HeliControl

Manage CH47 & helicopter health, player damage, configure turrets/rockets, and more!

Total Downloads: 35,336 - First Release: Sep 18, 2015 - Last Update: Apr 19, 2018

5/5, 74 likes
  1. I'm not able to get the crates to spawn with HeliControl and AlphaLoot running at the same time. if I disable helicontrol and only use AlphaLoot and it works fine. I have confirmed that helicontrol is for sure not letting me spawn the crates.
     
    Last edited by a moderator: Apr 15, 2018
  2. Is this in regards to CH47 or the regular helicopter? If it's the latter, make sure neither you or your group have the permission "helicontrol.nodrop".
     
  3. nvm i was a noob and had the permission added to my group :(
     
    Last edited by a moderator: Apr 15, 2018
  4. Ok Shady I figured out why my heli is crashing way early!! If you shoot the tail or the propeller even if the heli has 10k HP you can shoot it down WAY way fast by just shooting the tail! How can we fix this.....my players are killing the heli in a mater of 3 min or less just shooting the tail ! I dont remember this happening in the past........
     
  5. Thats normal... Check the config, Tail and main rotor have way less hp then the body, Double its hp there and its way harder.
     
  6. Funnily enough our players are reporting an invincible heli lol
     
  7. i called the chinook - it came flew around me then left the map
    Didnt even fire at all
     
  8. I'm pretty sure as of a recent Rust & Oxide update, the CH47 isn't spawning with scientists. Haven't had time to confirm this, but from what I've read, that seems to be the case.
     
  9. I have tested on my testserver with and without HeliControl. Same issues without. The CH47 spawns, gets no scientists to be seen and console gives out error as posted before. Then again, I'm pretty new to this ai stuff from Facepunch....
     
  10. When i called it when it was introduced it had em but thats because i called ch47s.entity which included scientists instead of the ch47.entity. this was using a console command before it was in heli control.
     
  11. Chinook is fubar, at least on my server. it seems to crash or get killed and drops 3-5,000 locked crates. server then lags out. is there a way to suppress the CH47 event ?
     
  12. If you want to stop the entire event, set the config option to disable default CH47 spawns in the config to true.
     
  13. Are the CH and regular heli both considered helis?

    I'm curious if this limits it so both cannot spawn at the same time.

    "Spawning - Max active helicopters": 1,?
     
  14. No, that setting only affects patrol helicopters.
     
  15. k thanks for the fast response!

    I'd like to request then that there is someway to limit the world to a number of flying machines at one time. Some players, especially on small maps feel it's too overbearing to have so many things in flight that can hurt them.
     
  16. Sure. Would you want an extra setting for max amount of CH47s, or something like what you originally said, so if one is already flying, like CH47 is up, don't allow a Patrol Helicopter (max would obviously be a number, like 1 or 2)?
     
  17. For me I think having a max for CH47/Heli is enough. For everyone, my guess is having separate settings might be more flexible.

    This way others have flexibility and I can still do what I need.

    Max Heli = 1
    Max CH47 = 1
    Max FlyingStuffs = 1

    If that makes sense and is reasonable.
     
  18. Is there a way to disable the ch47 with the plugin? Because i can see you can turn off the normal heli, but does it also work for the ch47?
     
  19. "Spawning - Disable CH47 default spawns": true,
     
  20. Have any of you guys seen this before?

    (12:00:30) | [event] assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab
    (12:00:43) | Invalid Position: servergibs_patrolhelicopter[14917820] (4385.6, -502.0, 3510.4) (destroying)
    (12:00:43) | Invalid Position: servergibs_patrolhelicopter[14917824] (4404.4, -506.4, 3524.5) (destroying)
    (12:00:43) | Invalid Position: servergibs_patrolhelicopter[14917821] (4423.5, -503.3, 3510.5) (destroying)
    (12:00:43) | Invalid Position: servergibs_patrolhelicopter[14917818] (4425.8, -501.2, 3498.6) (destroying)
    (12:00:43) | Invalid Position: servergibs_patrolhelicopter[14917816] (4403.4, -502.4, 3470.9) (destroying)
    (12:00:43) | Invalid Position: servergibs_patrolhelicopter[14917819] (4383.3, -502.0, 3498.6) (destroying)
    (12:00:43) | Invalid Position: servergibs_patrolhelicopter[14917815] (4395.3, -501.0, 3481.5) (destroying)
    (12:00:43) | Invalid Position: servergibs_patrolhelicopter[14917822] (4392.3, -500.4, 3512.7) (destroying)
    (12:00:43) | Invalid Position: servergibs_patrolhelicopter[14917823] (4417.0, -500.4, 3512.7) (destroying)
    (12:00:43) | Invalid Position: servergibs_patrolhelicopter[14917817] (4404.6, -501.7, 3502.4) (destroying)
    (12:00:45) | Invalid Position: heli_crate[14917833] (4405.9, -500.4, 3501.2) (destroying)
    (12:00:46) | Invalid Position: heli_crate[14917853] (4398.8, -500.7, 3504.7) (destroying)
    (12:00:46) | Invalid Position: heli_crate[14917843] (4398.0, -504.5, 3502.5) (destroying)
    (12:00:46) | Invalid Position: heli_crate[14917840] (4406.1, -503.8, 3512.1) (destroying)

    It happens with heli.call and callheli.