Finland 10 Posted August 23, 2013 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! Share this post Link to post Share on other sites