Would be great if there was a timer to say "if heli has been flying for x seconds, blow it up" or something.. I've noticed that helis often just fly around forever without exploding.
For that.. That's just what I have. I believe the fixed item spawn overrides the loot tables. I can't really explain it, it's just how I got it to work!
I'm on dayz.st as well so that can't be the problem. Try setting the spawn time to 1 second to make sure it spawns right away. What Graf said also need to be added, I just forgot to put it in. Feels weird telling you about this Althasil because your server was the one I played on the most before...
If you look closely is says flying from [13401.1,16399,0] to NOW!, meaning it has no goal coordinates. Are you running static cords or not? If you are make sure you have them listed properly, otherwise that might be the problem, it doesn't know where to fly!
My current monitor:
// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire, _useStatic, _preWaypoint, _crashDamage]
nul = [
4, //Number of the guaranteed Loot-Piles at the Crashside...
Please bear in mind the Deezit has named it fogS.sqs, with an S, whereas Andrew has named his fog.sqs. So make sure you use the same name in both the file name and in the mission.sqm.
How to get this to work on Taviana 2:
Follow Grafzahl's instructions, there is no server_spawnCrashSite.sqf for Taviana 2 so just put Graf's file inside your compile folder.
Here's what you need to edit:
Spawning positions, line 50-51
I use
//Random-Startpositions, Adjust this for...
Yeah I think you're right Graf, it was probably just because I spawned in where the heli were to crash and looted it right after everything spawned. Seems to be working fine if you wait a bit first. Thanks so much, my server is very new and not that populated but people are enjoying this already!
Make sure you also have:
// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
nul = [3, 4, 60, 0, 0.5, 'center', 4000, true, false] spawn server_spawnCrashSite;
at the bottom of your server_monitor.sqf, and comment out...
So I finally got loot to spawn on Taviana 2! What I did was I took the code from this and merged it with Graf's code. So now it spawns specific weapons instead of pulling stuff from a loot table. It's not working 100% though, for instance I can see the weapon on the ground, say a DMR, if I...
So Graf, do you think it's possible for me to just change the code where you spawn the actual crash site, to instead pull from the code I posted here, so that it will spawn the "normal" taviana crash sites after the helicopters have crashed? Or should I change something in the actual loot...
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