GEORGE FLOROS GR 4207 Posted February 22, 2018 Testing befor the Update adding loot for CUP and Ravage adding loot for CUP and Ravage 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 22, 2018 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. Don't try to open this with the simple notepad. You can open this ex: with notepad++https://notepad-plus-plus.org/download/v7.5.4.html and also use the extra pluggins (this way will be better , it will give also some certain collours to be able to detect ex. problems )http://www.armaholic.com/page.php?id=8680 or use any other program for editing . 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 23, 2018 Changelog: Version 3.0 Fixed an error to spawn correctly the Attachments There is availale loot for Vanilla , Unsung , CUP , Ravage and combination of this. Share this post Link to post Share on other sites
Schreber 17 Posted February 24, 2018 Hi I have suggestions you may be like to consider in any of your following updates. May be you could add a spawn chance option, so a user could choose how rare a piece of loot is. Also an addon version would be nice ... it took me forever how to find out how to use a script (surely many users dont know). 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 24, 2018 10 hours ago, Schreber said: suggestions Hello Schreber! An addon version sound nice , i haven't think of this ! In this last script , 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]; Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 27, 2018 Mission SALVATION (@) addons: CUP , Hazar Kot Valley , Ravage 1 Share this post Link to post Share on other sites
CptStampede 103 Posted May 1, 2018 Hey there George, i need some help at your script. I want the random Crashsites to spawn a marker too, so that every player can see it on the map. Is this possible? Thnx for your help! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 1, 2018 1 minute ago, CptStampede said: random Crashsites to spawn a marker too Hello there CptStampede ! Yes , it is possible . Hold on to fix this.! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 1, 2018 40 minutes ago, CptStampede said: I want the random Crashsites to spawn a marker too 37 minutes ago, GEORGE FLOROS GR said: Yes , it is possible . Hold on to fix this.! You have to add this , at the bottom of the code: // Create a Marker at the Crashsite _GF_marker = createMarker ["Crashsite",getPos _crashsite]; _GF_marker setMarkerType "mil_marker"; // https://community.bistudio.com/wiki/cfgMarkers _GF_marker setMarkerSize [1,1]; _GF_marker setMarkerColor "ColorYellow"; _GF_marker setMarkerText "Crashsite"; // name text Just if it is possible confirm this. Thanks ! Share this post Link to post Share on other sites
CptStampede 103 Posted May 1, 2018 Thnx George yes it works. But i changed number of crashsites in the script and it shows just 1 chrashsite on the map. Any ideas? Thnx 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 1, 2018 2 minutes ago, CptStampede said: it shows just 1 chrashsite on the map Hold on I 'll check it and tell you. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 1, 2018 1 hour ago, CptStampede said: it shows just 1 Now it's working TESTED // Create a Marker at the Crashsite // https://community.bistudio.com/wiki/cfgMarkers { if (typeOf _x in _Wrecks_array) then { _marker = createMarkerLocal ["Crashsite" + str(_forEachIndex), getPos _x]; _marker setMarkerShapeLocal "ICON"; _marker setMarkerTypeLocal "mil_marker"; _marker setMarkerColorLocal "ColorYellow"; _marker setMarkerSizeLocal [1,1]; _marker setMarkerTextLocal "Crashsite"; }; } forEach allMissionObjects "All"; Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 1, 2018 19 minutes ago, GEORGE FLOROS GR said: TESTED The FULL code , with Markers for every Crashsite: //________________ Author : [GR]GEORGE F ___________ 01.04.18 _____________ /* https://forums.bohemia.net/forums/topic/212505-crashsites_gf-script/ // Please keep the Credits or add them to your Diary 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. Don't try to open this with the simple notepad. You can open this ex: with notepad++ https://notepad-plus-plus.org/download/v7.5.4.html and also use the extra pluggins (this way will be better , it will give also some certain collours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . */ if(!isServer) exitWith {}; systemchat "C r a s h s i t e s I n i t i a l i z i n g"; private ["_marker","_x"]; _x = 0; //Number of the crashsites to spawn (on random) for "_x" from 0 to (2 + (random 6)) do { //The position of the crashsites will be random GF_random_pos = [] call BIS_fnc_randomPos; //Wrecks at the crashsites _Wrecks_array = [ "Plane_Fighter_03_wreck_F", "Land_UWreck_Heli_Attack_02_F", "Land_Wreck_Heli_Attack_01_F", "Land_Wreck_Heli_Attack_02_F", "Land_Wreck_Plane_Transport_01_F", "Plane_Fighter_01_wreck_F", "Plane_Fighter_02_wreck_F", "Plane_Fighter_04_wreck_F", "Land_Wreck_Commanche_F" ]; _Wrecks = selectRandom _Wrecks_array; _crashsite = _Wrecks createVehicle GF_random_pos; //Type of loot _weapons_Loot = [ //LightMachineGuns "arifle_MX_SW_Black_F", "arifle_MX_SW_F", "LMG_Mk200_F", "LMG_Zafir_F", "LMG_03_F", "MMG_01_hex_F", "MMG_01_tan_F", "MMG_02_black_F", "MMG_02_camo_F", "MMG_02_sand_F", //Apex "LMG_03_F", //AssaultRifles "arifle_Katiba_C_F", "arifle_Katiba_F", "arifle_Katiba_GL_F", "arifle_Mk20_F", "arifle_Mk20_GL_F", "arifle_Mk20_GL_plain_F", "arifle_Mk20_plain_F", "arifle_Mk20C_F", "arifle_Mk20C_plain_F", "arifle_MX_Black_F", "arifle_MX_F", "arifle_MX_GL_Black_F", "arifle_MX_GL_F", "arifle_MXC_Black_F", "arifle_MXC_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "arifle_TRG21_GL_F", //Apex AssaultRifles "arifle_AK12_F", "arifle_AK12_GL_F", "arifle_AKM_F", "arifle_AKM_FL_F", "arifle_AKS_F", //AK x2 "arifle_AK12_F", "arifle_AK12_GL_F", "arifle_AKM_F", "arifle_AKM_FL_F", "arifle_AKS_F", // "arifle_ARX_blk_F", "arifle_ARX_ghex_F", "arifle_ARX_hex_F", "arifle_CTAR_blk_F", "arifle_CTAR_hex_F", "arifle_CTAR_ghex_F", "arifle_CTAR_GL_blk_F", "arifle_CTARS_blk_F", "arifle_CTARS_hex_F", "arifle_CTARS_ghex_F", "arifle_SPAR_01_blk_F", "arifle_SPAR_01_khk_F", "arifle_SPAR_01_snd_F", "arifle_SPAR_01_GL_blk_F", "arifle_SPAR_01_GL_khk_F", "arifle_SPAR_01_GL_snd_F", "arifle_SPAR_02_blk_F", "arifle_SPAR_02_khk_F", "arifle_SPAR_02_snd_F", "arifle_SPAR_03_blk_F", "arifle_SPAR_03_khk_F", "arifle_SPAR_03_snd_F", "arifle_MX_khk_F", "arifle_MX_GL_khk_F", "arifle_MXC_khk_F", "arifle_MXM_khk_F", //SniperRifles "arifle_MXM_Black_F", "arifle_MXM_F", "srifle_DMR_01_F", "srifle_DMR_02_camo_F", "srifle_DMR_02_F", "srifle_DMR_02_sniper_F", "srifle_DMR_03_F", "srifle_DMR_03_khaki_F", "srifle_DMR_03_multicam_F", "srifle_DMR_03_tan_F", "srifle_DMR_03_woodland_F", "srifle_DMR_04_F", "srifle_DMR_04_Tan_F", "srifle_DMR_05_blk_F", "srifle_DMR_05_hex_F", "srifle_DMR_05_tan_f", "srifle_DMR_06_camo_F", "srifle_DMR_06_olive_F", "srifle_EBR_F", "srifle_GM6_camo_F", "srifle_GM6_F", "srifle_LRR_camo_F", "srifle_LRR_F", //Apex SniperRifles "srifle_LRR_tna_F", "srifle_GM6_ghex_F", "srifle_DMR_07_blk_F", "srifle_DMR_07_hex_F", "srifle_DMR_07_ghex_F", // Launchers "launch_NLAW_F", "launch_RPG32_F", "launch_RPG32_ghex_F", "launch_RPG7_F", "launch_RPG7_F", //x2 "launch_Titan_F", "launch_I_Titan_F", "launch_O_Titan_ghex_F", "launch_O_Titan_F", "launch_B_Titan_F", "launch_B_Titan_tna_F", "launch_Titan_short_F", "launch_O_Titan_short_F", "launch_O_Titan_short_ghex_F", "launch_I_Titan_short_F", "launch_B_Titan_short_F", "launch_B_Titan_short_tna_F" ]call BIS_fnc_selectRandom; _sideweapons_loot = [ //Pistols "hgun_ACPC2_F", "hgun_P07_F", "hgun_Pistol_heavy_01_F", "hgun_Pistol_heavy_02_F", "hgun_Pistol_Signal_F", "hgun_Rook40_F", //Apex "hgun_Pistol_01_F", "hgun_P07_khk_F", //SubMachineGuns "hgun_PDW2000_F", "SMG_01_F", "SMG_02_F", "SMG_05_F" ]call BIS_fnc_selectRandom; _items_loot1 = [ //for RyanZombies //"RyanZombiesAntiVirusTemporary_Item", //"RyanZombiesAntiVirusCure_Item", //Vanilla "ToolKit", "MediKit", "FirstAidKit", "FirstAidKit", //Tools "Binocular", "Rangefinder", "Laserdesignator", "Laserdesignator_02", "Laserdesignator_03" ]call BIS_fnc_selectRandom; _items_loot2 = [ //Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "ItemMap", //x2 "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "ItemMap", //PointerAttachments "acc_flashlight", "acc_pointer_IR", //BipodAttachments "bipod_01_F_blk", "bipod_01_F_mtp", "bipod_01_F_snd", "bipod_02_F_blk", "bipod_02_F_hex", "bipod_02_F_tan", "bipod_03_F_blk", "bipod_03_F_oli", //Apex "bipod_01_F_khk", //MuzzleAttachments "muzzle_snds_338_black", "muzzle_snds_338_green", "muzzle_snds_338_sand", "muzzle_snds_93mmg", "muzzle_snds_93mmg_tan", "muzzle_snds_acp", "muzzle_snds_B", "muzzle_snds_H", "muzzle_snds_H_MG", "muzzle_snds_H_SW", "muzzle_snds_L", "muzzle_snds_M", //Apex "muzzle_snds_H_khk_F", "muzzle_snds_H_snd_F", "muzzle_snds_58_blk_F", "muzzle_snds_m_khk_F", "muzzle_snds_m_snd_F", "muzzle_snds_B_khk_F", "muzzle_snds_B_snd_F", "muzzle_snds_58_wdm_F", "muzzle_snds_65_TI_blk_F", "muzzle_snds_65_TI_hex_F", "muzzle_snds_65_TI_ghex_F", "muzzle_snds_H_MG_blk_F", "muzzle_snds_H_MG_khk_F", //OpticAttachments "optic_Aco", "optic_ACO_grn", "optic_ACO_grn_smg", "optic_Aco_smg", "optic_AMS", "optic_AMS_khk", "optic_AMS_snd", "optic_Arco", "optic_DMS", "optic_Hamr", "optic_Holosight", "optic_Holosight_smg", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan", "optic_LRPS", "optic_MRCO", "optic_MRD", "optic_Nightstalker", "optic_NVS", "optic_SOS", "optic_tws", "optic_tws_mg", "optic_Yorris", //Apex "optic_Arco_blk_F", "optic_Arco_ghex_F", "optic_DMS_ghex_F", "optic_Hamr_khk_F", "optic_ERCO_blk_F", "optic_ERCO_khk_F", "optic_ERCO_snd_F", "optic_SOS_khk_F", "optic_LRPS_tna_F", "optic_LRPS_ghex_F", "optic_Holosight_blk_F", "optic_Holosight_khk_F", "optic_Holosight_smg_blk_F", //NVG "NVGoggles", "NVGoggles_INDEP", "NVGoggles_OPFOR", //Apex "O_NVGoggles_hex_F", "O_NVGoggles_urb_F", "O_NVGoggles_ghex_F", "NVGoggles_tna_F" ]call BIS_fnc_selectRandom; _items_loot3 = [ //Flares "Chemlight_blue", "Chemlight_green", "Chemlight_red", //Smokes "SmokeShell", "SmokeShellBlue", "SmokeShellGreen", "SmokeShellOrange", "SmokeShellPurple", "SmokeShellRed", "SmokeShellYellow", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "3Rnd_Smoke_Grenade_shell", "3Rnd_SmokeBlue_Grenade_shell", "3Rnd_SmokeGreen_Grenade_shell", "3Rnd_SmokeOrange_Grenade_shell", "3Rnd_SmokePurple_Grenade_shell", "3Rnd_SmokeRed_Grenade_shell", "3Rnd_SmokeYellow_Grenade_shell", //Explosives "HandGrenade", "MiniGrenade", "B_IR_Grenade", "O_IR_Grenade", "I_IR_Grenade", "1Rnd_HE_Grenade_shell", "3Rnd_HE_Grenade_shell", "APERSBoundingMine_Range_Mag", "APERSMine_Range_Mag", "APERSTripMine_Wire_Mag", "ClaymoreDirectionalMine_Remote_Mag", "DemoCharge_Remote_Mag", "IEDLandBig_Remote_Mag", "IEDLandSmall_Remote_Mag", "IEDUrbanBig_Remote_Mag", "IEDUrbanSmall_Remote_Mag", "SatchelCharge_Remote_Mag", "SLAMDirectionalMine_Wire_Mag" ]call BIS_fnc_selectRandom; //Position of the loot at the crashsite _lootPos1 = _crashsite getRelPos [8, 1]; _lootPos2 = _crashsite getRelPos [8, 3]; _lootPos3 = _crashsite getRelPos [8, 5]; _lootPos4 = _crashsite getRelPos [8, 7]; _lootPos5 = _crashsite getRelPos [8, 9]; _lootPos6 = _crashsite getRelPos [8, 11]; _lootPos8 = _crashsite getRelPos [4, 1]; //you can spawn an item next to the wreck , like an ammobox _lootPos8 _array1 = [ /* "Box_IND_Ammo_F", "Box_IND_Wps_F", "Box_IND_AmmoOrd_F", "Box_IND_Grenades_F", "Box_IND_WpsLaunch_F", "Box_IND_WpsSpecial_F", "Box_IND_Support_F" */ //Respawn "B_Respawn_Sleeping_bag_blue_F", "B_Respawn_Sleeping_bag_brown_F", "B_Respawn_TentDome_F", "B_Respawn_Sleeping_bag_F", "B_Respawn_TentA_F" ]; _Wrecks1 = selectRandom _array1; _crashsite1 = _Wrecks1 createVehicle _lootPos8; sleep 1; //addweaponcargo addItemCargo addMagazineCargo //lootitems1 spawn weapons lootitems1 = "groundweaponHolder" createVehicle _lootPos1; lootitems1 addweaponcargo [_weapons_Loot, 1]; //lootitems2 spawn sideweapons lootitems2 = "groundweaponHolder" createVehicle _lootPos2; lootitems2 addweaponcargo [_sideweapons_loot, 2]; //lootitems3 spawn only mags lootitems3 = "groundweaponHolder" createVehicle _lootPos3; lootitems3 addweaponcargo [_weapons_Loot, 0]; //lootitems4 items 1 lootitems4 = "groundweaponHolder" createVehicle _lootPos4; lootitems4 addweaponcargo [_items_loot1, 2]; //lootitems5 items 2 Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG lootitems5 = "groundweaponHolder" createVehicle _lootPos5; lootitems5 addItemCargo [_items_loot2, 2]; //lootitems6 items 2 Here ONLY :Flares , Smokes , Explosives lootitems6 = "groundweaponHolder" createVehicle _lootPos6; lootitems6 addMagazineCargo [_items_loot3, 2]; // Spawn weapon's mag _magazines = getArray (configFile / "CfgWeapons" / _weapons_Loot / "magazines"); _magazineClass = _magazines call bis_fnc_selectRandom; lootitems1 addMagazineCargoGlobal [_magazineClass, 2]; //2 mags // Spawn sideweapon's mag _magazines = getArray (configFile / "CfgWeapons" / _sideweapons_loot / "magazines"); _magazineClass = _magazines call bis_fnc_selectRandom; lootitems2 addMagazineCargoGlobal [_magazineClass, 2]; //2 mags // Spawn only magazines _magazines = getArray (configFile / "CfgWeapons" / _weapons_Loot / "magazines"); _magazineClass = _magazines call bis_fnc_selectRandom; lootitems3 addMagazineCargoGlobal [_magazineClass, 3]; //3 mags sleep 1; //https://community.bistudio.com/wiki/setParticleClass _particle1 = "#particlesource" createVehicleLocal getpos _crashsite; _particle1 setParticleClass "MediumSmoke"; _particle1 attachTo [_crashsite,[0,0,0]]; //https://community.bistudio.com/wiki/setParticleFire //source setParticleFire [coreIntensity, coreDistance, damageTime] _particle2 = "#particlesource" createVehicleLocal (getPos _crashsite); _particle2 setParticleClass "BigDestructionSmoke"; _particle2 setParticleFire [0.3,1.0,0.1]; //MediumSmoke ObjectDestructionSmoke ObjectDestructionFire1Smallx //SmallDestructionSmoke SmallDestructionFire MediumDestructionFire MediumDestructionSmoke BigDestructionFire BigDestructionSmoke sleep 1; //Create a Crater (Crater , CraterLong , CraterLong_small) createVehicle ["CraterLong", getPos _crashsite, [], 0, "CAN_COLLIDE"]; // Create a Marker at the Crashsite // https://community.bistudio.com/wiki/cfgMarkers { if (typeOf _x in _Wrecks_array) then { _marker = createMarkerLocal ["Crashsite" + str(_forEachIndex), getPos _x]; _marker setMarkerShapeLocal "ICON"; _marker setMarkerTypeLocal "mil_marker"; _marker setMarkerColorLocal "ColorYellow"; _marker setMarkerSizeLocal [1,1]; _marker setMarkerTextLocal "Crashsite"; }; } forEach allMissionObjects "All"; }; systemchat "C r a s h s i t e s S p a w n e d"; 1 Share this post Link to post Share on other sites
CptStampede 103 Posted May 1, 2018 Thnx George, very nice work as usual! 1 Share this post Link to post Share on other sites
CptStampede 103 Posted May 2, 2018 (edited) So now everything works as it has too. One last thing to finish this up... When the crashsites spawn on a big grass field it is very difficult to see all the stuff around it. My idea was to spawn a "Large_ClutterCutter_F" to hide the grass so the people can see the loot much better... I tried this here: Quote // Create a ClutterCutter to erase Clutter around Crashsites createVehicle ["Land_ClutterCutter_large_F", getPos _crashsite, [], 0, "CAN_COLLIDE"]; But it doesnt work, all the grass is still there on the ground. Any ideas? thnx for reading Edited May 2, 2018 by CptStampede 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 2, 2018 11 minutes ago, CptStampede said: // Create a ClutterCutter to erase Clutter around Crashsites Yes , this should be added as an option. Nice idea , i 'll check and tell you ! ( hold on - going to check ) Thank you CptStampede! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 2, 2018 1 hour ago, CptStampede said: // Create a ClutterCutter to erase Clutter around Crashsites This is an updated version of the script , with the following options : (the official update will be soon in Armaholic ) Cut the grass around the Crashsites and Create a Marker for the Crashsites . //________________ Author : [GR]GEORGE F ___________ 03.05.18 _____________ /* ________________ GF Crashsites Script ________________ https://forums.bohemia.net/forums/topic/212505-crashsites_gf-script/ Please keep the Credits or add them to your Diary 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 collours 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/ */ if(!isServer) exitWith {}; _1_Grass_Cutter = true; // Cut the grass around the Crashsites _2_Create_Markers = true; // Create a Marker for the Crashsites systemchat "C r a s h s i t e s I n i t i a l i z i n g"; private ["_marker","_x"]; _x = 0; //Number of the crashsites to spawn (on random) for "_x" from 0 to (2 + (random 6)) do { //The position of the crashsites will be random GF_random_pos = [] call BIS_fnc_randomPos; //Wrecks at the crashsites _Wrecks_array = [ "Plane_Fighter_03_wreck_F", "Land_UWreck_Heli_Attack_02_F", "Land_Wreck_Heli_Attack_01_F", "Land_Wreck_Heli_Attack_02_F", "Land_Wreck_Plane_Transport_01_F", "Plane_Fighter_01_wreck_F", "Plane_Fighter_02_wreck_F", "Plane_Fighter_04_wreck_F", "Land_Wreck_Commanche_F" ]; _Wrecks = selectRandom _Wrecks_array; _crashsite = _Wrecks createVehicle GF_random_pos; //Type of loot _weapons_Loot = [ //LightMachineGuns "arifle_MX_SW_Black_F", "arifle_MX_SW_F", "LMG_Mk200_F", "LMG_Zafir_F", "LMG_03_F", "MMG_01_hex_F", "MMG_01_tan_F", "MMG_02_black_F", "MMG_02_camo_F", "MMG_02_sand_F", //Apex "LMG_03_F", //AssaultRifles "arifle_Katiba_C_F", "arifle_Katiba_F", "arifle_Katiba_GL_F", "arifle_Mk20_F", "arifle_Mk20_GL_F", "arifle_Mk20_GL_plain_F", "arifle_Mk20_plain_F", "arifle_Mk20C_F", "arifle_Mk20C_plain_F", "arifle_MX_Black_F", "arifle_MX_F", "arifle_MX_GL_Black_F", "arifle_MX_GL_F", "arifle_MXC_Black_F", "arifle_MXC_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "arifle_TRG21_GL_F", //Apex AssaultRifles "arifle_AK12_F", "arifle_AK12_GL_F", "arifle_AKM_F", "arifle_AKM_FL_F", "arifle_AKS_F", //AK x2 "arifle_AK12_F", "arifle_AK12_GL_F", "arifle_AKM_F", "arifle_AKM_FL_F", "arifle_AKS_F", // "arifle_ARX_blk_F", "arifle_ARX_ghex_F", "arifle_ARX_hex_F", "arifle_CTAR_blk_F", "arifle_CTAR_hex_F", "arifle_CTAR_ghex_F", "arifle_CTAR_GL_blk_F", "arifle_CTARS_blk_F", "arifle_CTARS_hex_F", "arifle_CTARS_ghex_F", "arifle_SPAR_01_blk_F", "arifle_SPAR_01_khk_F", "arifle_SPAR_01_snd_F", "arifle_SPAR_01_GL_blk_F", "arifle_SPAR_01_GL_khk_F", "arifle_SPAR_01_GL_snd_F", "arifle_SPAR_02_blk_F", "arifle_SPAR_02_khk_F", "arifle_SPAR_02_snd_F", "arifle_SPAR_03_blk_F", "arifle_SPAR_03_khk_F", "arifle_SPAR_03_snd_F", "arifle_MX_khk_F", "arifle_MX_GL_khk_F", "arifle_MXC_khk_F", "arifle_MXM_khk_F", //SniperRifles "arifle_MXM_Black_F", "arifle_MXM_F", "srifle_DMR_01_F", "srifle_DMR_02_camo_F", "srifle_DMR_02_F", "srifle_DMR_02_sniper_F", "srifle_DMR_03_F", "srifle_DMR_03_khaki_F", "srifle_DMR_03_multicam_F", "srifle_DMR_03_tan_F", "srifle_DMR_03_woodland_F", "srifle_DMR_04_F", "srifle_DMR_04_Tan_F", "srifle_DMR_05_blk_F", "srifle_DMR_05_hex_F", "srifle_DMR_05_tan_f", "srifle_DMR_06_camo_F", "srifle_DMR_06_olive_F", "srifle_EBR_F", "srifle_GM6_camo_F", "srifle_GM6_F", "srifle_LRR_camo_F", "srifle_LRR_F", //Apex SniperRifles "srifle_LRR_tna_F", "srifle_GM6_ghex_F", "srifle_DMR_07_blk_F", "srifle_DMR_07_hex_F", "srifle_DMR_07_ghex_F", // Launchers "launch_NLAW_F", "launch_RPG32_F", "launch_RPG32_ghex_F", "launch_RPG7_F", "launch_RPG7_F", //x2 "launch_Titan_F", "launch_I_Titan_F", "launch_O_Titan_ghex_F", "launch_O_Titan_F", "launch_B_Titan_F", "launch_B_Titan_tna_F", "launch_Titan_short_F", "launch_O_Titan_short_F", "launch_O_Titan_short_ghex_F", "launch_I_Titan_short_F", "launch_B_Titan_short_F", "launch_B_Titan_short_tna_F" ]call BIS_fnc_selectRandom; _sideweapons_loot = [ //Pistols "hgun_ACPC2_F", "hgun_P07_F", "hgun_Pistol_heavy_01_F", "hgun_Pistol_heavy_02_F", "hgun_Pistol_Signal_F", "hgun_Rook40_F", //Apex "hgun_Pistol_01_F", "hgun_P07_khk_F", //SubMachineGuns "hgun_PDW2000_F", "SMG_01_F", "SMG_02_F", "SMG_05_F" ]call BIS_fnc_selectRandom; _items_loot1 = [ //for RyanZombies //"RyanZombiesAntiVirusTemporary_Item", //"RyanZombiesAntiVirusCure_Item", //Vanilla "ToolKit", "MediKit", "FirstAidKit", "FirstAidKit", //Tools "Binocular", "Rangefinder", "Laserdesignator", "Laserdesignator_02", "Laserdesignator_03" ]call BIS_fnc_selectRandom; _items_loot2 = [ //Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "ItemMap", //x2 "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "ItemMap", //PointerAttachments "acc_flashlight", "acc_pointer_IR", //BipodAttachments "bipod_01_F_blk", "bipod_01_F_mtp", "bipod_01_F_snd", "bipod_02_F_blk", "bipod_02_F_hex", "bipod_02_F_tan", "bipod_03_F_blk", "bipod_03_F_oli", //Apex "bipod_01_F_khk", //MuzzleAttachments "muzzle_snds_338_black", "muzzle_snds_338_green", "muzzle_snds_338_sand", "muzzle_snds_93mmg", "muzzle_snds_93mmg_tan", "muzzle_snds_acp", "muzzle_snds_B", "muzzle_snds_H", "muzzle_snds_H_MG", "muzzle_snds_H_SW", "muzzle_snds_L", "muzzle_snds_M", //Apex "muzzle_snds_H_khk_F", "muzzle_snds_H_snd_F", "muzzle_snds_58_blk_F", "muzzle_snds_m_khk_F", "muzzle_snds_m_snd_F", "muzzle_snds_B_khk_F", "muzzle_snds_B_snd_F", "muzzle_snds_58_wdm_F", "muzzle_snds_65_TI_blk_F", "muzzle_snds_65_TI_hex_F", "muzzle_snds_65_TI_ghex_F", "muzzle_snds_H_MG_blk_F", "muzzle_snds_H_MG_khk_F", //OpticAttachments "optic_Aco", "optic_ACO_grn", "optic_ACO_grn_smg", "optic_Aco_smg", "optic_AMS", "optic_AMS_khk", "optic_AMS_snd", "optic_Arco", "optic_DMS", "optic_Hamr", "optic_Holosight", "optic_Holosight_smg", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan", "optic_LRPS", "optic_MRCO", "optic_MRD", "optic_Nightstalker", "optic_NVS", "optic_SOS", "optic_tws", "optic_tws_mg", "optic_Yorris", //Apex "optic_Arco_blk_F", "optic_Arco_ghex_F", "optic_DMS_ghex_F", "optic_Hamr_khk_F", "optic_ERCO_blk_F", "optic_ERCO_khk_F", "optic_ERCO_snd_F", "optic_SOS_khk_F", "optic_LRPS_tna_F", "optic_LRPS_ghex_F", "optic_Holosight_blk_F", "optic_Holosight_khk_F", "optic_Holosight_smg_blk_F", //NVG "NVGoggles", "NVGoggles_INDEP", "NVGoggles_OPFOR", //Apex "O_NVGoggles_hex_F", "O_NVGoggles_urb_F", "O_NVGoggles_ghex_F", "NVGoggles_tna_F" ]call BIS_fnc_selectRandom; _items_loot3 = [ //Flares "Chemlight_blue", "Chemlight_green", "Chemlight_red", //Smokes "SmokeShell", "SmokeShellBlue", "SmokeShellGreen", "SmokeShellOrange", "SmokeShellPurple", "SmokeShellRed", "SmokeShellYellow", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "3Rnd_Smoke_Grenade_shell", "3Rnd_SmokeBlue_Grenade_shell", "3Rnd_SmokeGreen_Grenade_shell", "3Rnd_SmokeOrange_Grenade_shell", "3Rnd_SmokePurple_Grenade_shell", "3Rnd_SmokeRed_Grenade_shell", "3Rnd_SmokeYellow_Grenade_shell", //Explosives "HandGrenade", "MiniGrenade", "B_IR_Grenade", "O_IR_Grenade", "I_IR_Grenade", "1Rnd_HE_Grenade_shell", "3Rnd_HE_Grenade_shell", "APERSBoundingMine_Range_Mag", "APERSMine_Range_Mag", "APERSTripMine_Wire_Mag", "ClaymoreDirectionalMine_Remote_Mag", "DemoCharge_Remote_Mag", "IEDLandBig_Remote_Mag", "IEDLandSmall_Remote_Mag", "IEDUrbanBig_Remote_Mag", "IEDUrbanSmall_Remote_Mag", "SatchelCharge_Remote_Mag", "SLAMDirectionalMine_Wire_Mag" ]call BIS_fnc_selectRandom; //Position of the loot at the crashsite _lootPos1 = _crashsite getRelPos [8, 1]; _lootPos2 = _crashsite getRelPos [8, 3]; _lootPos3 = _crashsite getRelPos [8, 5]; _lootPos4 = _crashsite getRelPos [8, 7]; _lootPos5 = _crashsite getRelPos [8, 9]; _lootPos6 = _crashsite getRelPos [8, 11]; _lootPos8 = _crashsite getRelPos [4, 1]; //you can spawn an item next to the wreck , like an ammobox _lootPos8 _array1 = [ /* "Box_IND_Ammo_F", "Box_IND_Wps_F", "Box_IND_AmmoOrd_F", "Box_IND_Grenades_F", "Box_IND_WpsLaunch_F", "Box_IND_WpsSpecial_F", "Box_IND_Support_F" */ //Respawn "B_Respawn_Sleeping_bag_blue_F", "B_Respawn_Sleeping_bag_brown_F", "B_Respawn_TentDome_F", "B_Respawn_Sleeping_bag_F", "B_Respawn_TentA_F" ]; _Wrecks1 = selectRandom _array1; _crashsite1 = _Wrecks1 createVehicle _lootPos8; sleep 1; //addweaponcargo addItemCargo addMagazineCargo //lootitems1 spawn weapons lootitems1 = "groundweaponHolder" createVehicle _lootPos1; lootitems1 addweaponcargo [_weapons_Loot, 1]; //lootitems2 spawn sideweapons lootitems2 = "groundweaponHolder" createVehicle _lootPos2; lootitems2 addweaponcargo [_sideweapons_loot, 2]; //lootitems3 spawn only mags lootitems3 = "groundweaponHolder" createVehicle _lootPos3; lootitems3 addweaponcargo [_weapons_Loot, 0]; //lootitems4 items 1 lootitems4 = "groundweaponHolder" createVehicle _lootPos4; lootitems4 addweaponcargo [_items_loot1, 2]; //lootitems5 items 2 Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG lootitems5 = "groundweaponHolder" createVehicle _lootPos5; lootitems5 addItemCargo [_items_loot2, 2]; //lootitems6 items 2 Here ONLY :Flares , Smokes , Explosives lootitems6 = "groundweaponHolder" createVehicle _lootPos6; lootitems6 addMagazineCargo [_items_loot3, 2]; // Spawn weapon's mag _magazines = getArray (configFile / "CfgWeapons" / _weapons_Loot / "magazines"); _magazineClass = _magazines call bis_fnc_selectRandom; lootitems1 addMagazineCargoGlobal [_magazineClass, 2]; //2 mags // Spawn sideweapon's mag _magazines = getArray (configFile / "CfgWeapons" / _sideweapons_loot / "magazines"); _magazineClass = _magazines call bis_fnc_selectRandom; lootitems2 addMagazineCargoGlobal [_magazineClass, 2]; //2 mags // Spawn only magazines _magazines = getArray (configFile / "CfgWeapons" / _weapons_Loot / "magazines"); _magazineClass = _magazines call bis_fnc_selectRandom; lootitems3 addMagazineCargoGlobal [_magazineClass, 3]; //3 mags sleep 1; //https://community.bistudio.com/wiki/setParticleClass _particle1 = "#particlesource" createVehicleLocal getpos _crashsite; _particle1 setParticleClass "MediumSmoke"; _particle1 attachTo [_crashsite,[0,0,0]]; //https://community.bistudio.com/wiki/setParticleFire //source setParticleFire [coreIntensity, coreDistance, damageTime] _particle2 = "#particlesource" createVehicleLocal (getPos _crashsite); _particle2 setParticleClass "BigDestructionSmoke"; _particle2 setParticleFire [0.3,1.0,0.1]; //MediumSmoke ObjectDestructionSmoke ObjectDestructionFire1Smallx //SmallDestructionSmoke SmallDestructionFire MediumDestructionFire MediumDestructionSmoke BigDestructionFire BigDestructionSmoke sleep 1; //Create a Crater (Crater , CraterLong , CraterLong_small) createVehicle ["CraterLong", getPos _crashsite, [], 0, "CAN_COLLIDE"]; if (_1_Grass_Cutter) then { // systemchat "_1_Grass_Cutter"; // Cut the grass around the Crashsites _Grass_Cutter_pos = _crashsite getRelPos [12, 6]; createVehicle ["Land_ClutterCutter_large_F", _Grass_Cutter_pos, [], 0, "CAN_COLLIDE"]; createVehicle ["Land_ClutterCutter_large_F", _crashsite, [], 0, "CAN_COLLIDE"]; }; if (_2_Create_Markers) then { // systemchat "_2_Create_Markers"; // Create a Marker for the Crashsites // Select your marker here: // https://community.bistudio.com/wiki/cfgMarkers { if (typeOf _x in _Wrecks_array) then { _marker = createMarkerLocal ["Crashsite" + str(_forEachIndex), getPos _x]; _marker setMarkerShapeLocal "ICON"; _marker setMarkerTypeLocal "mil_marker"; _marker setMarkerColorLocal "ColorYellow"; _marker setMarkerSizeLocal [1,1]; _marker setMarkerTextLocal "Crashsite"; }; } forEach allMissionObjects "All"; }; }; systemchat "C r a s h s i t e s S p a w n e d"; Thanks! 1 Share this post Link to post Share on other sites
CptStampede 103 Posted May 2, 2018 thnx George i will change this and im up to release my map in the next few minutes :) 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 2, 2018 3 minutes ago, CptStampede said: thnx George i will change this and im up to release my map in the next few minutes :) Thanks also and with the release of your mission , if you like share here and here : Thanks CptStampede ! Share this post Link to post Share on other sites
CptStampede 103 Posted May 2, 2018 So here it is: 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 2, 2018 1 hour ago, CptStampede said: So here it is: Thank you very much and well done CptStampede ! 1 Share this post Link to post Share on other sites
MisterOth 76 Posted May 3, 2018 Hello George So in this line 451 to 467 Spoiler _array1 = [ /* "Box_IND_Ammo_F", "Box_IND_Wps_F", "Box_IND_AmmoOrd_F", "Box_IND_Grenades_F", "Box_IND_WpsLaunch_F", "Box_IND_WpsSpecial_F", "Box_IND_Support_F" */ //Respawn "B_Respawn_Sleeping_bag_blue_F", "B_Respawn_Sleeping_bag_brown_F", "B_Respawn_TentDome_F", "B_Respawn_Sleeping_bag_F", "B_Respawn_TentA_F" ]; If I understant correctly, it can spawn the loot inside the box instead of the loot on the ground ? Also the part about Respawn ? Is this for SP or MP, I don't understand what is ? Thank you 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 3, 2018 2 hours ago, MisterOth said: spawn the loot inside the box Hello there MisterOth ! In this array , you can spawn objects ( almost everything ). If it is an item container ( it has an option for inventory ) then you can also set the desired items inside or loot from the arrays lists. You can see an example from my Cargo airdrop script : 2 hours ago, MisterOth said: for SP or MP Yes , you can add this script in both. For anything that you might want feel free to ask ! See you ! 1 Share this post Link to post Share on other sites
CptStampede 103 Posted May 6, 2018 Hello George me again, since Ravage got his way into the Workshop im setting up a simple survival server. So ur Scripts still work on self hosted and spawns markers but they dont show at my Server. Can u help me with this? Thnx CptStampede 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 6, 2018 7 hours ago, CptStampede said: spawns markers Try to change this : if (typeOf _x in _Wrecks_array) then { _marker = createMarker ["Crashsite" + str(_forEachIndex), getPos _x]; _marker setMarkerShape "ICON"; _marker setMarkerType "mil_marker"; _marker setMarkerColor "ColorYellow"; _marker setMarkerSize [1,1]; _marker setMarkerText "Crashsite"; }; 1 Share this post Link to post Share on other sites