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Soooo gaga got the Carepackages working, Nice Job!
How to make an AN2 drop carepackages as it flys over....
Step 1
Download the files below and store them in your COMPILES folder in your Server.pbo
http://www.share-online.biz/dl/YK5XOENMFE
Step 2
Open the Server_Cleanup.fsm located in your system folder inside your server.pbo
Search for
//Check for Hackers
Replace the line starting with...
" if(vehicle _x != _x && !(vehicle _x in _safety)
with
" if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"" && (vehicle _x getVariable [""Sarge"",0] != 1)) then {" \n
Step 3
Open your Server_mointor.sqf located in the system folder in your server.pbo
Add the following text to the very bottom
Code:nul = [ 6, //Number of the guaranteed Loot-Piles at the Crashside 3, //Number of the random Loot-Piles at the Crashside 3+(1,2,3 or 4) (50*60), //Fixed-Time (in seconds) between each start of a new Chopper (15*60), //Random time (in seconds) added between each start of a new Chopper 0.75, //Spawnchance of the Heli (1 will spawn all possible Choppers, 0.5 only 50% of them) 'center', //'center' Center-Marker for the Random-Crashpoints, for Chernarus this is a point near Stary 8000, // [106,[960.577,3480.34,0.002]]Radius in Meters from the Center-Marker in which the Choppers can crash and get waypoints true, //Should the spawned crashsite burn (at night) & have smoke? false, //Should the flames & smoke fade after a while? 2, //RANDOM WP 3, //GUARANTEED WP 1 //Amount of Damage the Heli has to get while in-air to explode before the POC. (0.0001 = Insta-Explode when any damage//bullethit, 1 = Only Explode when completly damaged) ] spawn server_spawnAN2;
STEP 4
Add the following to your server_funtions.sqf
find the part for the heli crash sites, shown in the post above
and past the following on the lines below it
server_spawnAN2 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnAN2.sqf"; server_carepackagedrop = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_carepackagedrop.sqf";
CONFIRMED WORKING
//_chutetype, _boxtype, _helistart, _crashwreck
private["_chutetype", "_boxtype", "_helistart", "_crashwreck", "_randomizedLoot", "_guaranteedLoot", "_chute", "_chutetype", "_helistart", "_crashwreck", "_box", "_boxtype", "_num", "_weights", "_index", "_aaa", "_itemType", "_lootRadius", "_lootPos", "_pos", "_bam"];
_chutetype = _this select 0;
_boxtype = _this select 1;
_helistart= _this select 2;
_crashwreck= _this select 3;
_randomizedLoot = _this select 4;
_guaranteedLoot = _this select 5;
_lootRadius = 1;
//_lootTable = ["Military","HeliCrash","MilitarySpecial"] call BIS_fnc_selectRandom;
_chute = createVehicle [_chutetype,_helistart,[],0,"CAN_COLLIDE"];
_chute setVariable["Sarge",1];
_chute setPos [(getpos _crashwreck select 0), (getPos _crashwreck select 1), (getPos _crashwreck select 2)-10];
_box = createVehicle [_boxtype,_helistart,[],0,"CAN_COLLIDE"];
_box setVariable["Sarge",1];
_box setPos [(getpos _crashwreck select 0), (getPos _crashwreck select 1), (getPos _crashwreck select 2)-10];
_box attachto [_chute, [0, 0, 0]];
_i = 0;
while {_i < 45} do {
scopeName "loop1";
if (((getPos _box) select 2) < 1) then {breakOut "loop1"};
sleep 0.1;
_i=_i+0.1;
};
switch (true) do {
case not (alive _box): {detach _box;_box setpos [(getpos _box select 0), (getpos _box select 1), 0];};
case alive _box: {detach _box;_box setpos [(getpos _box select 0), (getpos _box select 1), 0];_bam = _boxtype createVehicle [(getpos _box select 0),(getpos _box select 1),(getpos _box select 2)+0];deletevehicle _box;};
};
_bam setVariable["Sarge",1];
deletevehicle _chute;
sleep 2;
_pos = [getpos _bam select 0, getpos _bam select 1,0];
_smoke = createVehicle ["SmokeShellred",_pos,[],0,"CAN_COLLIDE"];
_smoke setVariable["Sarge",1];
_flare = "F_40mm_white" createVehicle [getPos _bam select 0, getPos _bam select 1, (getPos _bam select 2) +150];
_flare setVariable["Sarge",1];
_num= round(random _randomizedLoot) + _guaranteedLoot;
//_config = configFile >> "CfgBuildingLoot" >> _lootTable;
_itemType = [["ItemTankTrap", "magazine"], ["ItemSandbag", "magazine"], ["ItemWire", "magazine"], ["WeaponHolder_PartGeneric", "object"], ["WeaponHolder_PartWheel", "object"], ["WeaponHolder_PartFueltank", "object"], ["WeaponHolder_PartEngine", "object"], ["WeaponHolder_PartGlass", "object"], ["WeaponHolder_PartVRotor", "object"], ["WeaponHolder_ItemJerrycan", "object"], ["ItemToolbox", "weapon"], ["ItemEtool", "weapon"], ["", "medical"]];
_itemChance = [0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.01];
_weights = [];
_weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
_cntWeights = count _weights;
//Creating the Lootpiles outside of the _crashModel
for "_x" from 1 to _num do {
//Create loot
_aaa = random _cntweights;
_index = floor(_aaa);
_index = _weights select _index;
_itemType = _itemTypes select _index;
//Let the Loot spawn in a non-perfect circle around _crashModel
_lootPos = [_pos, ((random 2) + (sizeOf(_boxtype) * _lootRadius)), random 360] call BIS_fnc_relPos;
[_itemType select 0, _itemType select 1, _lootPos, 0] call spawn_loot;
diag_log(format["CAREPACKAGE: Loot spawn at '%1' with loot %2", _lootPos, _itemtype]);
// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and other such items.
_nearby = _pos nearObjects ["ReammoBox", (sizeOf(_boxtype)+3)];
{
_x setVariable ["permaLoot",true];
} forEach _nearBy;
};
5:48:16 "HIVE: Local Time set to [2013,6,7,8,48]"
5:48:18 "SAR_AI: Area & Trigger definition finalized"
5:48:18 "SAR_AI: Static Spawning for Helicopter patrols started"
5:48:18 "SAR_AI: Static Spawning for Helicopter patrols finished"
5:48:18 "SAR_AI: Static Spawning for infantry and heli patrols finished"
5:48:18 "CRASHSPAWNER: Starting spawn logic for Crash Spawner"
5:48:18 "CRASHSPAWNER: 75% chance to spawn 'Crashed UH-1Y' with loot table 'Military' at 2639"
5:48:18 "C130CRASHSPAWNER: Starting spawn logic for animated helicrashs - written by Grafzahl [SC:false||PW:5||CD:1]"
5:48:18 "C130CRASHSPAWNER: 99% chance to start a crashing AN2 Cargo Plane with loot table 'HeliCrash' at 700"
5:48:18 "PLANE: Starting spawn logic for animated AN2 Carepackage drops - written by Grafzahl, modded by fofinho [CD:1]"
5:48:18 "PLANE: 75% chance to start a AN2 Cargo Plane Carepackagedrop at 3778 with 4 drop points"
5:48:18 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
5:49:31 "STARTING LOGIN: ["100750406",B 1-1-A:1 (mike) REMOTE]"
5:49:31 "LOGIN ATTEMPT: "100750406" mike"
5:49:31 "LOGIN LOADED: B 1-1-A:1 (mike) REMOTE Type: Survivor1_DZ"
5:49:32 "Adding MPHit EH for B 1-1-B:1 (mike) REMOTE"
5:49:32 "LOGIN PUBLISHING: B 1-1-B:1 (mike) REMOTE Type: Survivor2_DZ"
5:49:51 "DEBUG: needUpdate_objects=[189ae080# 1055730: uaz.p3d,189310c0# 1055731: atv.p3d,18930100# 1055732: atv.p3d,188c3040# 1055733: atv.p3d,18883040# 1055734: skodovka_blue.p3d,1bd3d0c0# 1055749: uh1h.p3d,1bcda080# 1055750: hilux1_civil_3_open.p3d,1bbf3040# 1055752: tractor_2.p3d,1bb3f040# 1055755: car_hatchback.p3d,1bb3e080# 1055756: car_hatchback.p3d,1bae8100# 1055757: fishing_boat.p3d,1ba88100# 1055759: volha.p3d,1ba150c0# 1055760: car_sedan.p3d,1b903040# 1055763: uaz.p3d,1b8e2080# 1055767: ikarus.p3d,1b8e0100# 1055769: tractor_2.p3d,1b8850c0# 1055770: v3s.p3d,1b81b040# 1055771: volha.p3d]"
5:49:51 "HIVE: WRITE: "CHILD:305:"1":[360,[6279.17,7810.05,0.00576782]]:0.611:""
5:49:51 "HIVE: WRITE: "CHILD:303:"1":[[[],[]],[["10Rnd_127x99_m107"],[5]],[[],[]]]:""
5:49:51 "HIVE: WRITE: "CHILD:306:"1":[["wheel_1_2_steering",1]]:0.394:""
5:49:51 "HIVE: WRITE: "CHILD:305:"2":[337,[3311.9,11271,0.00128174]]:0.2:""
5:49:51 "HIVE: WRITE: "CHILD:303:"2":[[[],[]],[["ItemTent"],[1]],[[],[]]]:""
5:49:51 "HIVE: WRITE: "CHILD:306:"2":[["motor",0.8]]:0.1:""
5:49:51 "HIVE: WRITE: "CHILD:305:"3":[50,[3684.02,5999.07,-0.000244141]]:0.2:""
5:49:51 "HIVE: WRITE: "CHILD:303:"3":[[[],[]],[["ItemTent"],[1]]
strange, anyways .. u can change it in the carepackage sqf .. line 56how do i add more loot or loot piles to the craepack drops, when i changed the
nul = [
6, //Number of the guaranteed Loot-Piles at the Crashside
3, //Number of the random Loot-Piles a
6 and 3 here i get errors in the rpt log and no loot spawns (from what i remember is said was not divisible by 9 r something)