Animated Helicrashs 0.1 - Release

THIS IS AWESOMEEEEE!!!!! sorry for the caps but have this scripted on my server and it looks great, Thanks for this dude :)
 
Ok.
This works perfectly fine, without any hiccups and doesn't cripple the standard DayZCC code.

Did your steps and OP's and I am only getting this in my RPT.

Code:
 7:10:46 "CRASHSPAWNER: Starting spawn logic for animated helicrashs - written by Grafzahl [SC:false||PW:1||CD:1]"
7:10:46 "CRASHSPAWNER: 75% chance to start a crashing UH-1H with loot table 'HeliCrash' at 2966.84"
7:10:46 "DEBUG: Spawning logic for ["UH60Wreck_DZ","UH1Wreck_DZ"] started"
7:10:46 "DEBUG: Spawning logic for ["MV22Wreck","LADAWreck","BMP2Wreck","MH60Wreck","C130JWreck","Mi24Wreck","UralWreck","HMMWVWreck","T72Wreck"] started"
7:10:46 "DEBUG: Spawning logic for ["Misc_cargo_cont_net1","Misc_cargo_cont_net2","Misc_cargo_cont_net3"] started"

So far I haven't seen any wrecks spawn at all...is there way to tell how long it takes for them to spawn?
 
Did your steps and OP's and I am only getting this in my RPT.

Code:
 7:10:46 "CRASHSPAWNER: Starting spawn logic for animated helicrashs - written by Grafzahl [SC:false||PW:1||CD:1]"
7:10:46 "CRASHSPAWNER: 75% chance to start a crashing UH-1H with loot table 'HeliCrash' at 2966.84"
7:10:46 "DEBUG: Spawning logic for ["UH60Wreck_DZ","UH1Wreck_DZ"] started"
7:10:46 "DEBUG: Spawning logic for ["MV22Wreck","LADAWreck","BMP2Wreck","MH60Wreck","C130JWreck","Mi24Wreck","UralWreck","HMMWVWreck","T72Wreck"] started"
7:10:46 "DEBUG: Spawning logic for ["Misc_cargo_cont_net1","Misc_cargo_cont_net2","Misc_cargo_cont_net3"] started"

So far I haven't seen any wrecks spawn at all...is there way to tell how long it takes for them to spawn?

7:10:46 "CRASHSPAWNER: 75% chance to start a crashing UH-1H with loot table 'HeliCrash' at 2966.84"
 
Iam in a good mood :D

Next Update will have maxChoppers (Script will Stop when more then X choppers have spawned) - this way you can spawn a chopper every 20 minutes after server restart, but stop the spawning as soon as X choppers are out.

and you can set a limited lifetime for each chopper, this way he will explode after X seconds, even if he hasnt reached its POC. You can set the Waypoint-Amount to something like 20 and set the timeout to something between 500-1000 seconds, so no one can tell you when and where the heli will explode ;)

Hahahahahaha, this will be fun :D
 
When starting the server..

if(vehicle _x != _x && !(vehicle _x in _safety) && >
17:32:09 Error position: <_x != _x && !(vehicle _x in _safety) && >
17:32:09 Error Undefined variable in expression: _x

to fix this, replace your 2nd line in the cleanup.FSM guide thing under the HAcker section

with

Code:
      "  if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"" && ((vehicle _x getVariable [""Sarge"",0]) != 1)) then {" \n
 
Just noticed after updating the script and my code, that i always get The UH-1 Heli/Wreck. Don't know if that's just my luck or i messed something up.
I assume there's nothing more to it then
Code:
_heliModel = ["UH1H_DZ","Mi17_DZ"] call BIS_fnc_selectRandom;
?
 
With the Mi17 not spawning zombies yet is it possible to take these out so it is just hueys the spawn in and crash? If so could you please point me in right direction of where i need to edit?

Thanks again
 
hi guys i have put this on my dayz.st server i have looked on my rpt and the first to points come up but the rest have not any ideas?
 
Does someone have this working on Taviana 2.0?

Can you share your crash points if so?

Thanks!
 
Here are the static coords for chernarus i have set up (around 20) should be quite enough to make it unpredictable.
Feel free to update original post OP with preset staticcords option.

These Staticcords are all pretty much default, 16 of 20 are spawned within the inner square of chernarus where regular heli crashes were spawned, where as the other 4 are spawned ::: Open field by chernarus, All Airfields (1 at each)

Chernarus Coords:

_staticcoords = [[6277.5605,8332.8262],[1234.5605,4321.8262],[4557.9087,10053.83],[7217.1401,9827.875],[8274.5195,5959.6602],[11872.323,12808.96],[4830.1367,2427.4019],[10497.543,7392.2471],[8953.4258,8895.1299],[4968.2163,8556.0557],[3532.25,6699.2129],[5340.9038,7477.4463],[7250.2588,3253.1953],[6891.0015,7268.6304],[8422.4473,10592.089],[11183.359,10574.101],[5681.2202,4308.855],[3778.5913,4524.0386],[6644.7686,8897.3213],[45545.5605,1256.8262]];
 
Here are the static coords for chernarus i have set up (around 20) should be quite enough to make it unpredictable.
Feel free to update original post OP with preset staticcords option.

These Staticcords are all pretty much default, 16 of 20 are spawned within the inner square of chernarus where regular heli crashes were spawned, where as the other 4 are spawned ::: Open field by chernarus, All Airfields (1 at each)

Chernarus Coords:

_staticcoords = [[6277.5605,8332.8262],[1234.5605,4321.8262],[4557.9087,10053.83],[7217.1401,9827.875],[8274.5195,5959.6602],[11872.323,12808.96],[4830.1367,2427.4019],[10497.543,7392.2471],[8953.4258,8895.1299],[4968.2163,8556.0557],[3532.25,6699.2129],[5340.9038,7477.4463],[7250.2588,3253.1953],[6891.0015,7268.6304],[8422.4473,10592.089],[11183.359,10574.101],[5681.2202,4308.855],[3778.5913,4524.0386],[6644.7686,8897.3213],[45545.5605,1256.8262]];
I would create a lot more... its not just that they are not predictable, with only 20 coords you have a high chance of 2-3 crashsites at one place.

I created like 300 coords only for namalsk (which is alot smaller)
 
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