it explodes, raining down in a fiery ball, then turning into the heli crash after it hits the ground + small delay.

Here's a quick video we made. We'd love to get together and collaborate if you want to:
Bear with the audio, that's LuXiferGriM, our clan leader who's mic audio was messed up during this recording apparently.

 
GSC has something similar to this set up actually, just finished and got it working about 2 days ago. Rather than travel to the crash sites, ours fly around until a player gets within a certain range of the helicopter -50 to 100m and then it explodes, raining down in a fiery ball, then turning into the heli crash after it hits the ground + small delay.

Here's a quick video we made. We'd love to get together and collaborate if you want to:
Bear with the audio, that's LuXiferGriM, our clan leader who's mic audio was messed up during this recording apparently.


But doesn't that make it too easy if the heli crashes land near a player all the time? It will take a only a day to get good gear...
 
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