Thanks a bunch guys! I'm going to implement this code into the server this evening and will post the results. Sheep - you're amazing!
Matt, thank you for your assistance as well. I hope Prom went well for you.
You're probably right. So I just need to associate a timer to the marker before it executes the delete marker, right?
Maybe after public variable heli crash?
It looks great! I'm looking through the sqf's now to see where the crash gets deleted. One would think there would be a reference to it in the crashspawner but I dont see it.
Hahaa, I tried that same thing after a few hours. Increased the spawn so that I could catch it more easily :)
This is one of those things that I now wish I studied in school. Reading all the code it seems like the process should be very simple. I just don't get it ;)
Couldn't we add...
I may have found the issue - a missing ; after " _crashmarker setMarkerBrush "GRID""
Fixed
New output
4:00:03 "RUNNING EVENT: crash_spawner on [2014,6,3,9,0]"
4:00:03 "CRASHSPAWNER: 100% chance to start a crashing MV-22 with loot table 'MilitarySpecial'"
4:00:03 "CRASHSPAWNER: MV-22...
I was finally able to catch the error log for this on my server.
"
3:30:00 "RUNNING EVENT: crash_spawner on [2014,6,3,8,30]"
3:30:00 Error in expression <E";
_crashmarker setMarkerBrush "GRID"
_crashmarker setMarkerType "Vehicle";
_>
3:30:00 Error position: <_crashmarker setMarkerType...
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