f3cuk / WICKED-AI

Wicked AI missions for your server
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question/help - ammo boxes in static mission config #119

Closed raptikCZ closed 9 years ago

raptikCZ commented 9 years ago

Hi, can i have something wrong(missing) in my setup or its bug/normal behavior with ammoboxes in static/chernarus.sqf i have setup there small bandit camp, with 2 spawned vehicles, AI, static guns all working fine but boxes dissapear after several minutes after restart (i dont look at yet it preciesly, but seems like there is connection with beginnig or ending of first mission after server restart) there is no error in RPT, or elsewhere

i have this:

private         ["_bedny_skalisty1","_crate_type_skalisty1",
"_bedny_skalisty2","_crate_type_skalisty2",
"_bedny_skalisty3","_crate_type_skalisty3",
"_vehicle1","_vehclass1",
"_vehicle1","_vehclass1"];

_crate_type_skalisty1 = crates_large call BIS_fnc_selectRandom; _crate_type_skalisty2 = crates_large call BIS_fnc_selectRandom; _crate_type_skalisty3 = crates_large call BIS_fnc_selectRandom;

_bedny_skalisty1 = createVehicle [_crate_type_skalisty1,[13702.116, 2902.0452, -3.4332275e-005],[],0,"CAN_COLLIDE"];
_bedny_skalisty2 = createVehicle [_crate_type_skalisty2,[13720.502, 2888.4939, -7.6293945e-006],[],0,"CAN_COLLIDE"];
_bedny_skalisty3 = createVehicle [_crate_type_skalisty3,[13715.475, 2892.6902, -3.0517578e-005],[],0,"CAN_COLLIDE"];

[_bedny_skalisty1,[10,ai_wep_sniper],[10,crate_tools_sniper],[7,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate; [_bedny_skalisty2,[10,ai_wep_machine],[10,crate_tools_buildable],[15,crate_items_food],[2,crate_backpacks_large]] call dynamic_crate; [_bedny_skalisty3,[10,ai_wep_assault],[10,crate_tools],[40,crate_items_buildables],[2,crate_backpacks_large]] call dynamic_crate;

sorry for posting here, but on epochforum i cant make posts in your thread (i have fresh account)

Epoch 1.0.5.1 - no infistar, DZAI, WAI 2.1.4

thx for reply

f3cuk commented 9 years ago

All looks well, please post your complete file for review.

raptikCZ commented 9 years ago

there it is :) i found that starting or ending of missions have nothing to do with this. but i tried (after server start) stay at place when boxes are spawned. spawnig of boxes are ok. i tried to watch it about almost 15minutes - still be there :) but after i ported somewhere and second admin ported there and found that boxes were despawned. it is possible that it been somewere linked to one of this timers? :: wai_mission_timer = [300,900];
wai_mission_timeout = [900,1800];

chernarus.sqf:

if(isServer) then { private ["_bedny_skalisty1","_crate_type_skalisty1", "_bedny_skalisty2","_crate_type_skalisty2", "_bedny_skalisty3","_crate_type_skalisty3", "_vehicle1","_vehclass1", "_vehicle2","_vehclass2"];

//Custom Spawns file//
/*
Custom group spawns Eg.
[
    [953.237,4486.48,0.001],            // Position
    4,                                  // Number Of units
    "Random",                           // Skill level of unit (easy, medium, hard, extreme, Random)
    "Random",   or ["Random","at"],     // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
    4,                                  // Number of magazines
    "Random",                           // Backpack classname, use "Random" or classname here
    "Random",                           // Skin classname, use "Random" or classname here
    "Random",                           // Gearset number. "Random" for random gear set
    "Bandit"                            // AI Type, "Hero" or "Bandit".
] call spawn_group;

Place your custom group spawns below
*/

//skalisty //vehikly _vehclass1 = armed_vehicle call BIS_fnc_selectRandom; _vehclass2 = armed_chopper call BIS_fnc_selectRandom;

//Spawn vehicles
_vehicle1       = [_vehclass1, [13726.033, 2895.5754, 3.8146973e-006] ] call custom_publish; 
_vehicle2       = [_vehclass2, [13678.17, 2937.4385, -3.4332275e-005] ] call custom_publish; 

_crate_type_skalisty1 = crates_large call BIS_fnc_selectRandom; _crate_type_skalisty2 = crates_large call BIS_fnc_selectRandom; _crate_type_skalisty3 = crates_large call BIS_fnc_selectRandom;

_bedny_skalisty1 = createVehicle [_crate_type_skalisty1,[13702.116, 2902.0452, -3.4332275e-005],[],0,"CAN_COLLIDE"];
_bedny_skalisty2 = createVehicle [_crate_type_skalisty2,[13720.502, 2888.4939, -7.6293945e-006],[],0,"CAN_COLLIDE"];
_bedny_skalisty3 = createVehicle [_crate_type_skalisty3,[13715.475, 2892.6902, -3.0517578e-005],[],0,"CAN_COLLIDE"];

[_bedny_skalisty1,[10,ai_wep_sniper],[10,crate_tools_sniper],[7,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate; [_bedny_skalisty2,[10,ai_wep_machine],[10,crate_tools_buildable],[15,crate_items_food],[2,crate_backpacks_large]] call dynamic_crate; [_bedny_skalisty3,[10,ai_wep_assault],[10,crate_tools],[40,crate_items_buildables],[2,crate_backpacks_large]] call dynamic_crate;

// [_bedny_skalisty3,[1,ai_wep_launchers_AT],[2,crate_tools_sniper],[1,crate_items_high_value],[1,crate_backpacks_large]] call dynamic_crate; // [_bedny_skalisty3,[1,ai_wep_launchers_AA],[2,crate_tools_sniper],[1,crate_items_high_value],[1,crate_backpacks_large]] call dynamic_crate;

[
    [13720.994, 2895.228, 8.392334e-005],           // Position
    3,                                  // Number Of units
    "Random",                           // Skill level of unit (easy, medium, hard, extreme, Random)
    ["Random","aa"],        // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
    4,                                  // Number of magazines
    "Random",                           // Backpack classname, use "Random" or classname here
    "Random",                           // Skin classname, use "Random" or classname here
    "Random",                           // Gearset number. "Random" for random gear set
    "Bandit"                            // AI Type, "Hero" or "Bandit".
] call spawn_group;

//skalisty [ [13706.331, 2905.6997, -3.8146973e-006], // Position 3, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 3, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group;

//skalisty [ [13735.26, 2933.2478, 1.9073486e-005], // Position 3, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) ["Random","aa"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 3, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group;

//skalisty [ [13785.894, 2918.0049, 1.5258789e-005], // Position 3, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) ["Random","aa"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 3, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group;

//skalisty [ [13702.812, 2974.7979, 3.4332275e-005], // Position 3, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) ["Random","aa"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 3, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group;

//skalisty [ [13656.611, 2932.6184, -9.9182129e-005], // Position 3, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) ["Random","aa"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 3, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group;

//skalisty [ [13647.357, 2875.55, -8.7738037e-005], // Position 3, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) ["Random","aa"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 3, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group;

//skalisty [ [13681.799, 2857.3643, -8.392334e-005], // Position 3, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) ["Random","aa"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 3, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group;

//skalisty [ [13745.928, 2831.2727, -0.00010681152], // Position 3, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) ["Random","aa"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 3, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group;

//skalisty [ [13773.192, 2869.491, 2.6702881e-005], // Position 3, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) ["Random","aa"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 3, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group;

/*
Custom static weapon spawns Eg. (with mutiple positions)

[
    [                                   // Position(s) (can be multiple)
        [911.21,4532.76,2.62],
        [921.21,4542.76,2.62]
    ],
    "M2StaticMG",                       // Classname of turret
    "easy",                             // Skill level of unit (easy, medium, hard, extreme, Random)
    "Bandit2_DZ",                       // Skin classname, use "Random" or classname here
    "Bandit",                           // AI Type, "Hero" or "Bandit".
    "Random",                           // Primary gun set number. "Random" for random weapon set
    2,                                  // Number of magazines
    "Random",                           // Backpack classname, use "Random" or classname here
    "Random"                            // Gearset classname, use "Random" or classname here
] call spawn_static;

Place your custom static weapon spawns below
*/

/* zatim nerozpoznaj hera od bandity // sobor checkpoint [ [ // Position(s) (can be multiple) [6631.7329, 7506.354, -3.0517578e-005], [6670.0444, 7521.8618, -3.0517578e-005], [6667.0122, 7528.0532, -6.1035156e-005], [6626.8022, 7513.541, 0] ], "M2StaticMG", // Classname of turret "extreme", // Skill level of unit (easy, medium, hard, extreme, Random) "FR_R", // Skin classname, use "Random" or classname here "Hero", // AI Type, "Hero" or "Bandit". "Random", // Primary gun set number. "Random" for random weapon set 10, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static; */

// skalisty - brana [ [ // Position(s) (can be multiple) [13726.878, 2930.1582, 7.6293945e-006], [13733.851, 2924.4365, 3.8146973e-006] ], "M2StaticMG", // Classname of turret "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static;

// skalisty - oploceni [ [ // Position(s) (can be multiple) [13762.006, 2908.3015, 6.8664551e-005], [13710.112, 2947.7363, -7.6293945e-006] ], "M2StaticMG", // Classname of turret "medium", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static;

// skalisty - oploceni 2 [ [ // Position(s) (can be multiple) [13677.743, 2894.8142, 2.6702881e-005], [13727.364, 2860.9048, -1.9073486e-005] ], "M2StaticMG", // Classname of turret "medium", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static;

// skalisty - oploceni 3 [ [ // Position(s) (can be multiple) [13737.036, 2863.7366, 2.6702881e-005], [13764.426, 2901.1069, 1.5258789e-005] ], "M2StaticMG", // Classname of turret "medium", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static;

// skalisty - oploceni 4 [ [ // Position(s) (can be multiple) [13701.466, 2944.6677, 2.2888184e-005], [13701.466, 2944.6677, 2.2888184e-005] ], "M2StaticMG", // Classname of turret "medium", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static;

/*
Custom Chopper Patrol spawn Eg.

[
    [725.391,4526.06,0],                // Position to patrol
    [0,0,0],                            // Position to spawn chopper at
    2000,                               // Radius of patrol
    10,                                 // Number of waypoints to give
    "UH1H_DZ",                          // Classname of vehicle (make sure it has driver and two gunners)
    "Random",                           // Skill level of units (easy, medium, hard, extreme, Random)
    "Random",                           // Skin classname, use "Random" or classname here
    "Bandit"                            // AI Type, "Hero" or "Bandit".
] spawn heli_patrol;

Place your heli patrols below
*/

[
    [6307.6416, 7803.0928, -305.02917],             // Position to patrol
    [6307.6416, 7803.0928, 500],                            // Position to spawn chopper at
    1000,                               // Radius of patrol
    10,                                 // Number of waypoints to give
    "MH60S",                            // Classname of vehicle (make sure it has driver and two gunners)
    "extreme",                          // Skill level of units (easy, medium, hard, extreme, Random)
    "Random",                           // Skin classname, use "Random" or classname here
    "Hero"                          // AI Type, "Hero" or "Bandit".
] spawn heli_patrol;

/* 
Custom Vehicle patrol spawns Eg. (Watch out they are stupid)

[
    [725.391,4526.06,0],                // Position to patrol
    [725.391,4526.06,0],                // Position to spawn at
    200,                                // Radius of patrol
    10,                                 // Number of waypoints to give
    "HMMWV_Armored",                    // Classname of vehicle (make sure it has driver and gunner)
    "Random",                           // Skill level of units (easy, medium, hard, extreme, Random)
    "Random",                           // Skin classname, use "Random" or classname here
    "Bandit"                            // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;

Place your vehicle patrols below this line
*/

/ //sobor checkpiont hero [ [6651.8965, 7551.2866, -3.0517578e-005], // Position to patrol [6651.8965, 7551.2866, -3.0517578e-005], // Position to spawn at 200, // Radius of patrol 10, // Number of waypoints to give "HMMWV_M1151_M2_CZ_DES_EP1_DZE", // Classname of vehicle (make sure it has driver and gunner) "extreme", // Skill level of units (easy, medium, hard, extreme, Random) "hero", // Skin classname, use "Random" or classname here "hero" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; /

/*
Paradropped unit custom spawn Eg.

[
    [911.21545,4532.7612,2.6292224],    // Position that units will be dropped by
    [0,0,0],                            // Starting position of the heli
    400,                                // Radius from drop position a player has to be to spawn chopper
    "UH1H_DZ",                          // Classname of chopper (Make sure it has 2 gunner seats!)
    5,                                  // Number of units to be para dropped
    "Random",                           // Skill level of units (easy, medium, hard, extreme, Random)
    "Random",                           // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
    4,                                  // Number of magazines
    "Random",                           // Backpack classname, use "Random" or classname here
    "Bandit2_DZ",                       // Skin classname, use "Random" or classname here
    "Random",                           // Gearset number. "Random" for random gear set.
    "Bandit",                           // AI Type, "Hero" or "Bandit".
    true                                // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. 
] spawn heli_para;

Place your paradrop spawns under this line
*/

//velke letiste [ [4883.5293, 9877.8975], // Position that units will be dropped by [4883.5293,0,500], // Starting position of the heli 200, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) 5, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para;

diag_log format["WAI: Static mission for %1 loaded", missionName];

};

f3cuk commented 9 years ago

Looks like a persistence issue then. Normally persistence gets sets by the Wicked AI mission system, but since this is a static mission you have to do it yourself. Try setting below variables to each of the crates in order for them to become persistent.

_crate_type_skalisty1 setVariable ["ObjectID","1",true]; // Necessary for some anti-hack solutions
_crate_type_skalisty1 setVariable ["permaLoot",true]; // Makes the cleanup section skip this one
_crate_type_skalisty1 allowDamage false; // Optional if you want the crate to be industructable
raptikCZ commented 9 years ago

thanks, i will try it after i get home from work :)

raptikCZ commented 9 years ago

ok when i use variable _crate_type skalisty1 for set variable i got this in log: 22:15:12 "Loot event setup, waiting for 1900 seconds" 22:15:15 "WAI: AI Config File Loaded" 22:15:19 "WAI: Initialising missions" 22:15:19 "WAI: Initialising static missions" 22:15:19 "WAI: AI Monitor Started" 22:15:33 Error in expression <nc_selectRandom;

_crate_type_skalisty1 setVariable ["ObjectID","1",true]; _cra> 22:15:33 Error position: <setVariable ["ObjectID","1",true]; _cra> 22:15:33 Error setvariable: Typ Řetězec, má být Namespace,Objekt,Skupina,Team member,Task,Location 22:15:33 File z\addons\dayz_server\WAI\static\chernarus.sqf, line 40 22:16:16 "[DZAI] DZAI functions compiled." 22:16:16 "[DZAI] Epoch classnames loaded." 22:16:16 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. WorldName: chernarus. ModName: epoch (Ver: 1.0.5.1). DZAI_dynamicWeaponList: true. VerifyTables: true." 22:16:16 "[DZAI] AI spawn settings: Static: true. Dynamic: false. Air: true. Land: true." 22:16:16 "[DZAI] AI settings: DZAI_findKiller: true. DZAI_useHealthSystem: true. DZAI_weaponNoise: false. DZAI_zombieEnemy: false." 22:16:16 "[DZAI] DZAI loading completed in 70.95 seconds." 22:16:18 "[DZAI] Verified 191 unique classnames in 0.820007 seconds."

nut vhen used _bedny_skalisty1 after :

_bedny_skalisty1 = createVehicle [_crate_type_skalisty1,[13702.116, 2902.0452, -3.4332275e-005],[],0,"CAN_COLLIDE"];

its ok (no error) and still testing if amoboxes will be delated... i try to use it only on first one, but seems it is working for all (now it is almost 20miutes left)

raptikCZ commented 9 years ago

ok this seems to work... :

_crate_type_skalisty1 = crates_large call BIS_fnc_selectRandom; _crate_type_skalisty2 = crates_large call BIS_fnc_selectRandom; _crate_type_skalisty3 = crates_large call BIS_fnc_selectRandom;

_bedny_skalisty1 = createVehicle [_crate_type_skalisty1,[13702.116, 2902.0452, -3.4332275e-005],[],0,"CAN_COLLIDE"];
_bedny_skalisty2 = createVehicle [_crate_type_skalisty2,[13720.502, 2888.4939, -7.6293945e-006],[],0,"CAN_COLLIDE"];
_bedny_skalisty3 = createVehicle [_crate_type_skalisty3,[13715.475, 2892.6902, -3.0517578e-005],[],0,"CAN_COLLIDE"];

_bedny_skalisty1 setVariable ["ObjectID","1",true]; // Necessary for some anti-hack solutions _bedny_skalisty1 setVariable ["permaLoot",true]; // Makes the cleanup section skip this one _bedny_skalisty1 allowDamage false; // Optional if you want the crate to be industructable

now testing it on all 3 crates

raptikCZ commented 9 years ago

this code works for me: (here is one for crates only) if(isServer) then { private ["_bedny_skalisty1","_crate_type_skalisty1", "_bedny_skalisty2","_crate_type_skalisty2", "_bedny_skalisty3","_crate_type_skalisty3"];

_crate_type_skalisty1 = crates_large call BIS_fnc_selectRandom; _crate_type_skalisty2 = crates_large call BIS_fnc_selectRandom; _crate_type_skalisty3 = crates_large call BIS_fnc_selectRandom;

_bedny_skalisty1 = createVehicle [_crate_type_skalisty1,[13702.116, 2902.0452, -3.4332275e-005],[],0,"CAN_COLLIDE"];
_bedny_skalisty2 = createVehicle [_crate_type_skalisty2,[13720.502, 2888.4939, -7.6293945e-006],[],0,"CAN_COLLIDE"];
_bedny_skalisty3 = createVehicle [_crate_type_skalisty3,[13715.475, 2892.6902, -3.0517578e-005],[],0,"CAN_COLLIDE"];

_bedny_skalisty1 setVariable ["ObjectID","1",true]; // Necessary for some anti-hack solutions _bedny_skalisty1 setVariable ["permaLoot",true]; // Makes the cleanup section skip this one _bedny_skalisty1 allowDamage false; // Optional if you want the crate to be industructable

_bedny_skalisty2 setVariable ["ObjectID","1",true]; // Necessary for some anti-hack solutions _bedny_skalisty2 setVariable ["permaLoot",true]; // Makes the cleanup section skip this one _bedny_skalisty2 allowDamage false; // Optional if you want the crate to be industructable

_bedny_skalisty3 setVariable ["ObjectID","1",true]; // Necessary for some anti-hack solutions _bedny_skalisty3 setVariable ["permaLoot",true]; // Makes the cleanup section skip this one _bedny_skalisty3 allowDamage false; // Optional if you want the crate to be industructable

[_bedny_skalisty1,[10,ai_wep_sniper],[10,crate_tools_sniper],[7,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate; [_bedny_skalisty2,[10,ai_wep_machine],[10,crate_tools_buildable],[15,crate_items_food],[2,crate_backpacks_large]] call dynamic_crate; [_bedny_skalisty3,[10,ai_wep_assault],[10,crate_tools],[40,crate_items_buildables],[2,crate_backpacks_large]] call dynamic_crate;

};

several restarts, almost six hours and crates are still there

thanks for help