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Finland

Adding ACE Jerry Cans to weapon spawn script

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Just found this editing section, so my old thread can be deleted forums.bistudio.com/showthread.php?162159-Spawning-ACE-Jerry-Cans-in-random-item-spawn-script

Hi everyone, I'm making a mission and I have already gotten a weapon/item spawn script that works to create randomly selected items in buildings. What I need is to also have it spawn ACE Jerry Cans in the mix. From what I understand the Jerry Can is classified as a vehicle, not a weapon or magazine, so I don't know how to add it to this script.

if (!isServer) exitwith {};

hintsilent "Wait for the items to generate";

_weapons = ["RH_RK95","RH_AK47","RH_AKS47","RH_AKM","RH_AKMs","RH_AK74","RH_AKs74","RH_AKS74U","FN_FAL","huntingrifle","LeeEnfield","RH_M16A1","RH_M16A2","RH_M4A1","sa58p_EP1","Sa58V_EP1"];

_rareweapons= ["Saiga12K","ACE_M72","RH_AR10s","RH_aks74sp","SVD","RH_rpk47","ACE_RPG22"];

_items = ["ItemMap","ItemWatch","ItemCompass","ItemGPS","Binocular","ACE_Earplugs","ACE_GlassesGasMask_US"];

_med = ["ACE_Medkit","ACE_Morphine","ACE_Tourniquet","ACE_Bandage","ACE_Epinephrine","ACE_Morphine"];

_radio = ["ACRE_PRC343"];

_pistol = ["Colt1911","Makarov"];

_backpack = ["ACE_Coyote_Pack_Wood","ACE_ALICE_Backpack"];

_magazines = ["ACE_PG7VL_PGO7","8Rnd_B_Saiga12_Pellets","8Rnd_B_Saiga12_74Slug","ACE_30Rnd_556x45_SB_Stanag","RH_45Rnd_545x39_mag","RH_75Rnd_762x39_mag","30Rnd_762x39_SA58","30Rnd_762x39_AK47","30Rnd_545x39_AK","10x_303","10Rnd_762x54_SVD","PipeBomb"];

_centerPoint = _this select 0; // define location for center.

_spawnSize = _this select 1; // radius to find house positions from centerpoint.

_debug = _this select 2; // if true a marker is shown on ititial spawn location.

_houseList = getPos _centerPoint nearObjects ["House",_spawnSize];

_i = 0;

{

_c = 0;

while { format ["%1", _x buildingPos _c] != "[0,0,0]" } do {_c = _c + 1};

if (_c > 0) then

{

_ranNum = floor(random _c);

if (random 100 > 93) then {

_weapon = _weapons select floor(random(count _weapons));

_mag = (getArray (configFile / "CfgWeapons" / _weapon / "magazines")) select 0;

_weap = createVehicle ["WeaponHolder", [0,0], [], 0, "CAN_COLLIDE"];

_weap addMagazineCargoGlobal [_mag, (round (random 1) + 1)];

_weap addWeaponCargoGlobal [_weapon,1];

_weap setPos (_x buildingPos _ranNum);

if (_debug) then

{

_marker = format ['_marker%1',_i];

_mkr = createMarker[_marker, getPos _weap];

_marker setMarkerType 'hd_dot';

_marker setMarkerSize[1, 1];

_marker setMarkerDir 1;

_marker setMarkerColor 'ColorOrange';

_marker setMarkerText '';

_i = _i + 1;

};

};

_ranNum = floor(random _c);

if (random 100 > 96) then {

_weapon = _rareweapons select floor(random(count _weapons));

_mag = (getArray (configFile / "CfgWeapons" / _weapon / "magazines")) select 0;

_weap = createVehicle ["WeaponHolder", [0,0], [], 0, "CAN_COLLIDE"];

_weap addMagazineCargoGlobal [_mag, (round (random 2) + 1)];

_weap addWeaponCargoGlobal [_weapon,1];

_weap setPos (_x buildingPos _ranNum);

if (_debug) then

{

_marker = format ['_marker%1',_i];

_mkr = createMarker[_marker, getPos _weap];

_marker setMarkerType 'hd_dot';

_marker setMarkerSize[1, 1];

_marker setMarkerDir 1;

_marker setMarkerColor 'ColorOrange';

_marker setMarkerText '';

_i = _i + 1;

};

};

_ranNum = floor(random _c);

if (random 100 > 89) then {

_weapon = _pistol select floor(random(count _pistol));

_mag = (getArray (configFile / "CfgWeapons" / _weapon / "magazines")) select 0;

_weap = createVehicle ["WeaponHolder", [0,0], [], 0, "CAN_COLLIDE"];

_weap addMagazineCargoGlobal [_mag, (round (random 3))];

_weap addWeaponCargoGlobal [_weapon,1];

_weap setPos (_x buildingPos _ranNum);

if (_debug) then

{

_marker = format ['_marker%1',_i];

_mkr = createMarker[_marker, getPos _weap];

_marker setMarkerType 'hd_dot';

_marker setMarkerSize[1, 1];

_marker setMarkerDir 1;

_marker setMarkerColor 'ColorOrange';

_marker setMarkerText '';

_i = _i + 1;

};

};

_ranNum = floor(random _c);

if (random 100 > 90) then {

_weapon = _items select floor(random(count _items));

_weap = createVehicle ["WeaponHolder", [0,0], [], 0, "CAN_COLLIDE"];

_weap addWeaponCargoGlobal [_weapon,1];

_weap setPos (_x buildingPos _ranNum);

if (_debug) then

{

_marker = format ['_marker%1',_i];

_mkr = createMarker[_marker, getPos _weap];

_marker setMarkerType 'hd_dot';

_marker setMarkerSize[1, 1];

_marker setMarkerDir 1;

_marker setMarkerColor 'ColorOrange';

_marker setMarkerText '';

_i = _i + 1;

};

};

_ranNum = floor(random _c);

if (random 100 > 90) then {

_weapon = _radio select floor(random(count _radio));

_weap = createVehicle ["WeaponHolder", [0,0], [], 0, "CAN_COLLIDE"];

_weap addWeaponCargoGlobal [_weapon,1];

_weap setPos (_x buildingPos _ranNum);

if (_debug) then

{

_marker = format ['_marker%1',_i];

_mkr = createMarker[_marker, getPos _weap];

_marker setMarkerType 'hd_dot';

_marker setMarkerSize[1, 1];

_marker setMarkerDir 1;

_marker setMarkerColor 'ColorOrange';

_marker setMarkerText '';

_i = _i + 1;

};

};

_ranNum = floor(random _c);

if (random 100 > 94) then {

_weapon = _backpack select floor(random(count _backpack));

_weap = createVehicle ["WeaponHolder", [0,0], [], 0, "CAN_COLLIDE"];

_weap addWeaponCargoGlobal [_weapon,1];

_weap setPos (_x buildingPos _ranNum);

if (_debug) then

{

_marker = format ['_marker%1',_i];

_mkr = createMarker[_marker, getPos _weap];

_marker setMarkerType 'hd_dot';

_marker setMarkerSize[1, 1];

_marker setMarkerDir 1;

_marker setMarkerColor 'ColorOrange';

_marker setMarkerText '';

_i = _i + 1;

};

};

_ranNum = floor(random _c);

if (random 100 > 89) then {

_weapon = _med select floor(random(count _med));

_weap = createVehicle ["WeaponHolder", [0,0], [], 0, "CAN_COLLIDE"];

_weap addMagazineCargoGlobal [_weapon,1];

_weap setPos (_x buildingPos _ranNum);

if (_debug) then

{

_marker = format ['_marker%1',_i];

_mkr = createMarker[_marker, getPos _weap];

_marker setMarkerType 'hd_dot';

_marker setMarkerSize[1, 1];

_marker setMarkerDir 1;

_marker setMarkerColor 'ColorOrange';

_marker setMarkerText '';

_i = _i + 1;

};

};

_ranNum = floor(random _c);

if (random 100 > 90) then {

_weapon = _magazines select floor(random(count _magazines));

_weap = createVehicle ["WeaponHolder", [0,0], [], 0, "CAN_COLLIDE"];

_weap addMagazineCargoGlobal [_weapon,(round(random 1))];

_weap setPos (_x buildingPos _ranNum);

if (_debug) then

{

_marker = format ['_marker%1',_i];

_mkr = createMarker[_marker, getPos _weap];

_marker setMarkerType 'hd_dot';

_marker setMarkerSize[1, 1];

_marker setMarkerDir 1;

_marker setMarkerColor 'ColorOrange';

_marker setMarkerText '';

_i = _i + 1;

};

};

_ranNum = floor(random _c);

if (random 100 > 90) then {

_weapon = _magazines select floor(random(count _magazines));

_weap = createVehicle ["WeaponHolder", [0,0], [], 0, "CAN_COLLIDE"];

_weap addMagazineCargoGlobal [_weapon,(round(random 1))];

_weap setPos (_x buildingPos _ranNum);

if (_debug) then

{

_marker = format ['_marker%1',_i];

_mkr = createMarker[_marker, getPos _weap];

_marker setMarkerType 'hd_dot';

_marker setMarkerSize[1, 1];

_marker setMarkerDir 1;

_marker setMarkerColor 'ColorOrange';

_marker setMarkerText '';

_i = _i + 1;

};

};

_ranNum = floor(random _c);

if (random 100 > 94) then {

_weapon = _magazines select floor(random(count _magazines));

_weap = createVehicle ["WeaponHolder", [0,0], [], 0, "CAN_COLLIDE"];

_weap addMagazineCargoGlobal [_weapon,(round(random 3))];

_weap setPos (_x buildingPos _ranNum);

if (_debug) then

{

_marker = format ['_marker%1',_i];

_mkr = createMarker[_marker, getPos _weap];

_marker setMarkerType 'hd_dot';

_marker setMarkerSize[1, 1];

_marker setMarkerDir 1;

_marker setMarkerColor 'ColorOrange';

_marker setMarkerText '';

_i = _i + 1;

};

};

};

sleep 0.123;

} forEach _houseList; hint "Search for weapons and gear in towns! (Item generation complete)";

Thanks in advance to anyone who can help!

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