ejik[sow]

Addons helicrash arma 3 Exile

7 posts in this topic

This addon with numerous settings for crashes transport on your server. The player triggered a crash and crashes not far from him. The presence of bots
https://github.com/ejikSOW/helicrash

install addons: Take the addon and throws in @ExileServer/addons

You can configure the addon in the config file.cpp

Main settings:
minPlayer = 1; / * the Minimum number of players for the appearance of the paint. */
spawnFly = 1; / * parameter is responsible for the appearance of bots in the air or on the ground. 0-on the ground, 1-in the air */
startCrash = 40; /* how much time will fall helices after the restart. In seconds. */ 
betweenTime = 1000; / * After what time the next crash will fall. In seconds. */
betweenTimeEndCrash = 1500; / * After what time the current crash will be removed. */
startCountBots = 5; / * how many will be the number of bots in the helicopter.  unexpectedly */
endCountBots = 5; /* how far will the number of bots in the helicopter.  unexpectedly */
startCountVehicleBots = 5; / * how many will be the number of bots in land transport.  unexpectedly */
endCountVehicleBots = 5; /* how far will the number of bots in land transport.  unexpectedly        /* 
betweenTimeCrash = 2; / * Delay in seconds before falling */
betweenTimeBots = 3; / * Delay in seconds between the start of the helicopter crash and landing * / 
betweenTimeYawik = 4; / * Delay in seconds before the box appears */
heightCrash = 600; /* Height of any falls helicopter */ 
countItemBots = 3; / * number of random loot in bots. Taken randomly */ 
minPlayerMetrsCrash = 500; /* minimum distance of occurrence from the player */
maxPlayerMetrsCrash = 700; / * maximum range of appearance from the player */
mincountWeapon = 2; / * minimum number of random weapons in the loot box. Taken randomly */
maxcountWeapon = 2; / * maximum number of random weapons in the box with loot. Taken randomly */
mincountItems = 5; / * minimum number of random loot in the loot box. Taken randomly */
maxcountItems = 5; / * maximum number of random loot in the loot box. Taken randomly */
countBackpack = 2; / * number of backpacks in the box with loot. Taken randomly */
radiusMetrsCrash = 50; / * Radius of movement of bots in passive mode. If they see the target, they'll follow. */ 
crashType = 0; / * 0 - all types of crash, 1 - only helicopters, 2 - only equipment. */
classBoats = "O_Soldier_unarmed_F"; / * bot Class */
classHeli = "B_Heli_Transport_01_F"; / * helicopter Class */
classVehicle = "B_MRAP_01_hmg_F"; / * equipment class * / 
classBox = "Box_IND_Ammo_F"; / * mailbox Class */
markerCrashEnabled = 1; / * Show marker on the map */
markerCrashText = "Crash with bots"; /* text of the token */
minrespectKilledBoat = 50; / * number of respect per bot */
maxrespectKilledBoat = 100; / * number of respect per bot */
alertCrashEnabled = 1; / * enable text notification */
alertCrashTitle = "crash with bots"; / * Header crash */
alertCrashContent = "Group bots suffered a crash. It is still possible to find something valuable"; /* Content of the crash */

Also you can configure the loot:

class crashLoot

Take for example adding a new weapon class bots weaponBots

weapon 7 [] = {"LG_Mk 200_F", "200Rnd_65x39_case_Box", 5};
1 parameter-weapon class
2 parameter-store class
Parameter 3 - the number of stores
Accordingly, you will need to add to the 
weaponBotsPrimary [] = {"weapon 1", "weapon 2", "weapon 3", "weapon 4", "weapon 5", "weapon 6", " weapon7"};

Similar with secondary weapons and weapons for the crate.
Hope you enjoy )

Edited by ejik[sow]
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Ok this is good nice job! How do i change the name of the mission in game as it apears on the map? as it is in russain

cheers

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        alertCrashContent = "Группа ботов потерпела краш. Там ещё можно найти что-то ценное"; /* Контент краша */ 

and change to english version

        alertCrashContent = "A group of bots crashed. There's still something valuable to be found"; /* Контент краша */ 

or this

Spoiler

class CfgPatches
{
    class exile_crash
    {
        requiredVersion=1.0;
        requiredAddons[]=
        {
            "exile_server"
        };
        units[]={};
        weapons[]={};
        magazines[]={};
        ammo[]={};
    };
};

class CfgFunctions
{
    class exile_crash
    {
        class Bootstrap
        {
            file = "\exile_crash\bootstrap";
            class preInit
            {
                preInit = 1;
            };
            class postInit
            {
                postInit = 1;
            };
        };
    };
};

class cfgCrash
{
    class options
    {
        minPlayer = 1; /* Minimum number of players for crash. */
        spawnFly = 1; /* The parameter is responsible for the appearance of ai in the air or on the ground. 0 - On the ground, 1 - in the air */
        startCrash = 40; /* What time will start to fall Helikrash after the restart. in seconds. */    
        betweenTime = 1000; /* How long will the next crash fall? In seconds. */
        betweenTimeEndCrash = 1500; /* How long the current crash will be deleted. */
        startCountBots = 5; /* How much will the number of ai in the helicopter. Randomly */
        endCountBots = 5; /* Until the number of ai in the helicopter. Randomly */
        startCountVehicleBots = 5; /* From how much will be the number of ai in the ground transport. Randomly */
        endCountVehicleBots = 5; /* Up to how many ai in the ground transport. Randomly */        
        betweenTimeCrash = 2; /* Delay in seconds before falling */
        betweenTimeBots = 3; /* Delay in seconds between the start of the helicopter's fall and the unloading of the landing */    
        betweenTimeYawik = 4; /* Delay in seconds before drawer */
        heightCrash = 600; /* Height with what falls helicopter */    
        countItemBots = 3; /* The number of arbitrary loot on the ai. */    
        minPlayerMetrsCrash = 500; /* Minimum distance of appearance from the player */
        maxPlayerMetrsCrash = 700; /* Maximum distance of appearance from the player */
        mincountWeapon = 2; /* The minimum number of arbitrary weapons in the box is with loot. */
        maxcountWeapon = 2; /* The maximum number of arbitrary weapons in the box is with loot. */
        mincountItems = 5; /* The minimum amount of arbitrary loot in a box with loot. */
        maxcountItems = 5; /* The maximum amount of arbitrary loot in a box with loot. */
        countBackpack = 2; /* Number of backpacks in a box with loot. */
        radiusMetrsCrash = 50; /* The radius of movement of ai in pasivnom mode. If they see the target will hunt. */    
        crashType = 0; /* 0 - All types of crashing, 1 - Only helicopters, 2 - Technology only. */
        classBoats = "O_Soldier_unarmed_F"; /* AI Class */
        classHeli = "B_Heli_Transport_01_F"; /* Helicopter class */
        classVehicle = "B_MRAP_01_hmg_F"; /* Vehicle Type */    
        classBox = "Box_IND_Ammo_F"; /* Crate Class */
        markerCrashEnabled = 1; /* Show marker on map */
        markerCrashText = "AI Crash"; /* Marker text */
        minrespectKilledBoat = 50; /* Amount of respect for Bota */
        maxrespectKilledBoat = 100; /* Amount of respect for Bota */
        alertCrashEnabled = 1; /* Enable text alert */
        alertCrashTitle = "AI Crash"; /* Crash headline */
        alertCrashContent = "AI Have Crashed. Go See Whats There To Keep"; /* Crash content */         
    };
    
    class crashLoot
    {
        /* List of weapons for ai */
        class weaponBots
        {
            weapon1[] = {"arifle_MX_SW_F","100Rnd_65x39_caseless_mag_Tracer",5}; 
            weapon2[] = {"hgun_PDW2000_F","30Rnd_9x21_Mag",5}; 
            weapon3[] = {"arifle_MXM_F","30Rnd_65x39_caseless_mag",5};
            weapon4[] = {"LMG_Mk200_F","200Rnd_65x39_cased_Box",5};
            weapon5[] = {"LMG_Mk200_F","200Rnd_65x39_cased_Box",5};
            weapon6[] = {"LMG_Mk200_F","200Rnd_65x39_cased_Box",5};                
        };
        
        /* List of secondary weapons for ai {"","",0} - means that there is no secondary weapon */
        class weaponSecondaryBots
        {
            weapon1[] = {"","",0}; 
            weapon2[] = {"","",0}; 
            weapon3[] = {"launch_RPG7_F","RPG7_F",2};
            weapon4[] = {"launch_RPG7_F","RPG7_F",2};
        };
        
        /* Primary weapons */
        weaponBotsPrimary[] = {"weapon1","weapon2","weapon3","weapon4","weapon5","weapon6"};
        /* Secondary weapons */
        weaponBotsSecondary[] = {"weapon1","weapon2","weapon3","weapon4"};
        /* List of optics for ai */
        rifleOpticsBots[] = {"optic_ERCO_khk_F","optic_MRCO","optic_Hamr","optic_ERCO_khk_F","optic_MRCO","optic_Hamr"};
        /* List of uniforms */
        uniformBots[] = {"U_OG_Guerilla3_2","U_O_CombatUniform_ocamo","U_O_PilotCoveralls"};
        /* List of vest */
        vestBots[] = {"V_PlateCarrier_Kerry","V_Press_F","V_PlateCarrierL_CTRG"};
        /* Backpacks for ai appear only if parameter _spawnfly = 0. If you leave the array empty [], the ai will simply not have backpacks. */
        backpacksBots[] = {"B_Kitbag_rgr","B_Kitbag_mcamo","B_TacticalPack_mcamo"};
        /* Random Loot in ai */
        itemBots[] = {"Exile_Item_EMRE","Exile_Item_Surstromming_Cooked","Exile_Item_PowerDrink"};
        /* List of ai ranks */
        rankBoats[] = {"CORPORAL","SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL"};
        /* Casual the list of bot stiffness. is formed from 0 to 1, for example 50% is 0.5 */
        abilityBots[] = {0.5,0.6,0.7,0.8,0.9};
        
        /* Drawer Settings */
        /* Weapons in the box */
        class weaponAmmo
        {
            weapon1[] = {"arifle_MX_SW_F","100Rnd_65x39_caseless_mag_Tracer",3}; 
            weapon2[] = {"hgun_PDW2000_F","30Rnd_9x21_Mag",3}; 
            weapon3[] = {"arifle_MXM_F","30Rnd_65x39_caseless_mag",3};
            weapon4[] = {"LMG_Mk200_F","200Rnd_65x39_cased_Box",3};
        };
        /* Primary weapons */
        weaponBoxPrimary[] = {"weapon1","weapon2","weapon3","weapon4"};
        /* List of optics in the box */
        rifleOptics[] = {"optic_ERCO_khk_F","optic_MRCO","optic_Hamr","optic_ERCO_khk_F","optic_MRCO","optic_Hamr"};
        /* List of backpacks in the box */
        backpacks[] = {"B_Kitbag_rgr","B_Kitbag_mcamo","B_TacticalPack_mcamo"};
        /* List of loot in the box */
        itemmy[] = {"muzzle_snds_L","muzzle_snds_H_SW","muzzle_snds_M","muzzle_snds_L","muzzle_snds_M","U_OG_Guerilla3_2","U_O_CombatUniform_ocamo","Exile_Item_EMRE","Exile_Item_Surstromming_Cooked","Exile_Item_PowerDrink","Exile_Item_PlasticBottleCoffee","Exile_Item_Vishpirin","Exile_Item_Matches","Exile_Item_DuctTape","Exile_Item_CanOpener","Exile_Item_Bandage","Exile_Item_InstaDoc"};    
    };
};

 

Edited by hogansheroes
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