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Wait a bit, new version is comming soon, makes some settings easier and adding new options...
if (!isDedicated) then {
//Conduct map operations
0 fadeSound 0;
waitUntil {!isNil "dayz_loadScreenMsg"};
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
0 fadeSound 0;
waitUntil { !isNil "dayz_loadScreenMsg" };
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
_id = player addEventHandler ["Respawn", { _id = [] spawn player_death; }];
_playerMonitor = [] execFSM "fixes\player_monitor.fsm";
};
There shouldn't be any conflicts with this and Sarge's... I got sarges on my server (not the new one yet) and these crashes... I haven't seen anything out of the ordinary, the helis do their business flying around being bandits and the flying pinata's explode like they should.
I'm curious to see if they would interact... But I'll do that later
BTW is there any intentions of expanding this to include care packages with parachutes being dropped from C130s or something?
Ok. I think I've made it fully compatible with Crosire's DayZCC.
Will post the code later on![]()
Read the Customization-Part in my first Post, i commented all options you have for your time-delayed Helis...Thanks.
Question not exactly related to this but how do we go about editing the loot of heli crashes using the new spawn method? I have been using the old spawn system because it seemed like heli's took forever to spawn using the new system and I didn't see how to swap out loot.
Thanks, i wasnt 100% sure about this... so i thought... a variable more wont hurt anyonewell done, nice written code. It's a pleasure to see structured and commented code in a script
you don't need
Code:_helipilot setVariable["Sarge",1];
, and i especially love the type of heli pilot
cheers
Sarge
// Grafzahl's Animated Heli Crashes
// AnimSpawn true - Heli Crashes are spawned via server_spawnHeliCrash
// AnimSpawn false - Heli crashes are spawned via server_spawnWreck or spawn_heli depending on the settings above
// IMPORTANT: If you want to use AnimSpawn's, you must set SpawnHelis to false!
#define AnimSpawn true
server_spawnWreck = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnWreck.sqf";
server_spawnCrashSite = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnCrashSite.sqf";
// Spawn crashsites and wrecks ----------------------------------------------------------------------------------------
if (SpawnHelis && worldName != "namalsk") then {
if (OldSpawn) then {
for "_x" from 1 to SpawnHelisCount do { _id = [] spawn spawn_helis; };
} else {
[["UH60Wreck_DZ", "UH1Wreck_DZ"], ["Military", "HeliCrash", "MilitarySpecial"], SpawnHelisCount, (50 * 60), (15 * 60), 0.75, 'center', 4000, true, false] spawn server_spawnWreck;
};
};
// Spawn crashsites and wrecks ----------------------------------------------------------------------------------------
if (AnimSpawn) then {
// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire, _useStatic, _preWaypoint, _crashDamage]
nul = [3, 4, 3000, 500, 1, 'center', 4000, true, false, false, 1, 1] spawn server_spawnCrashSite;
};
if (SpawnHelis && worldName != "namalsk") then {
if (OldSpawn) then {
for "_x" from 1 to SpawnHelisCount do { _id = [] spawn spawn_helis; };
} else {
[["UH60Wreck_DZ", "UH1Wreck_DZ"], ["Military", "HeliCrash", "MilitarySpecial"], SpawnHelisCount, (50 * 60), (15 * 60), 0.75, 'center', 4000, true, false] spawn server_spawnWreck;
};
};
Thanks man, to be true... iam new to arma2-scripting, so iam happy that everyone seems to understand my codePosted this to reddit earlier Grafzahl I really hope we do see this integrated into the default mod code one day, far more innovative than cutting the crash site grass lol.
Still amazes me how you kept everything in the single original single file the way you did and as sarge says your code is excellent, extremely readable and structured, far more so than anything I have written.
Thanks man, to be true... iam new to arma2-scripting, so iam happy that everyone seems to understand my code
Also i noticed that people scream why the heli just explodes up in the air for no reason... i mean this way is 7848374873 times more realistic then the old way (even when not perfect). Gonna have to try with other animations like tailrotor damage and stuff like that, but then the POC becomes nearly uncontrollable.