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.

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
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nvm i was a noob and had the permission added to my group
Last edited by a moderator: Apr 15, 2018 -
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........
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Funnily enough our players are reporting an invincible heli lol
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i called the chinook - it came flew around me then left the map
Didnt even fire at all -
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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....
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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.
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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 ?
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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,? -
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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. -
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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. -
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?
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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.