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1 minute ago, GEORGE FLOROS GR said:

 

The old version needs to be stopped because it bugged due o the recent update , because of the Enemy recon groups spawn .

 

so the working new version is here :

 

 

 

 

gf-crashsites-script-version-40-preview_

 

GF Crashsites Script

 

by

 

GEORGE FLOROS [GR]

 


Description:

Spawn Random Crash sites , at Random position, including configurable loot,
to spice it a little bit.You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !

 


Installation / Usage:

For usage instructions and information of how to use the GF Crashsites Script please refer to the included documentation and/or example mission.

Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission .

 

 

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.

For everything that is with comment // in front or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

and also use the extra pluggins
(this way will be better , it will give also some certain colours to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:

https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/

 

Notes:

You can select the number of Crash sites to spawn.

The type of Wrecks at the crash sites.

The type of loot is configurable.

The position of the loot placed.

5 different  kind of loot lists.

It is possible to change the Crater.

It is possible to change the Smoke effect.

 

I tried to fix everything more clear , for everyone to be able to edit this , by their own needs.

 

For the rarity of the items :

you can adjust this , by putting double (or more) items  (x2) of this kind that you want more.

 

For the ammount of the items :

you can adjust this , by changing the last number on theese lines:

//lootitems5 items 2 Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG
lootitems5 = "groundweaponHolder" createVehicle _lootPos5; lootitems5 addItemCargo [_items_loot2, 2];

 

 

Credits & Thanks:

 

Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .

 


Changelog:

v4.0
Code optimization,
added options to:
cut the grass around the Crashsites,
create a Marker for the Crashsites,
added some options and small additions inside the scripts ,
changed the name of all the scripts , starting now with GF .

 

v3.0
Fixed an error to spawn correctly the Attachments
There is availale loot for Unsung , CUP , Ravage and combination of this
CUP mod http://cup-arma3.org/
Ravage mod http://www.armaholic.com/page.php?id=29638

 

v2.0
Change the Smoke particles
Added a second file ,
with loot for the Unsung mod http://www.armaholic.com/page.php?id=29948

v1.0

 

 

Forum topic:
- BI forums https://forums.bistudio.com/forums/topic/212505-crashsite-script/?do=edit

- Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39709&n=last#bottom


 

Armaholic

GF Crashsites Script

 

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Updated

 

Changelog:


Version 2.0
        Change the Smoke particles
        Added a second file ,
        with loot and wreck models for the Unsung mod http://www.armaholic.com/page.php?id=29948

 

Armaholic

download

Crashsites_GF v2.0 script

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This is just what I have been looking for. I was using Random start within the editor but it is limited and predictable since the start positions do need to be marked on the map.

 

I`m working on a mission where a retrieval/rescue team  need to find a downed helicopter. The second part is when that team enters the crash site a trigger activates which initiates an enemy attack. I already have a working Trigger but do you have any idea on how it could be setup that a trigger setup in the editor could spawn around the crash site?

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12 minutes ago, dr@gon said:

This is just what I have been looking for. I was using Random start within the editor but it is limited and predictable since the start positions do need to be marked on the map.

 

I`m working on a mission where a retrieval/rescue team  need to find a downed helicopter. The second part is when that team enters the crash site a trigger activates which initiates an enemy attack. I already have a working Trigger but do you have any idea on how it could be setup that a trigger setup in the editor could spawn around the crash site?

You can attachTo with triggers. I looked at the scripts and they have some global vars that you could attach to.


triggerName attachTo [lootitems1,[0,0,0]];

 

@GEORGE FLOROS GR I would strongly suggest that you use TAG_ style on your global vars. One of them, "pos", is a very common name and it could collide with another mod or in a mission that uses the same var name, overwriting it. As an example, Bohemia uses BIS_ and I use AZC_ on var names (globals). I doubt it's up to date anymore, but OFPEC has a lot of the registered tags http://www.ofpec.com/tags/index.php?action=list

Either way, really cool mod!

 

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Thank you very much guys!

 

49 minutes ago, AZCoder said:

use TAG_ style on your global vars

 

You are totally right about it!  i will use this also .

Thanks again and have fun!

 

 

 

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Thanks AZCoder, I'll give that a try. ( triggerName attachTo [lootitems1,[0,0,0]]; )

 

GEORGE FLOROS GR; thank you for sharing this script, its much appreciated.

 

P.S. Kudos in making an UNSUNG compatible version.

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On 4/1/2018 at 1:09 AM, dr@gon said:

P.S. Kudos in making an UNSUNG compatible version.

What is Kudos?!

 

after 2 minutes...

(Sorry i just did the google translate!!)

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@GEORGE FLOROS GR is this script suitable to spawn a helo or plane crash site in a dynamic random transport mission for Unsung? Would spice it up a little bit to recover a few survivors from the crash site with a transport helicopter. So a LZ needs to be right at the crash site.

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As i understand yes,  but maybe you don't need the whole script , just the wreck with the smoke effect spawned.

If you check inside the script , it's easy to use and adapt to your needs.

 

For anything you may want  , please ask and feel free to share with us.!

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Thanks, I just used the wreck and smoke effect and it's quite nice. I've added it to my helo transport mission with randomized tasks, which runs at a3server.tetet.de 3232 

A couple of screenshots for the mission are up at http://tetet.de/arma/arma3/Download/unsung/Unsung Screenshots/randomHeloGallery/

 

Two SF soldiers securing the crash site, while two helo pilots wait for the rescue Huey's touchdown:

11-crashSiteTouchdown.jpg

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This is what sharing is about!

 

Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .

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hey eh thanks for that cool script ... really something that was lacking. Unfortunately I am having several small errors while I was testing the script with one player unit in VR. i copied everything into my testing mission folder except unsung lootable. i wanted to adjust the loottable to play it ravage&cba3.  so these  were the only active mods.

 

After spawning some items lack inventory icons  for reasons I dont understand. I checked your classnames and deleted the ones from exile. sometime with attachments like optics everythings looks perfect, they can be picked up normally, but they cannot be mounted. And nvg take the slot of the rangefinder when equipped. Small things like that.

 

any ideas what I could be doing wrong?

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22 hours ago, Schrebers said:

any ideas what I could be doing wrong?

 

Hello there Schrebers!

 

I also know about this problem ,

for some reason there are some items that don't display as normal , maybe that has to do with the way i spawn them,

but generally since it's a configurable and easy to adapt script then , i  think it's not that much of a problem.

So far i haven't find an ideal way to correct this issue , but generally it doesn't react the whole script.

(if an optic doesn't fit to the weapon)

 

For the EXILE classnames everything is with comment  //  (disabled)

so there is no need to do anything.

The second file Crashsites_GF_unsung.sqf  , is loot and crashsites (wrecks) for playing with the Unsung mod.

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hey thanks for your reply. I know nothing precise about syntax and never made something on my own  except tweaking scripts slightly. But from my "stomach" =) i think that the weoponholder is creating these little errors. my clue would be, that the nvg uses the bino slot after picking up. so may be the weaponholder turns just some of the loot into another category, because it might still be attached to the loot?

 

Coincidentaly i saw a tuto from killzonekid with a rotating weaponholder which was deleted afterwards ... i am just guessing. Even if I was right I can not proof it.

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10 minutes ago, Schrebers said:

i think that the weoponholder is creating these little errors

 

i 'm also sure about it.

Since you told me about the problem , when i will have time , i will try to fix this!

to spawn this with a different way.

 

Thanks  Schrebers!

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22 hours ago, Schrebers said:

any ideas what I could be doing wrong?

 

Schreber, thanks to you i did a search for the error and i just notice what's wrong.!

 

I didn't change a word:

addItemCargo

 

so the solution for the problem is :

lootitems5 = "groundweaponHolder" createVehicle _lootPos5; lootitems5 addItemCargo [_items_loot2, 2];

it was not working because i had it as: 

addweaponcargo (error)

 

So i will update this as soon as possible and also add a 3rd file with loot CUP and Ravage items.

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