riouken 15 Posted March 7, 2013 This is a WORKING ammo box script. I have seen quite a few posts for class names and a lot of people are posting class names that don't work currently. This has all the working items in game that I can find so far, no errors or blanks in the ammo box. You should be able to put on most of this gear and attachments.(But I have not tried every singe one). It will refil every 500 seconds. You can change that at the bottom of the script. thanks to porter707 I mixed some of his classnames and corrected all of his broken ones with the ones I found. Put this in the init of your ammo box. nul =[this] execVM "ammo_box.sqf"; ammo_box.sqf ///////// MP Ammo Box script ///////// By: Riouken ///////// For Arma 3 if (! isServer) exitWith {}; _crate = _this select 0; while {alive _crate} do { clearMagazineCargo _crate; clearWeaponCargo _crate; clearItemCargoGlobal _crate; ///NATO Weapons/// _crate addWeaponCargoGlobal ["arifle_MX_F", 50]; _crate addWeaponCargoGlobal ["arifle_MX_GL_F", 50]; _crate addWeaponCargoGlobal ["arifle_MXC_F", 50]; _crate addWeaponCargoGlobal ["arifle_TRG20_F", 50]; _crate addWeaponCargoGlobal ["arifle_TRG21_F", 50]; _crate addWeaponCargoGlobal ["arifle_TRG21_GL_F", 50]; //_crate addWeaponCargoGlobal ["arifle_MSM_F", 50]; _crate addWeaponCargoGlobal ["srifle_EBR_F", 50]; _crate addWeaponCargoGlobal ["LMG_Mk200_F", 50]; ///OPFOR Weapons//// _crate addWeaponCargoGlobal ["arifle_Khaybar_F", 50]; _crate addWeaponCargoGlobal ["arifle_Khaybar_C_F", 50]; _crate addWeaponCargoGlobal ["arifle_Khaybar_GL_F", 50]; _crate addWeaponCargoGlobal ["hgun_rook40_F", 50]; ///AMMO/// _crate addMagazineCargoGlobal ["30Rnd_65x39_Caseless_mag", 200]; _crate addMagazineCargoGlobal ["100Rnd_65x39_Caseless_mag", 200]; _crate addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag_Tracer", 200]; _crate addMagazineCargoGlobal ["100Rnd_65x39_caseless_mag_Tracer", 200]; //_crate addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag_green", 200]; _crate addMagazineCargoGlobal ["30Rnd_65x39_case_mag", 200]; _crate addMagazineCargoGlobal ["20Rnd_762x45_Mag", 200]; _crate addMagazineCargoGlobal ["16Rnd_9x21_Mag", 200]; _crate addMagazineCargoGlobal ["30Rnd_9x21_Mag", 200]; _crate addMagazineCargoGlobal ["20Rnd_556x45_UW_Mag", 200]; _crate addMagazineCargoGlobal ["30RND_556x45_Stanag", 200]; _crate addMagazineCargoGlobal ["200RND_65x39_Cased_box_Tracer", 200]; ////Launchers//// _crate addWeaponCargoGlobal ["launch_NLAW_F", 50]; _crate addWeaponCargoGlobal ["launch_RPG32_F", 50]; ////Launcher Ammo//// _crate addMagazineCargoGlobal ["RPG32_F", 50]; _crate addMagazineCargoGlobal ["NLAW_F", 50]; /////Explosives//// _crate addMagazineCargoGlobal ["ATMine_Range_Mag", 50]; _crate addMagazineCargoGlobal ["APERSMine_Range_Mag", 50]; _crate addMagazineCargoGlobal ["ClaymoreDirectionalMine_Remote_Mag", 50]; _crate addMagazineCargoGlobal ["DemoCharge_Remote_Mag", 50]; _crate addMagazineCargoGlobal ["APERSBoundingMine_Range_Mag", 50]; _crate addMagazineCargoGlobal ["SLAMDirectionalMine_Wire_Mag", 50]; _crate addMagazineCargoGlobal ["APERSTripMine_Wire_Mag", 50]; _crate addWeaponCargoGlobal ["ToolKit", 50]; _crate addWeaponCargoGlobal ["MineDetector", 50]; _crate addWeaponCargoGlobal ["Medikit", 50]; /////Grenades//// _crate addMagazineCargoGlobal ["1Rnd_HE_Grenade_shell", 50]; _crate addMagazineCargoGlobal ["1Rnd_Smoke_Grenade_shell", 50]; _crate addMagazineCargoGlobal ["1Rnd_SmokeGreen_Grenade_shell", 50]; _crate addMagazineCargoGlobal ["1Rnd_SmokeYellow_Grenade_shell", 50]; _crate addMagazineCargoGlobal ["1Rnd_SmokePurple_Grenade_shell", 50]; _crate addMagazineCargoGlobal ["1Rnd_SmokeBlue_Grenade_shell", 50]; _crate addMagazineCargoGlobal ["1Rnd_SmokeOrange_Grenade_shell", 50]; _crate addMagazineCargoGlobal ["SmokeShellRed", 50]; _crate addMagazineCargoGlobal ["SmokeShell", 50]; _crate addMagazineCargoGlobal ["SmokeShellGreen", 50]; _crate addMagazineCargoGlobal ["SmokeShellYellow", 50]; _crate addMagazineCargoGlobal ["SmokeShellPurple", 50]; _crate addMagazineCargoGlobal ["SmokeShellBlue", 50]; _crate addMagazineCargoGlobal ["SmokeShellOrange", 50]; ///Attachments/// _crate addItemCargoGlobal ["Zasleh2",50]; _crate addItemCargoGlobal ["muzzle_snds_H", 50]; _crate addItemCargoGlobal ["muzzle_snds_L", 50]; _crate addItemCargoGlobal ["muzzle_snds_B", 50]; _crate addItemCargoGlobal ["muzzle_snds_H_MG", 50]; _crate addItemCargoGlobal ["optic_Arco", 50]; _crate addItemCargoGlobal ["optic_Hamr", 50]; _crate addItemCargoGlobal ["optic_Aco", 50]; _crate addItemCargoGlobal ["optic_ACO_grn",50]; _crate addItemCargoGlobal ["optic_Holosight", 50]; _crate addItemCargoGlobal ["acc_flashlight", 50]; _crate addItemCargoGlobal ["acc_pointer_IR", 50]; ////Items//// /////Items//// _crate addItemCargoGlobal ["FirstAidKit", 50]; _crate addItemCargoGlobal ["Toolkit", 50]; ////Uniforms(working)//// _crate addItemCargoGlobal ["U_BasicBody", 50]; _crate addItemCargoGlobal ["U_B_CombatUniform_mcam", 50]; _crate addItemCargoGlobal ["U_B_CombatUniform_mcam_tshirt", 50]; _crate addItemCargoGlobal ["U_B_CombatUniform_mcam_vest", 50]; _crate addItemCargoGlobal ["U_B_HeliPilotCoveralls", 50]; _crate addItemCargoGlobal ["U_B_Wetsuit", 50]; _crate addItemCargoGlobal ["U_OI_CombatUniform_ocamo", 50]; _crate addItemCargoGlobal ["U_OI_PilotCoveralls", 50]; _crate addItemCargoGlobal ["U_OI_Wetsuit", 50]; _crate addItemCargoGlobal ["U_C_Poloshirt_blue", 50]; _crate addItemCargoGlobal ["U_C_Poloshirt_burgundy", 50]; _crate addItemCargoGlobal ["U_C_Poloshirt_stripped", 50]; _crate addItemCargoGlobal ["U_C_Poloshirt_tricolour", 50]; _crate addItemCargoGlobal ["U_C_Poloshirt_salmon", 50]; _crate addItemCargoGlobal ["U_C_Poloshirt_redwhite", 50]; _crate addItemCargoGlobal ["U_C_Commoner1_1", 50]; _crate addItemCargoGlobal ["U_C_Commoner1_2", 50]; _crate addItemCargoGlobal ["U_C_Commoner1_3", 50]; _crate addItemCargoGlobal ["U_Rangemaster", 50]; ////Vests(working)//// _crate addItemCargoGlobal ["V_Rangemaster_belt", 50]; _crate addItemCargoGlobal ["V_BandollierB_khk", 50]; _crate addItemCargoGlobal ["V_BandollierB_rgr", 50]; _crate addItemCargoGlobal ["V_BandollierB_cbr", 50]; _crate addItemCargoGlobal ["V_PlateCarrier1_rgr", 50]; _crate addItemCargoGlobal ["V_PlateCarrier1_cbr", 50]; _crate addItemCargoGlobal ["V_PlateCarrier2_rgr", 50]; _crate addItemCargoGlobal ["V_PlateCarrierGL_rgr", 50]; _crate addItemCargoGlobal ["V_Chestrig_khk", 50]; _crate addItemCargoGlobal ["V_ChestrigB_rgr", 50]; _crate addItemCargoGlobal ["V_TacVest_khk", 50]; _crate addItemCargoGlobal ["V_TacVest_brn", 50]; _crate addItemCargoGlobal ["V_TacVest_oli", 50]; _crate addItemCargoGlobal ["V_HarnessO_brn", 50]; _crate addItemCargoGlobal ["V_HarnessOGL_brn", 50]; _crate addItemCargoGlobal ["V_RebreatherB", 50]; _crate addItemCargoGlobal ["V_RebreatherIR", 50]; ////Helmets(working)//// _crate addItemCargoGlobal ["H_HelmetB", 50]; _crate addItemCargoGlobal ["H_Booniehat_khk", 50]; _crate addItemCargoGlobal ["H_Booniehat_mcamo", 50]; _crate addItemCargoGlobal ["H_Booniehat_ocamo", 50]; _crate addItemCargoGlobal ["H_HelmetB_paint", 50]; _crate addItemCargoGlobal ["H_HelmetB_light", 50]; _crate addItemCargoGlobal ["H_Cap_red", 50]; _crate addItemCargoGlobal ["H_Cap_brn_SERO", 50]; _crate addItemCargoGlobal ["H_Cap_blu", 50]; _crate addItemCargoGlobal ["H_Cap_headphones", 50]; _crate addItemCargoGlobal ["H_PilotHelmetHeli_B", 50]; _crate addItemCargoGlobal ["H_PilotHelmetHeli_O", 50]; _crate addItemCargoGlobal ["H_HelmetO_ocamo", 50]; _crate addItemCargoGlobal ["H_MilCap_ocamo", 50]; _crate addItemCargoGlobal ["H_MilCap_mcamo", 50]; sleep 500; }; Share this post Link to post Share on other sites
TG Marksman X 10 Posted March 7, 2013 Thank you, will put it to use asap. Share this post Link to post Share on other sites
adamjm 10 Posted March 7, 2013 Thanks, when yous say uniforms are working do you just mean these are the ones that are finished in this release of the Alpha? The reason I ask is I haven't found a way to change uniform at the ammo box. Share this post Link to post Share on other sites
riouken 15 Posted March 7, 2013 uniforms are limited to your side, like the civ and the opfor uniforms. They are included in this box. You can force wearing them.. but you have to script it. For the greatest amount of options, use this ammo box along with my RGM- Riouken's Gear Menu, links in my sig. Share this post Link to post Share on other sites
JackSpyder 10 Posted March 7, 2013 Any update on working backpacks? Share this post Link to post Share on other sites
riouken 15 Posted March 7, 2013 Use this for backpacks - http://forums.bistudio.com/showthread.php?147892-Riouken-s-Gear-Menu-Alpha Share this post Link to post Share on other sites
CombatComm 10 Posted March 8, 2013 Riouken thanks for the script! Do you mind if we edit it for missions etc? Share this post Link to post Share on other sites
riouken 15 Posted March 8, 2013 Nope not at all, you are free to edit, use and change all my code, just please leave in a credit to me please. Share this post Link to post Share on other sites
dwringer 45 Posted March 8, 2013 (edited) Hey man, this is really great stuff, I confess I am pretty clueless about MP scripting. However, I have combined your script with the other info I have found online thus far, and made some changes that should enable this thing to be very easily expanded as the classes in-game are changed. I went through the classnames alongside those in a post from another forum by Pzar, and there are a couple others in this one. If you like, feel free to use this script and take all the credit for yourself. When called like your script, afaik it functions identically. Sorry if there are bugs :) /* Arma 3 Weapon Crate Filler MP Compatible. Loops when using default quantities. Does not loop with optional args set. Updated: 7 March 2013 Authors: Riouken Pzar dwringer Arguments: [box (&optional numBag numItem numMod numWeapon numAmmo)] */ if (!isServer) exitWith {}; ///init private ["_box", "_loop", "_wait", "_numWeapon", "_numAmmo", "_numMod", "_numItem", "_numBag", "_natoWeapons", "_opforWeapons", "_launchers", "_oculars", "_cartAmmo", "_launcherAmmo", "_glAmmo", "_manAmmo", "_attachments", "_items", "_hats", "_dress", "_chest", "_backpacks"]; _box = _this select 0; _loop = true; // Defaults: _wait = 500; _numBag = 0; _numItem = 50; _numMod = 50; _numWeapon = 50; _numAmmo = 200; switch (count _this) do { case 2 : { _numBag = _this select 1;}; case 3 : { _numBag = _this select 1; _numItem = _this select 2;}; case 4 : { _numBag = _this select 1; _numItem = _this select 2; _numMod = _this select 3;}; case 5 : { _numBag = _this select 1; _numItem = _this select 2; _numMod = _this select 3; _numWeapon = _this select 4;}; case 6 : { _numBag = _this select 1; _numItem = _this select 2; _numMod = _this select 3; _numWeapon = _this select 4; _numAmmo = _this select 5;};}; _natoWeapons = [ "arifle_MX_F", "arifle_MX_GL_F", "arifle_MX_SW_F", "arifle_MXC_F", "arifle_MXM_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "arifle_TRG21_GL_F", "hgun_P07_F", "LMG_Mk200_F", "srifle_EBR_F" ]; _opforWeapons = [ "arifle_Khaybar_C_F", "arifle_Khaybar_F", "arifle_Khaybar_GL_F", "hgun_Rook40_F" ]; _launchers = [ "launch_NLAW_F", "launch_RPG32_F" ]; _oculars = [ "Binocular" ]; _cartAmmo = [ "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag_Tracer", "20Rnd_762x45_mag", "20Rnd_556x45_UW_mag", "30Rnd_556x45_Stanag", "30Rnd_65x39_case_mag", "30Rnd_65x39_case_mag_Tracer", "16Rnd_9x21_Mag", "30Rnd_9x21_Mag", "200Rnd_65x39_cased_box", "200Rnd_65x39_cased_box_Tracer" ]; _launcherAmmo = [ "NLAW_F", "RPG32_F", "RPG32_AA_F" ]; _glAmmo = [ "1Rnd_HE_Grenade_shell", "UGL_FlareWhite_F", "UGL_FlareGreen_F", "UGL_FlareRed_F", "UGL_FlareYellow_F", "UGL_FlareCIR_F", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "3Rnd_HE_Grenade_shell", "3Rnd_UGL_FlareWhite_F", "3Rnd_UGL_FlareGreen_F", "3Rnd_UGL_FlareRed_F", "3Rnd_UGL_FlareYellow_F", "3Rnd_UGL_FlareCIR_F", "3Rnd_Smoke_Grenade_shell", "3Rnd_SmokeRed_Grenade_shell", "3Rnd_SmokeGreen_Grenade_shell", "3Rnd_SmokeYellow_Grenade_shell", "3Rnd_SmokePurple_Grenade_shell", "3Rnd_SmokeBlue_Grenade_shell", "3Rnd_SmokeOrange_Grenade_shell" ]; // Omitted FlareGreen_F, FlareRed_F, FlareWhite_F, FlareYellow_F, because while they -do- work // and load up, I was unable to find a launcher for these ones yet. _manAmmo = [ "APERSBoundingMine_Range_Mag", "APERSMine_Range_Mag", "ATMine_Range_Mag", "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow", "ClaymoreDirectionalMine_Remote_Mag", "DemoCharge_Remote_Mag", "HandGrenade", "HandGrenade_Stone", "MiniGrenade", "SatchelCharge_Remote_Mag", "SLAMDirectionalMine_Wire_Mag", "SmokeShell", "SmokeShellBlue", "SmokeShellGreen", "SmokeShellOrange", "SmokeShellPurple", "SmokeShellRed", "SmokeShellYellow" ]; _attachments = [ "acc_flashlight", "acc_pointer_IR", "muzzle_snds_B", "muzzle_snds_H", "muzzle_snds_H_MG", "muzzle_snds_L", "optic_Aco", "optic_ACO_grn", "optic_Arco", "optic_Hamr", "optic_Holosight" ]; // (I omitted Zasleh2 because it comes up as a blank box for me) _items = [ "FirstAidKit", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "Medikit", "MineDetector", "NVGoggles", "ToolKit" ]; _hats = [ "H_Cap_blu", "H_Cap_brn_SERO", "H_Cap_headphones", "H_Cap_red", "H_HelmetB", "H_HelmetB_light", "H_HelmetB_paint", "H_HelmetO_ocamo", "H_MilCap_mcamo", "H_MilCap_ocamo", "H_PilotHelmetHeli_B", "H_PilotHelmetHeli_O" ]; // (left the booniehats out due to no textures) _dress = [ "U_B_CombatUniform_mcam", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_vest", "U_B_HeliPilotCoveralls", "U_B_Wetsuit", "U_BasicBody", "U_C_Commoner1_1", "U_C_Commoner1_2", "U_C_Commoner1_3", "U_C_Poloshirt_blue", "U_C_Poloshirt_burgundy", "U_C_Poloshirt_redwhite", "U_C_Poloshirt_salmon", "U_C_Poloshirt_stripped", "U_C_Poloshirt_tricolour", "U_OI_CombatUniform_ocamo", "U_OI_PilotCoveralls", "U_OI_Wetsuit" // "U_Rangemaster" ]; // (Note you can only wear your faction's clothing, and I'm not sure // who can even wear rangemaster, so it is commented out) _chest = [ "V_BandollierB_cbr", "V_BandollierB_khk", "V_BandollierB_rgr", "V_Chestrig_khk", "V_ChestrigB_rgr", "V_HarnessO_brn", "V_HarnessOGL_brn", "V_PlateCarrier1_cbr", "V_PlateCarrier1_rgr", "V_PlateCarrier2_rgr", "V_PlateCarrierGL_rgr", "V_Rangemaster_belt", "V_RebreatherB", "V_RebreatherIR", "V_TacVest_brn", "V_TacVest_khk", "V_TacVest_oli" ]; _backpacks = [ "B_AssaultPack_Base", "B_AssaultPack_blk", "B_AssaultPack_blk_DiverExp", "B_AssaultPack_blk_DiverTL", "B_AssaultPack_cbr", "B_AssaultPack_dgtl", "B_AssaultPack_khk", "B_AssaultPack_khk_holder", "B_AssaultPack_mcamo", "B_AssaultPack_ocamo", "B_AssaultPack_rgr", "B_AssaultPack_rgr_Medic", "B_AssaultPack_rgr_Repair", "B_AssaultPack_sgg", "B_Bergen_Base", "B_Bergen_sgg", "B_Bergen_sgg_Exp", "B_Carryall_Base", "B_Carryall_ocamo", "B_Carryall_oucamo", "B_Carryall_oucamo_Exp", "B_FieldPack_Base", "B_FieldPack_blk", "B_FieldPack_blk_DiverExp", "B_FieldPack_blk_DiverTL", "B_FieldPack_cbr", "B_FieldPack_cbr_AT", "B_FieldPack_cbr_Repair", "B_FieldPack_ocamo", "B_FieldPack_ocamo_Medic", "B_FieldPack_oucamo", "B_Kitbag_Base", "B_Kitbag_cbr", "B_Kitbag_mcamo", "B_Kitbag_sgg", "Bag_Base" ]; // (B_Mk6, B_Mk6Mortar_Support, B_Mk6Mortar_Wpn, and Weapon_Bag_Base omitted due to acting funny, also note // that the *_Medic *_AT etc bags come with stuff in them, and who doesn't like free stuff. Also, *_Base just // comes up as a generic bag, but it does work) ///run while {_loop && (alive _box)} do { clearMagazineCargo _box; clearWeaponCargo _box; clearItemCargoGlobal _box; {_box addWeaponCargoGlobal [_x, _numWeapon];} forEach (_natoWeapons + _opforWeapons + _launchers + _oculars); {_box addMagazineCargoGlobal [_x, _numAmmo];} forEach (_cartAmmo + _launcherAmmo + _glAmmo + _manAmmo); {_box addItemCargoGlobal [_x, _numMod];} forEach (_attachments); {_box addItemCargoGlobal [_x, _numItem];} forEach (_items + _hats + _dress + _chest); {_box addBackpackCargoGlobal [_x, _numBag];} forEach (_backpacks); if ((count _this) > 1) then { _loop = false;} else { sleep _wait;}; }; // Also Glasses, I could not get these into a box, so you have to set them on something (or more correctly, // someone!) with a glasses/goggles slot, this also overrides any they have set in preferences, and // interestingly enough, none is implemented as an object, instead of just deleting them: //this addGoggles "G_Diving"; //this addGoggles "G_Shades_Black"; //this addGoggles "G_Shades_Blue"; //this addGoggles "G_Sport_Blackred"; //this addGoggles "G_Tatical_Clear"; //this addGoggles "None"; Edited March 8, 2013 by dwringer Edited loop logic - clear cargo regardless of what args were used. 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Holmes 10 Posted March 8, 2013 Error when using your version dwringer File C:\Users\Alex\Documents\Arma 3 Alpha - Other Profiles\LtCol%20Holmes\mpmissions\co64_1msob_tvt_siegemaxwell.Stratis\msob_scripts\crate_filler.sqf, line 30 Error in expression < "_chest", "_backpacks"]; _box = _this select 0; _loop = true; _wait = 500; > Error position: <select 0; _loop = true; _wait = 500; > Share this post Link to post Share on other sites
dwringer 45 Posted March 8, 2013 (edited) The position it seems to be referencing is the line that says: _box = _this select 0; Are you still calling the script with _fill = [this] execVM "crate_filler.sqf"; from within the crate's init field? I have copy-pasted it just now and tested it, and examined my arma.rpt thoroughly, but I do not see or encounter errors. Or perhaps this is an issue with something in my code being run on the server that I failed to comprehend? I have only been able to test it locally, but the line of code that you're getting an error from is identical to the one in the OP except i changed the word "_crate" to "_box". EDIT: I reproduced something similar to your error in my .rpt by calling it without brackets around "this". This is what i got: Error in expression < "_chest", "_backpacks"]; _box = _this select 0; _loop = true; _wait = 500; > Error position: <select 0; _loop = true; _wait = 500; > Error select: Type Object, expected Array,Config entry File C:\Users\dwringer\Documents\Arma 3 Alpha\missions\AgiaCivs.Stratis\box_filler.sqf, line 30 So just make sure you're using brackets ;) If that's really not the issue, then I apologize :! Edited March 8, 2013 by dwringer Share this post Link to post Share on other sites
Holmes 10 Posted March 8, 2013 Yup that was it. Thanks! Share this post Link to post Share on other sites
CombatComm 10 Posted March 9, 2013 (edited) Hey Riouken, can you help me out? This works brilliantly in the editor, LAN and singleplayer but it dosent work on the network for some reason. Is their something I am forgetting? Do I need server gamelogic? The script works, but only once. Upon mission init I get my set amount of weapons in the crate and than thats it. No loop. The only think I did was add a titletext string between the weapon and sleep timer. And Also changed the sleep timer but I cant imagine that would mess it up. plus again, it works in LAN/singleplayer. ///////// MP Ammo Box script ///////// By: Riouken ///////// For Arma 3 if (! isServer) exitWith {}; _crate = _this select 0; while {alive _crate} do { clearMagazineCargo _crate; clearWeaponCargo _crate; clearItemCargoGlobal _crate; /////Explosives//// _crate addMagazineCargoGlobal ["SatchelCharge_Remote_Mag", 2]; sleep 120; }; Thanks a bunch. Edited March 9, 2013 by CombatComm Share this post Link to post Share on other sites
zarenx 10 Posted March 12, 2013 this may sound stupid, but how do i put it in? and does anyone know how you put in respawn? Share this post Link to post Share on other sites
bigshot 64 Posted September 25, 2013 this thread is so old, im wondering if anyone has a MP ammobox script working with the released 1.0 version of A3 yet? Share this post Link to post Share on other sites
Eclipse4349 0 Posted October 6, 2013 this thread is so old, im wondering if anyone has a MP ammobox script working with the released 1.0 version of A3 yet? I am looking for the same thing... Share this post Link to post Share on other sites
kamaradski 10 Posted January 10, 2014 You would have to use the "Global" variants of this commands to empty and fill the crates like it did in the below script: - Script works with the names of the ammocrates, so no need to add anything to the innitbox. Just give them a name and add the name to the array in the script - Start the script by calling it in the innit.sqf: execVM "scripts\ammo_box.sqf"; - Less sluggish on the server as it only runs 1 timer for all ammocrates, instead of a single timer for each crate - Currently allows 2 different reconfigured crates, but can easily be expanded by adding more foreach loops // -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- // Crate script for "Transport & Ambush" // Written by Kamaradski & Jester 2014 // -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- if (!isServer) exitWith {}; // run this script only on the server kamAllowedRocketCrates = [box1,box3]; // crates that have this script enabled for Rockets kamAllowedWeaponCrates = [box2]; // crates that have this script enabled for Weapons & ammo while {true} do { kamActiveRocketCrates = []; // crates that are not destroyed kamActiveWeaponCrates = []; // crates that are not destroyed // Check if alive ROCKETCRATES { if (alive _x) then { kamActiveRocketCrates = kamActiveRocketCrates + [_x]; }; sleep 0.1; } foreach kamAllowedRocketCrates; // Check if alive WEAPONCRATES { if (alive _x) then { kamActiveWeaponCrates = kamActiveWeaponCrates + [_x]; }; sleep 0.1; } foreach kamAllowedWeaponCrates; // Populate ROCKETCRATES { clearWeaponCargoGlobal _x; clearMagazineCargoGlobal _x; clearItemCargoGlobal _x; _x addWeaponCargoGlobal ["launch_NLAW_F",2]; _x addMagazineCargoGlobal ["NLAW_F",5]; sleep 0.1; } foreach kamAllowedRocketCrates; // Populate WEAPONCRATES { clearWeaponCargoGlobal _x; clearMagazineCargoGlobal _x; clearItemCargoGlobal _x; _x addWeaponCargoGlobal ["hgun_Pistol_heavy_02_F",2]; _x addMagazineCargoGlobal ["6Rnd_45ACP_Cylinder",10]; _x addWeaponCargoGlobal ["srifle_EBR_ARCO_pointer_snds_F",2]; _x addMagazineCargoGlobal ["20Rnd_762x51_Mag",20]; sleep 0.1; } foreach kamAllowedWeaponCrates; // Sleep xxx seconds before reloading sleep 120; } // end while loop Share this post Link to post Share on other sites
Flying-Coyotus 12 Posted March 20, 2014 Hello, Is there a way to disable reloading of ammocrates (for more realism) ? :) Thanks a lot :) Share this post Link to post Share on other sites
KC Grimes 79 Posted March 20, 2014 For this script, just remove the sleep and the while loop. But note that this is also rather obsolete. Share this post Link to post Share on other sites
Flying-Coyotus 12 Posted March 21, 2014 Hello, Thanks a lot, What do you mean by obsolete ? I just need a script to fill ammo, with no reload, and no capacity limitation. But if there is a way to optimize it, I'm interested. I use VAS (virtual ammo box) at base, but during mission we drop the scripted ammo box to resupply units (so no reload). Thanks a lot Share this post Link to post Share on other sites
KC Grimes 79 Posted March 21, 2014 By obsolete I mean because it is an old-school refill script (lists individual classnames), and because it is a year old at this point. This means that I can guarantee it is missing classnames, and has non-existent ones in it. VAS or my Filler Script (in my signature) are the way to go. Not sure about VAS, but I know my script will accomplish your goal. Share this post Link to post Share on other sites
vortexHD 10 Posted November 2, 2014 (edited) if(!isServer) exitWith {}; private["_box","_CfgWeapons","_weapons","_items","_wep","_wep_type","_mags","_misc","_mag"]; _box = _this select 0; while {alive _box} do { clearWeaponCargoGlobal _box; clearMagazineCargoGlobal _box; clearItemCargoGlobal _box; clearBackpackCargoGlobal _box; _CfgWeapons = configFile >> "cfgWeapons"; _weapons = []; _items = []; _misc = []; for "_i" from 0 to (count _Cfgweapons)-1 do { _weapon = _CfgWeapons select _i; if(isClass _weapon) then { _wep = configName _weapon; _wep_type = getNumber(_weapon >> "type"); _scope = getNumber(_weapon >> "scope"); if(_scope == 2 && _wep_type != 65536) then { if(_wep_type in [1,2,4,5,4096] && _wep != "NVGoggles") then { _weapons set[count _weapons,_wep]; } else { _items set[count _items,_wep]; }; }; }; }; {_misc=_misc+getArray (configFile/"CfgWeapons"/"Throw"/_x/"magazines")} forEach getArray (configFile/"CfgWeapons"/"Throw"/"muzzles"); {_misc=_misc+getArray (configFile/"CfgWeapons"/"Put"/_x/"magazines")} forEach getArray (configFile/"CfgWeapons"/"Put"/"muzzles"); { _box addMagazineCargoGlobal [_x,5]; } foreach _misc; { _box addWeaponCargoGlobal [_x,1]; diag_log format["Weapon %1 added", _x]; _mags = getArray(configFile >> "CfgWeapons" >> _x >> "magazines"); if(count _mags > 0) then { { if(!(_x in ((getMagazineCargo _box) select 0))) then { _box addMagazineCargoGlobal [_x,5]; diag_log format["Magazine %1 added", _x]; }; } foreach _mags; }; } foreach _weapons; { _box addItemCargoGlobal [_x,1]; } foreach _items; sleep 120; }; PS: it has MOD SUPPORT!!!! Edited November 2, 2014 by vortexHD Share this post Link to post Share on other sites
iceman77 18 Posted November 2, 2014 (edited) PS: it has MOD SUPPORT!!!! That's because the weapons are being pulled from the game's config. Isn't that part of Tonic's old crate script? Anyhow, the filtering process could be updated. Edited November 2, 2014 by Iceman77 Share this post Link to post Share on other sites
loopdk 92 Posted June 1, 2015 The script isent working :( Share this post Link to post Share on other sites