Animated Helicrashs 0.1 - Release

How would I get that? Take the code from a chernarus server.pbo?
Mhm it should work, you must add the file to your compiles folder, put this lines at the end of your server_monitor.sqf
Code:
// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
nul = [3, 4, 60, 0, 1, 'center', 4000, true, false] spawn server_spawnCrashSite;
then add this line to your server_functions.sqf
Code:
server_spawnCrashSite  =    compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnCrashSite.sqf";
 
Code:
BIS_CPP_Muzzle_ForceReload = compile preprocessFileLineNumbers "\ca\communityconfigurationproject"
04.04.2013 23:23:37: fofinho (192.168.0.100:2316) 4c49343e5431a6f413c62eaa67ffa5c1 - #40 " nearestObjects [_this select 1, ["CraterLong"], 100];
{_x setdamage 1; deleteVehicle _x;} foreach _list;
}; 
};
"

script kick #40 :(
Please upload your scripts.txt
 
Mhm it should work, you must add the file to your compiles folder, put this lines at the end of your server_monitor.sqf
Code:
// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
nul = [3, 4, 60, 0, 1, 'center', 4000, true, false] spawn server_spawnCrashSite;
then add this line to your server_functions.sqf
Code:
server_spawnCrashSite  =    compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnCrashSite.sqf";

Should I then get rid of the old code from server monitor which is

for "_x" from 1 to 5 do {
_id = [] spawn spawn_heliCrash;
}; //Spawn heli crash
 
Mhm it should work, you must add the file to your compiles folder, put this lines at the end of your server_monitor.sqf
Code:
// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
nul = [3, 4, 60, 0, 1, 'center', 4000, true, false] spawn server_spawnCrashSite;
then add this line to your server_functions.sqf
Code:
server_spawnCrashSite  =    compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnCrashSite.sqf";

Also when I add the line to server_functions.sqf would I have to change the code so it is \compile\server_monitor.sqf?
 
What Map? o.0 Look inside your server.rpt and post what the CRASHSPAWNER is saying....
The map on dayz cc that shows the crash sites, Or are you crash sites totally different locations?
and here is the server.rpt(not sure if this is right part i'm supposed to be looking at:

Code:
16:38:17 "DEBUG: Spawning a crashed helicopter at [8287.25,11264.7]"
16:38:17 "DEBUG: Spawning a crashed helicopter at [9702.78,12381.2]"
16:38:17 "DEBUG: Spawning a "MV22Wreck" at [6240.63,13994.5] with loot type "Hospital" and 5 total loot drops"
16:38:17 "DEBUG: Spawning a crashed helicopter at [6862.29,5623.37]"
16:38:17 "DEBUG: Spawning a crashed helicopter at [11354.4,9724.32]"
16:38:18 "DEBUG: Spawning a "BMP2Wreck" at [10666.5,2380.15] with loot type "Industrial" and 5 total loot drops"
16:38:18 "DEBUG: Spawning a crashed helicopter at [6139.58,9795.27]"
16:38:18 "DEBUG: Spawning a "LADAWreck" at [5829.79,9131.28] with loot type "Farm" and 3 total loot drops"
16:38:18 "DEBUG: Spawning a "BMP2Wreck" at [1339.7,11880.2] with loot type "Industrial" and 3 total loot drops"
16:38:18 "DEBUG: Spawning a "MH60Wreck" at [3154.08,2980.15] with loot type "Hospital" and 3 total loot drops"
16:38:18 "DEBUG: Spawning a "HMMWVWreck" at [2829.82,5083.88] with loot type "Industrial" and 4 total loot drops"
16:38:18 "DEBUG: Spawning a "LADAWreck" at [5739.12,9340.23] with loot type "Military" and 4 total loot drops"
16:38:18 "DEBUG: Spawning a "UralWreck" at [4705.69,8432.21] with loot type "Farm" and 8 total loot drops"
16:38:18 "DEBUG: Spawning a "T72Wreck" at [5567.52,9144.29] with loot type "Industrial" and 4 total loot drops"
16:38:18 "DEBUG: Spawning a "HMMWVWreck" at [7974.58,6803.41] with loot type "Farm" and 4 total loot drops"
16:38:18 "DEBUG: Spawning a "LADAWreck" at [9369.96,12761.5] with loot type "Industrial" and 4 total loot drops"
16:38:18 "DEBUG: Spawning a "C130JWreck" at [14222,14285.1] with loot type "Farm" and 15 total loot drops"
16:38:18 "DEBUG: Spawning a "MH60Wreck" at [12520.9,9080.7] with loot type "Supermarket" and 5 total loot drops"
16:38:19 "DEBUG: Spawning a "HMMWVWreck" at [4842.83,9222.87] with loot type "Military" and 5 total loot drops"
16:38:19 "DEBUG: Spawning a "Mi24Wreck" at [7475.64,14210.2] with loot type "Industrial" and 5 total loot drops"
16:38:19 "DEBUG: Spawning a "UralWreck" at [9576.36,12073.4] with loot type "Farm" and 14 total loot drops"
16:38:19 "DEBUG: Spawning a "UralWreck" at [6686.4,7283.92] with loot type "Military" and 14 total loot drops"
16:38:19 "DEBUG: Spawning a "Misc_cargo_cont_net2" at [3432.44,10609.1] with loot type "Industrial" and 8 total loot drops"
16:38:19 "DEBUG: Spawning a "Misc_cargo_cont_net2" at [10543,15355.4] with loot type "Hospital" and 6 total loot drops"
16:38:19 "DEBUG: Spawning a "Misc_cargo_cont_net2" at [1712.99,7647.3] with loot type "Supermarket" and 9 total loot drops"
 
Nice one, gz for release!

Could you reconsider the "killing hacker" fix ?

Lots of people do that "hack", commenting out that function. This opens all doors for hackers to spawn in vehicles without being punished.

A more elegant way is to setvariable your generated heli and query that variable in the fsm.

Check how i do it in my framework, works like a charm and the hacker function is still useable.

cheers

Sarge
 
Please upload your scripts.txt

Code:
5 setDamage !"\"setDamage\"," !"_vehicle setDamage 0;" !"player setdamage 0;" !"if (alive player) then { player SetDamage 1;};" !"if (_ent isKindOf \"Animal\") then {\n_ent setDamage 1;" !"player setDamage 1;\n0.1 fadeSound 0;"

thats the line causing the kick i guess, cause after removed the setdamage command from the

Code:
    "heliCrash"    addPublicVariableEventHandler {
        _list = nearestObjects [_this select 1, ["CraterLong"], 100];
        {_x setdamage 1; deleteVehicle _x;} foreach _list;
    };

kicks didnt happen anymore, it just wont clean up the craters but thats np for me


anyways.. thank you so much for this script.. love it

danke! :D

ps: yeah that would be epic sarge :O
 
Code:
5 setDamage !"\"setDamage\"," !"_vehicle setDamage 0;" !"player setdamage 0;" !"if (alive player) then { player SetDamage 1;};" !"if (_ent isKindOf \"Animal\") then {\n_ent setDamage 1;" !"player setDamage 1;\n0.1 fadeSound 0;"

thats the line causing the kick i guess, cause after removed the setdamage command from the

Code:
    "heliCrash"    addPublicVariableEventHandler {
        _list = nearestObjects [_this select 1, ["CraterLong"], 100];
        {_x setdamage 1; deleteVehicle _x;} foreach _list;
    };

kicks didnt happen anymore, it just wont clean up the craters but thats np for me


anyways.. thank you so much for this script.. love it

danke! :D

ps: yeah that would be epic sarge :O


All kicks are resolved if you change the scripts.txt line from:
Code:
5 setDamage !"\"setDamage\"," !"_vehicle setDamage 0;" !"player setdamage 0;" !"if (alive player) then { player SetDamage 1;};" !"if (_ent isKindOf \"Animal\") then {\n_ent setDamage 1;" !"player setDamage 1;\n0.1 fadeSound 0;"
to:

Code:
5 setDamage !"\"setDamage\"," !"_vehicle setDamage 0;" !"player setdamage 0;" !"if (alive player) then { player SetDamage 1;};" !"if (_ent isKindOf \"Animal\") then {\n_ent setDamage 1;" !"player setDamage 1;\n0.1 fadeSound 0;" !"{_x setdamage 1; deleteVehicle _x;} foreach _list;"
 
Nice one, gz for release!

Could you reconsider the "killing hacker" fix ?

Lots of people do that "hack", commenting out that function. This opens all doors for hackers to spawn in vehicles without being punished.

A more elegant way is to setvariable your generated heli and query that variable in the fsm.

Check how i do it in my framework, works like a charm and the hacker function is still useable.

cheers

Sarge
Thanks for the hint, will do that... never thought about setVariable ^^. Thanks man!
 
Working beautifully from my testing have already deployed to live server. I do have the same concerns sarge mentions about running this in the long term without those lines in cleanup in the long term, I'd taken them out previously for another mod I was testing anyway though.

Thanks again man I have learned a lot from your code and I appreciate you sharing it :)
 
The map on dayz cc that shows the crash sites, Or are you crash sites totally different locations?
and here is the server.rpt(not sure if this is right part i'm supposed to be looking at:

Code:
16:38:17 "DEBUG: Spawning a crashed helicopter at [8287.25,11264.7]"
16:38:17 "DEBUG: Spawning a crashed helicopter at [9702.78,12381.2]"
16:38:17 "DEBUG: Spawning a "MV22Wreck" at [6240.63,13994.5] with loot type "Hospital" and 5 total loot drops"
16:38:17 "DEBUG: Spawning a crashed helicopter at [6862.29,5623.37]"
16:38:17 "DEBUG: Spawning a crashed helicopter at [11354.4,9724.32]"
16:38:18 "DEBUG: Spawning a "BMP2Wreck" at [10666.5,2380.15] with loot type "Industrial" and 5 total loot drops"
16:38:18 "DEBUG: Spawning a crashed helicopter at [6139.58,9795.27]"
16:38:18 "DEBUG: Spawning a "LADAWreck" at [5829.79,9131.28] with loot type "Farm" and 3 total loot drops"
16:38:18 "DEBUG: Spawning a "BMP2Wreck" at [1339.7,11880.2] with loot type "Industrial" and 3 total loot drops"
16:38:18 "DEBUG: Spawning a "MH60Wreck" at [3154.08,2980.15] with loot type "Hospital" and 3 total loot drops"
16:38:18 "DEBUG: Spawning a "HMMWVWreck" at [2829.82,5083.88] with loot type "Industrial" and 4 total loot drops"
16:38:18 "DEBUG: Spawning a "LADAWreck" at [5739.12,9340.23] with loot type "Military" and 4 total loot drops"
16:38:18 "DEBUG: Spawning a "UralWreck" at [4705.69,8432.21] with loot type "Farm" and 8 total loot drops"
16:38:18 "DEBUG: Spawning a "T72Wreck" at [5567.52,9144.29] with loot type "Industrial" and 4 total loot drops"
16:38:18 "DEBUG: Spawning a "HMMWVWreck" at [7974.58,6803.41] with loot type "Farm" and 4 total loot drops"
16:38:18 "DEBUG: Spawning a "LADAWreck" at [9369.96,12761.5] with loot type "Industrial" and 4 total loot drops"
16:38:18 "DEBUG: Spawning a "C130JWreck" at [14222,14285.1] with loot type "Farm" and 15 total loot drops"
16:38:18 "DEBUG: Spawning a "MH60Wreck" at [12520.9,9080.7] with loot type "Supermarket" and 5 total loot drops"
16:38:19 "DEBUG: Spawning a "HMMWVWreck" at [4842.83,9222.87] with loot type "Military" and 5 total loot drops"
16:38:19 "DEBUG: Spawning a "Mi24Wreck" at [7475.64,14210.2] with loot type "Industrial" and 5 total loot drops"
16:38:19 "DEBUG: Spawning a "UralWreck" at [9576.36,12073.4] with loot type "Farm" and 14 total loot drops"
16:38:19 "DEBUG: Spawning a "UralWreck" at [6686.4,7283.92] with loot type "Military" and 14 total loot drops"
16:38:19 "DEBUG: Spawning a "Misc_cargo_cont_net2" at [3432.44,10609.1] with loot type "Industrial" and 8 total loot drops"
16:38:19 "DEBUG: Spawning a "Misc_cargo_cont_net2" at [10543,15355.4] with loot type "Hospital" and 6 total loot drops"
16:38:19 "DEBUG: Spawning a "Misc_cargo_cont_net2" at [1712.99,7647.3] with loot type "Supermarket" and 9 total loot drops"
This is something else... these are static vehicles spawned in at the server-restart...has nothing todo with my script ^^
 
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