CptStampede 103 Posted May 6, 2018 give me a few minutes ;) 1 Share this post Link to post Share on other sites
CptStampede 103 Posted May 6, 2018 as expected, works! Thnx a lot, i will try to change it for the Airdrops too! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 6, 2018 13 minutes ago, CptStampede said: as expected, works! Thank you very much ! See you CptStampede ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 13, 2018 The update will be available Soon in Armaholic 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 . Thanks ! 1 Share this post Link to post Share on other sites
Guest Posted May 13, 2018 Thanks for sending us the update :) The Armaholic mirror has been updated with the new version: GF Crashsites Script v4.0 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 13, 2018 8 hours ago, foxhound said: Thanks Thank you very much for the support Foxhound ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 13, 2018 11 minutes ago, GEORGE FLOROS GR said: Hi George, I'm currently building a mission that is using your Crashsites script. It works perfectly, but I'd like to have the option of Recon Teams rushing to secure the crashsite - much in the same way as you have it in your airdrop script. Could you implement this in the next version or teach me how to include the Recon Team code from the Airdrop script into the Crashsite script so they go for these? THX in advance for your help tourist 11 minutes ago, GEORGE FLOROS GR said: 4 hours ago, tourist said: Could you implement this in the next version Hello tourist ! #Just to know , when i played ravage for the first time , it was your missions !!! So i noticed that you are doing a Hero -Ravage mission ! Is that so ? If yes i will be waiting to play this ! Nice idea for the Recon team option , you can just almost copy paste this from the Cargo Airdrop script and just change the word : _Cargo add also above this: _3_Recon_Teams = true; // Spawn a Recon Team to the Crashsites position and below in the code: //________________ Spawn a Recon Team to move at the Crashsite position ________________ if (_3_Recon_Teams) then { // systemchat "_6_Recon_Teams"; MOVE_TO_Cargo_position = _crashsite getRelPos [0, 12]; // define your Group #define Recon_Group "I_Soldier_SL_F", "I_Soldier_TL_F", "I_soldier_UAV_F", "I_Soldier_M_F","I_medic_F","I_Soldier_AR_F" Recon_Teams = createGroup independent; // Spawn the group 2000 meters from the drop Recon_Teams_randomPos = [[[MOVE_TO_Cargo_position, (2000)],[]],["water","out"]] call BIS_fnc_randomPos; Recon_Teams = [Recon_Teams_randomPos, independent,[Recon_Group]] call BIS_fnc_spawnGroup; Recon_Teams setCombatMode "RED"; []spawn{ while {true} do { // systemchat "Waypoint updated"; { deleteWaypoint [_x, 0]; _waypoint1 = _x addWaypoint [(MOVE_TO_Cargo_position),0]; _waypoint1 setWaypointType "SAD";//SAD MOVE _x setCombatMode "RED"; _x setSpeedMode "FULL"; _x allowFleeing 0; }foreach [Recon_Teams]; sleep 100; }; }; This should work ! Just if it's possible please confirm. Thank you Tourist for the idea ! I will add this in the next update as an option ! Thanks ! Share this post Link to post Share on other sites
Jpsredd 3 Posted May 24, 2018 Can you put your scripts on Steam workshop please. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 24, 2018 Hello there Jpsredd! The Workshop would be good but i have already my content on both armaholic and Bis . I can't follow everything! Share this post Link to post Share on other sites
Jpsredd 3 Posted May 24, 2018 Thanks for response. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 24, 2018 1 hour ago, Jpsredd said: Thanks for response. No problem Jpsredd , if it's anything feel free to ask! Share this post Link to post Share on other sites
Jpsredd 3 Posted May 25, 2018 I do have a question.Does everyone need to download it for multiplayer or just me running it. I am trying this for first time. I dont know anything about this stuff. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 25, 2018 26 minutes ago, Jpsredd said: Does everyone need to download it for multiplayer No , it's a script that you need to add to your mission files. Do you know how to use it? Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 26, 2018 On 23/5/2018 at 9:57 AM, Donnie_Plays said: a script that spawns a loot object like a crate with random items for the crash sites? Yes it is possible: Here is a Ravage - vanilla Crashite script before the update with this option . 2 Pics and the code below: //________________ Author : [GR]GEORGE F ___________ 25.05.18 _____________ /* ________________ 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 you want the script to run only in the server use the code below if(!isServer) exitWith {}; diag_log "//________________ GF Crashsites Script _____________"; diag_log "//________________ GF_Crashsites_vanilla_ravage.sqf _____________"; //________________ GF Crashsites Script _____________ //________________ Settings ________________ //________________ Set true or false ________________ _1_Create_Box_container = true; // Create a Box container at the Crashsites with random loot _2_Create_Loot = true; // Create Create Loot at the Crashsites _3_Grass_Cutter = true; // Cut the grass around the Crashsites _4_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 { //________________ For spawn one crashsite ________________ //for "_x" from 1 to (1) do { //________________ The position of the crashsites will be random ________________ _GF_random_pos = [] call BIS_fnc_randomPos; // For random location // _GF_random_pos = getmarkerPos "MarkerName"; // Create a Marker if you want a certain location - /* // or select a random marker _Marker_array =selectRandom[ "Marker_1", "Marker_2", "Marker_3" ]; _GF_random_pos = getmarkerPos _Marker_array; */ // _GF_random_pos = getPos player; // for test purpose //________________ Wrecks at the crashsites ________________ //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 = selectRandom [ //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" ]; _sideweapons_loot = selectRandom [ //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" ]; _items_loot1 = selectRandom [ //for RyanZombies //"RyanZombiesAntiVirusTemporary_Item", //"RyanZombiesAntiVirusCure_Item", //Vanilla "ToolKit", "MediKit", "FirstAidKit", "FirstAidKit", //Tools "Binocular", "Rangefinder", "Laserdesignator", "Laserdesignator_02", "Laserdesignator_03" ]; _items_loot2 = selectRandom [ //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" ]; _items_loot3 = selectRandom [ //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" ]; _Clothes_array = selectRandom [ "U_C_Journalist", "U_C_Poloshirt_blue", "U_C_Poloshirt_burgundy", "U_C_Poloshirt_salmon", "U_C_Poloshirt_stripped", "U_C_Poloshirt_tricolour", "U_C_Poor_1", "U_C_Poor_2", "U_C_Poor_shorts_1", "U_C_Scientist", "U_OrestesBody", "U_Rangemaster", "U_NikosAgedBody", "U_NikosBody", "U_Competitor", "U_B_CombatUniform_mcam", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_vest", "U_B_CombatUniform_mcam_worn", "U_B_CTRG_1", "U_B_CTRG_2", "U_B_CTRG_3", "U_I_CombatUniform", "U_I_CombatUniform_shortsleeve", "U_I_CombatUniform_tshirt", "U_I_OfficerUniform", "U_O_CombatUniform_ocamo", "U_O_CombatUniform_oucamo", "U_O_OfficerUniform_ocamo", "U_B_SpecopsUniform_sgg", "U_O_SpecopsUniform_blk", "U_O_SpecopsUniform_ocamo", "U_I_G_Story_Protagonist_F", "U_C_HunterBody_grn", "U_IG_Guerilla1_1", "U_IG_Guerilla2_1", "U_IG_Guerilla2_2", "U_IG_Guerilla2_3", "U_IG_Guerilla3_1", "U_BG_Guerilla2_1", "U_IG_Guerilla3_2", "U_BG_Guerrilla_6_1", "U_BG_Guerilla1_1", "U_BG_Guerilla2_2", "U_BG_Guerilla2_3", "U_BG_Guerilla3_1", "U_BG_leader", "U_IG_leader", "U_I_G_resistanceLeader_F", "U_B_FullGhillie_ard", "U_B_FullGhillie_lsh", "U_B_FullGhillie_sard", "U_B_GhillieSuit", "U_I_FullGhillie_ard", "U_I_FullGhillie_lsh", "U_I_FullGhillie_sard", "U_I_GhillieSuit", "U_O_FullGhillie_ard", "U_O_FullGhillie_lsh", "U_O_FullGhillie_sard", "U_O_GhillieSuit", "U_I_Wetsuit", "U_O_Wetsuit", "U_B_Wetsuit", "U_B_survival_uniform", "U_B_HeliPilotCoveralls", "U_I_HeliPilotCoveralls", "U_B_PilotCoveralls", "U_I_pilotCoveralls", "U_O_PilotCoveralls", "U_B_T_Soldier_F", "U_B_T_Soldier_AR_F", "U_B_T_Soldier_SL_F", "U_B_T_Sniper_F", "U_B_T_FullGhillie_tna_F", "U_B_CTRG_Soldier_F", "U_B_CTRG_Soldier_2_F", "U_B_CTRG_Soldier_3_F", "U_B_GEN_Soldier_F", "U_B_GEN_Commander_F", "U_O_T_Soldier_F", "U_O_T_Officer_F", "U_O_T_Sniper_F", "U_O_T_FullGhillie_tna_F", "U_O_V_Soldier_Viper_F", "U_O_V_Soldier_Viper_hex_F", "U_I_C_Soldier_Para_1_F", "U_I_C_Soldier_Para_2_F", "U_I_C_Soldier_Para_3_F", "U_I_C_Soldier_Para_4_F", "U_I_C_Soldier_Para_5_F", "U_I_C_Soldier_Bandit_1_F", "U_I_C_Soldier_Bandit_2_F", "U_I_C_Soldier_Bandit_3_F", "U_I_C_Soldier_Bandit_4_F", "U_I_C_Soldier_Bandit_5_F", "U_I_C_Soldier_Camo_F", "U_C_man_sport_1_F", "U_C_man_sport_2_F", "U_C_man_sport_3_F", "U_C_Man_casual_1_F", "U_C_Man_casual_2_F", "U_C_Man_casual_3_F", "U_C_Man_casual_4_F", "U_C_Man_casual_5_F", "U_C_Man_casual_6_F", "U_B_CTRG_Soldier_urb_1_F", "U_B_CTRG_Soldier_urb_2_F", "U_B_CTRG_Soldier_urb_3_F", "H_Cap_blk", "H_Cap_blk_Raven", "H_Cap_blu", "H_Cap_brn_SPECOPS", "H_Cap_grn", "H_Cap_headphones", "H_Cap_khaki_specops_UK", "H_Cap_oli", "H_Cap_press", "H_Cap_red", "H_Cap_tan", "H_Cap_tan_specops_US", "H_Watchcap_blk", "H_Watchcap_camo", "H_Watchcap_khk", "H_Watchcap_sgg", "H_MilCap_blue", "H_MilCap_dgtl", "H_MilCap_mcamo", "H_MilCap_ocamo", "H_MilCap_oucamo", "H_MilCap_rucamo", "H_Bandanna_camo", "H_Bandanna_cbr", "H_Bandanna_gry", "H_Bandanna_khk", "H_Bandanna_khk_hs", "H_Bandanna_mcamo", "H_Bandanna_sgg", "H_Bandanna_surfer", "H_Booniehat_dgtl", "H_Booniehat_dirty", "H_Booniehat_grn", "H_Booniehat_indp", "H_Booniehat_khk", "H_Booniehat_khk_hs", "H_Booniehat_mcamo", "H_Booniehat_tan", "H_Hat_blue", "H_Hat_brown", "H_Hat_camo", "H_Hat_checker", "H_Hat_grey", "H_Hat_tan", "H_StrawHat", "H_StrawHat_dark", "H_Beret_02", "H_Beret_blk", "H_Beret_blk_POLICE", "H_Beret_brn_SF", "H_Beret_Colonel", "H_Beret_grn", "H_Beret_grn_SF", "H_Beret_ocamo", "H_Beret_red", "H_Shemag_khk", "H_Shemag_olive", "H_Shemag_olive_hs", "H_Shemag_tan", "H_ShemagOpen_khk", "H_ShemagOpen_tan", "H_TurbanO_blk", "H_HelmetB", "H_HelmetB_black", "H_HelmetB_camo", "H_HelmetB_desert", "H_HelmetB_grass", "H_HelmetB_light", "H_HelmetB_light_black", "H_HelmetB_light_desert", "H_HelmetB_light_grass", "H_HelmetB_light_sand", "H_HelmetB_light_snakeskin", "H_HelmetB_paint", "H_HelmetB_plain_blk", "H_HelmetB_sand", "H_HelmetB_snakeskin", "H_HelmetCrew_B", "H_HelmetCrew_I", "H_HelmetCrew_O", "H_HelmetIA", "H_HelmetIA_camo", "H_HelmetIA_net", "H_HelmetLeaderO_ocamo", "H_HelmetLeaderO_oucamo", "H_HelmetO_ocamo", "H_HelmetO_oucamo", "H_HelmetSpecB", "H_HelmetSpecB_blk", "H_HelmetSpecB_paint1", "H_HelmetSpecB_paint2", "H_HelmetSpecO_blk", "H_HelmetSpecO_ocamo", "H_CrewHelmetHeli_B", "H_CrewHelmetHeli_I", "H_CrewHelmetHeli_O", "H_HelmetCrew_I", "H_HelmetCrew_B", "H_HelmetCrew_O", "H_PilotHelmetHeli_B", "H_PilotHelmetHeli_I", "H_PilotHelmetHeli_O", "H_RacingHelmet_2_F", "H_RacingHelmet_3_F", "H_RacingHelmet_4_F", "H_RacingHelmet_1_blue_F", "H_RacingHelmet_1_green_F", "H_RacingHelmet_1_red_F", "H_RacingHelmet_1_white_F", "H_RacingHelmet_1_yellow_F", "H_RacingHelmet_1_orange_F", "H_Helmet_Skate", "H_HelmetB_TI_tna_F", "H_HelmetO_ViperSP_hex_F", "H_HelmetO_ViperSP_ghex_F", "H_HelmetB_tna_F", "H_HelmetB_Enh_tna_F", "H_HelmetB_Light_tna_F", "H_HelmetSpecO_ghex_F", "H_HelmetLeaderO_ghex_F", "H_HelmetO_ghex_F", "H_HelmetCrew_O_ghex_F", "H_MilCap_tna_F", "H_MilCap_ghex_F", "H_Booniehat_tna_F", "H_Beret_gen_F", "H_MilCap_gen_F", "H_Cap_oli_Syndikat_F", "H_Cap_tan_Syndikat_F", "H_Cap_blk_Syndikat_F", "H_Cap_grn_Syndikat_F", "G_Spectacles", "G_Spectacles_Tinted", "G_Combat", "G_Lowprofile", "G_Shades_Black", "G_Shades_Green", "G_Shades_Red", "G_Squares", "G_Squares_Tinted", "G_Sport_BlackWhite", "G_Sport_Blackyellow", "G_Sport_Greenblack", "G_Sport_Checkered", "G_Sport_Red", "G_Tactical_Black", "G_Aviator", "G_Lady_Mirror", "G_Lady_Dark", "G_Lady_Red", "G_Lady_Blue", "G_Diving", "G_B_Diving", "G_O_Diving", "G_I_Diving", "G_Goggles_VR", "G_Balaclava_blk", "G_Balaclava_oli", "G_Balaclava_combat", "G_Balaclava_lowprofile", "G_Bandanna_blk", "G_Bandanna_oli", "G_Bandanna_khk", "G_Bandanna_tan", "G_Bandanna_beast", "G_Bandanna_shades", "G_Bandanna_sport", "G_Bandanna_aviator", "G_Shades_Blue", "G_Sport_Blackred", "G_Tactical_Clear", "G_Balaclava_TI_blk_F", "G_Balaclava_TI_tna_F", "G_Balaclava_TI_G_blk_F", "G_Balaclava_TI_G_tna_F", "G_Combat_Goggles_tna_F", "H_Cap_Black_IDAP_F", "H_Cap_Orange_IDAP_F", "H_Cap_White_IDAP_F", "H_EarProtectors_black_F", "H_EarProtectors_orange_F", "H_Construction_basic_black_F", "H_Construction_basic_orange_F", "H_Construction_earprot_orange_F", "H_Construction_headset_red_F", "H_Construction_headset_vrana_F", "H_Construction_headset_yellow_F", "H_HeadBandage_clean_F", "H_HeadBandage_bloody_F", "H_Hat_Safari_olive_F", "H_Hat_Safari_sand_F", "H_WirelessEarpiece_F", "H_PASGT_basic_blue_F", "H_PASGT_basic_olive_F", "H_PASGT_basic_white_F", "H_PASGT_basic_blue_press_F", "H_PASGT_neckprot_blue_press_F", "C_UavTerminal", "U_C_IDAP_Man_cargo_F", "U_C_IDAP_Man_jeans_F", "U_C_IDAP_Man_Casual_F", "U_C_IDAP_Man_shorts_F", "U_C_IDAP_Man_tee_F", "U_C_IDAP_Man_teeshorts_F", "U_C_ConstructionCoverall_Black_F", "U_C_ConstructionCoverall_Blue_F" ]; _Vests_array = selectRandom [ "V_Press_F", "V_Rangemaster_belt", "V_TacVest_blk", "V_TacVest_blk_POLICE", "V_TacVest_brn", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli", "V_TacVestCamo_khk", "V_TacVestIR_blk", "V_I_G_resistanceLeader_F", "V_BandollierB_blk", "V_BandollierB_cbr", "V_BandollierB_khk", "V_BandollierB_oli", "V_BandollierB_rgr", "V_Chestrig_blk", "V_Chestrig_khk", "V_Chestrig_oli", "V_Chestrig_rgr", "V_HarnessO_brn", "V_HarnessO_gry", "V_HarnessOGL_brn", "V_HarnessOGL_gry", "V_HarnessOSpec_brn", "V_HarnessOSpec_gry", "V_PlateCarrier1_blk", "V_PlateCarrier1_rgr", "V_PlateCarrier2_rgr", "V_PlateCarrier3_rgr", "V_PlateCarrierGL_blk", "V_PlateCarrierGL_mtp", "V_PlateCarrierGL_rgr", "V_PlateCarrierH_CTRG", "V_PlateCarrierIA1_dgtl", "V_PlateCarrierIA2_dgtl", "V_PlateCarrierIAGL_dgtl", "V_PlateCarrierIAGL_oli", "V_PlateCarrierL_CTRG", "V_PlateCarrierSpec_blk", "V_PlateCarrierSpec_mtp", "V_PlateCarrierSpec_rgr", "V_TacChestrig_grn_F", "V_TacChestrig_oli_F", "V_TacChestrig_cbr_F", "V_PlateCarrier1_tna_F", "V_PlateCarrier2_tna_F", "V_PlateCarrierSpec_tna_F", "V_PlateCarrierGL_tna_F", "V_HarnessO_ghex_F", "V_HarnessOGL_ghex_F", "V_BandollierB_ghex_F", "V_TacVest_gen_F", "V_PlateCarrier1_rgr_noflag_F", "V_PlateCarrier2_rgr_noflag_F", "V_LegStrapBag_black_F", "V_Plain_medical_F", "V_Plain_crystal_F", "V_Pocketed_black_F", "V_Pocketed_coyote_F", "V_Pocketed_olive_F", "V_EOD_blue_F", "V_EOD_IDAP_blue_F", "V_EOD_coyote_F", "V_EOD_olive_F" ]; _Backpacks_array = selectRandom [ "B_AssaultPack_blk", "B_AssaultPack_cbr", "B_AssaultPack_dgtl", "B_AssaultPack_khk", "B_AssaultPack_mcamo", "B_AssaultPack_rgr", "B_AssaultPack_sgg", "B_Bergen_blk", "B_Bergen_mcamo", "B_Bergen_rgr", "B_Bergen_sgg", "B_Carryall_cbr", "B_Carryall_khk", "B_Carryall_mcamo", "B_Carryall_ocamo", "B_Carryall_oli", "B_Carryall_oucamo", "B_FieldPack_blk", "B_FieldPack_cbr", "B_FieldPack_ocamo", "B_FieldPack_oucamo", "B_HuntingBackpack", "B_Kitbag_cbr", "B_Kitbag_mcamo", "B_Kitbag_sgg", "B_OutdoorPack_blk", "B_OutdoorPack_blu", "B_OutdoorPack_tan", "B_TacticalPack_blk", "B_TacticalPack_mcamo", "B_TacticalPack_ocamo", "B_TacticalPack_oli", "B_TacticalPack_rgr", "B_Bergen_mcamo_F", "B_Bergen_dgtl_F", "B_Bergen_hex_F", "B_Bergen_tna_F", "B_AssaultPack_tna_F", "B_Carryall_ghex_F", "B_FieldPack_ghex_F", "B_ViperHarness_blk_F", "B_ViperHarness_ghex_F", "B_ViperHarness_hex_F", "B_ViperHarness_khk_F", "B_ViperHarness_oli_F", "B_ViperLightHarness_blk_F", "B_ViperLightHarness_ghex_F", "B_ViperLightHarness_hex_F", "B_ViperLightHarness_khk_F", "B_ViperLightHarness_oli_F", "O_HMG_01_high_weapon_F", "O_HMG_01_weapon_F", "O_GMG_01_high_weapon_F", "O_GMG_01_weapon_F", "O_Mortar_01_support_F", "O_Mortar_01_weapon_F", "O_HMG_01_support_high_F", "O_HMG_01_support_F", "O_AA_01_weapon_F", "O_AT_01_weapon_F", "O_Static_Designator_02_weapon_F", "B_Static_Designator_01_weapon_F", "B_LegStrapBag_black_F", "B_LegStrapBag_coyote_F", "B_LegStrapBag_olive_F", "B_Messenger_Black_F", "B_Messenger_Coyote_F", "B_Messenger_IDAP_F", "I_UAV_06_backpack_F", "O_UAV_06_backpack_F", "B_UAV_06_backpack_F" ]; _Ravage_items = selectRandom [ // Ravage_items //x1 "rvg_plasticBottleEmpty", "rvg_canteenEmpty", "rvg_hose", "rvg_sleepingBag_Blue", "rvg_foldedTent", "rvg_rustyCan", "rvg_Geiger", "rvg_canisterFuel_Empty", "rvg_toolkit", "rvg_tire", //x2 Vital "rvg_money", "rvg_notepad", "rvg_docFolder", "rvg_canOpener", "rvg_guttingKnife", "rvg_matches", "rvg_plasticBottle", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "rvg_antiRad", "rvg_purificationTablets", //x2 Vital "rvg_money", "rvg_notepad", "rvg_docFolder", "rvg_canOpener", "rvg_guttingKnife", "rvg_matches", "rvg_plasticBottle", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "rvg_antiRad", "rvg_purificationTablets", //addon Ravage "Mask_M40_OD", "Mask_M40", "Mask_M50" ]; //________________ Position of the loot at the crashsite ________________ _lootPos1 = _crashsite getRelPos [8, 1]; _lootPos2 = _crashsite getRelPos [8, 2]; _lootPos3 = _crashsite getRelPos [8, 3]; _lootPos4 = _crashsite getRelPos [8, 4]; _lootPos5 = _crashsite getRelPos [8, 5]; _lootPos6 = _crashsite getRelPos [8, 6]; _lootPos7 = _crashsite getRelPos [8, 7]; _lootPos8 = _crashsite getRelPos [8, 8]; _lootPos9 = _crashsite getRelPos [8, 9]; _lootPos10 = _crashsite getRelPos [8, 10]; _Object1_Pos = _crashsite getRelPos [4, 3]; //you can spawn an item next to the wreck , like an ammobox _Object1_Pos _Box_container_Item_Pos = _crashsite getRelPos [4, 9]; //you can spawn an item next to the wreck , like an ammobox _lootPos8 //________________ you can spawn an item next to the wreck , like an ammobox ________________ _Object_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" ]; _Object1 = selectRandom _Object_array1; _Create_Object1 = _Object1 createVehicle _Object1_Pos; //________________ Create a Box container at the Crashsites with random loot ________________ if (_1_Create_Box_container) then { // systemchat "_1_Create_Box_container"; _Box_container_array = [ "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", "Land_PlasticCase_01_large_F", "Land_MetalCase_01_large_F" ]; _Box = selectRandom _Box_container_array; _Box_container_Item = _Box createVehicle _Box_container_Item_Pos; //________________ Clear Box container's items ________________ clearWeaponCargoGlobal _Box_container_Item; clearMagazineCargoGlobal _Box_container_Item; clearItemCargoGlobal _Box_container_Item; clearBackpackCargoGlobal _Box_container_Item; sleep 1; //addweaponcargo addItemCargo addMagazineCargo // spawn weapons _Box_container_Item addweaponcargo [_weapons_Loot, 2]; // 2 is the amount // spawn sideweapons _Box_container_Item addweaponcargo [_sideweapons_loot, 2]; // spawn only mags _Box_container_Item addweaponcargo [_weapons_Loot, 0]; // spawn items 1 _Box_container_Item addweaponcargo [_items_loot1, 5]; // spawn items 2 Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG _Box_container_Item addItemCargo [_items_loot2, 5]; // spawn items 3 Here ONLY :Flares , Smokes , Explosives _Box_container_Item addMagazineCargo [_items_loot3, 5]; // spawn Clothes _Box_container_Item addItemCargoGlobal [_Clothes_array,1]; // spawn Vests _Box_container_Item addItemCargoGlobal [_Vests_array,1]; // spawn Backpacks _Box_container_Item addBackpackCargoGlobal [_Backpacks_array,1]; // spawn Ravage items _Box_container_Item addItemCargo [_Ravage_items, 2]; /////////////// // Spawn weapon's mag _magazines_Box_container = getArray (configFile / "CfgWeapons" / _weapons_Loot / "magazines"); _magazineClass_Box_container = _magazines_Box_container call bis_fnc_selectRandom; _Box_container_Item addMagazineCargoGlobal [_magazineClass_Box_container, 2]; //2 mags // Spawn sideweapon's mag _magazines_Box_container = getArray (configFile / "CfgWeapons" / _sideweapons_loot / "magazines"); _magazineClass_Box_container = _magazines_Box_container call bis_fnc_selectRandom; _Box_container_Item addMagazineCargoGlobal [_magazineClass_Box_container, 2]; //2 mags // Spawn only magazines _magazines_Box_container = getArray (configFile / "CfgWeapons" / _weapons_Loot / "magazines"); _magazineClass_Box_container = _magazines_Box_container call bis_fnc_selectRandom; _Box_container_Item addMagazineCargoGlobal [_magazineClass_Box_container, 3]; //3 mags sleep 1; }; //________________ Create Create Loot at the Crashsites ________________ if (_2_Create_Loot) then { // systemchat "_2_Create_Loot"; sleep 1; //addweaponcargo addItemCargo addMagazineCargo // spawn weapons lootitems1 = "groundweaponHolder" createVehicle _lootPos1; lootitems1 addweaponcargo [_weapons_Loot, 1]; // spawn sideweapons lootitems2 = "groundweaponHolder" createVehicle _lootPos2; lootitems2 addweaponcargo [_sideweapons_loot, 2]; // spawn only mags lootitems3 = "groundweaponHolder" createVehicle _lootPos3; lootitems3 addweaponcargo [_weapons_Loot, 0]; // spawn items 1 lootitems4 = "groundweaponHolder" createVehicle _lootPos4; lootitems4 addweaponcargo [_items_loot1, 2]; // spawn items 2 items 2 Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG lootitems5 = "groundweaponHolder" createVehicle _lootPos5; lootitems5 addItemCargo [_items_loot2, 2]; // spawn items 3 items 4 Here ONLY :Flares , Smokes , Explosives lootitems6 = "groundweaponHolder" createVehicle _lootPos6; lootitems6 addMagazineCargo [_items_loot3, 2]; // spawn Clothes lootitems7 = "groundweaponHolder" createVehicle _lootPos7; lootitems7 addItemCargoGlobal [_Clothes_array,1]; // spawn Vests lootitems8 = "groundweaponHolder" createVehicle _lootPos8; lootitems8 addItemCargoGlobal [_Vests_array,1]; // spawn Backpacks lootitems9 = "groundweaponHolder" createVehicle _lootPos9; lootitems9 addBackpackCargoGlobal [_Backpacks_array,1]; // spawn Ravage items lootitems10 = "groundweaponHolder" createVehicle _lootPos10; lootitems10 addItemCargo [_Ravage_items, 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; }; //________________ Particles - Smoke ________________ //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"]; //________________ Cut the grass around the Crashsites ________________ if (_3_Grass_Cutter) then { // systemchat "_3_Grass_Cutter"; _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"]; }; //________________ Create a Marker for the Crashsites ________________ if (_4_Create_Markers) then { // systemchat "_4_Create_Markers"; // 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"; 1 Share this post Link to post Share on other sites
Dedmen 2653 Posted May 28, 2018 @GEORGE FLOROS GR Please use a Spoiler tag when you dump such big scripts. I repeatedly see your posts filling my entire screen twice while scrolling through unread posts. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 28, 2018 3 hours ago, Dedmen said: use a Spoiler tag Ok Dedmen , sure , i will next time. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted June 15, 2018 On the next update: Changelog: v4.1 added options to: Create a Box container at the Crashsites with random loot, spawn a Recon Team to move to the Crashsite, added loot for clothes,vests and backpacks for, Vanilla , CUP and Unsung mod. 1 Share this post Link to post Share on other sites
Guest Posted June 15, 2018 Thanks for sending us the updated release :) The Armaholic mirror has been updated with the new version: GF Crashsites Script v4.1 Share this post Link to post Share on other sites
tourist 617 Posted June 15, 2018 Hi GEORGE, just realized I posted my confirmation of the Recon Teams working fine from within the updated Crashsites Script only in the GF Scripts collection thread. But while I'm at it I can use the opportunity to post the customized "WW2+RAVAGE+HEROS SURVIVE" file I use for my mission. Might be useful for other mission makers... Spoiler //________________ Author : [GR]GEORGE F ___________ 14.05.18 _____________ /* ________________ 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 you want the script to run only in the server use the code below if(!isServer) exitWith {}; diag_log "//________________ GF Crashsites Script _____________"; diag_log "//________________ GF_Crashsites_vanilla_ravage.sqf _____________"; //________________ GF Crashsites Script _____________ //________________ Settings ________________ //________________ Set true or false ________________ _1_Grass_Cutter = true; // Cut the grass around the Crashsites _2_Create_Markers = true; // Create a Marker for the Crashsites _3_Recon_Teams = true; // Spawn a Recon Team to move to Cargo Airdrop position 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 { //________________ For spawn one crashsite ________________ //for "_x" from 1 to (1) do { //________________ The position of the crashsites will be random ________________ _GF_random_pos = [] call BIS_fnc_randomPos; // For random location // _GF_random_pos = getmarkerPos "MarkerName"; // Create a Marker if you want a certain location - /* // or select a random marker _Marker_array =selectRandom[ "Marker_1", "Marker_2", "Marker_3" ]; _GF_random_pos = getmarkerPos _Marker_array; */ // _GF_random_pos = getPos player; // for test purpose //________________ Wrecks at the crashsites ________________ //Wrecks at the crashsites _Wrecks_array = [ "Land_Wreck_Plane_Transport_01_F" ]; _Wrecks = selectRandom _Wrecks_array; _crashsite = _Wrecks createVehicle _GF_random_pos; //________________ Type of loot ________________ _weapons_Loot = selectRandom [ //LightMachineGuns "LIB_M1919A4", "LIB_M1919A6", //AutomaticRifles "LIB_M1918A2_BAR", //SemiautoRifles "LIB_M1_Garand", "LIB_M1_Carbine", //SemiautoRifles x2 "LIB_M1_Garand", "LIB_M1_Carbine", //SniperRifles "LIB_M1903A4_Springfield", // Launchers "LIB_M1A1_Bazooka" ]; _sideweapons_loot = selectRandom [ //Pistols "LIB_FLARE_PISTOL", "LIB_Colt_M1911", //SubMachineGuns "LIB_M1A1_Thompson", "LIB_M3_GreaseGun" ]; _items_loot1 = selectRandom [ //for RyanZombies //"RyanZombiesAntiVirusTemporary_Item", //"RyanZombiesAntiVirusCure_Item", //Vanilla "ToolKit", "MediKit", "FirstAidKit", "FirstAidKit", //Tools "LIB_ToolKit" ]; _items_loot2 = selectRandom [ //Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG "ItemCompass", "ItemWatch", "ItemRadio", "ItemMap", //x2 "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "V_LIB_US_Assault_Vest_Thompson", "H_LIB_US_Rangers_Helmet_os", "V_LIB_US_Assault_Vest", "H_LIB_US_Rangers_Helmet", "V_LIB_US_Vest_Medic", "H_LIB_US_Helmet_Med", "V_LIB_US_Vest_Thompson", "H_LIB_US_Helmet_Net", "V_LIB_US_Vest_Bar", "H_LIB_US_Helmet", "V_LIB_US_Vest_Asst_MG", "V_LIB_US_Vest_M1919", "V_LIB_US_Vest_Carbine", "V_LIB_US_Vest_Carbine_eng", "V_LIB_US_Vest_Garand", "V_LIB_US_Vest_Grenadier", "V_LIB_US_Vest_Bar", "LIB_ACC_GL_M7" ]; _items_loot3 = selectRandom [ // Ravage_items //x1 "rvg_hose", "rvg_sleepingBag_Blue", "rvg_foldedTent", "rvg_rustyCan", "rvg_Geiger", "rvg_canisterFuel_Empty", "rvg_toolkit", "rvg_tire", "herl_u_cawater", "herl_u_cawatere", "herl_u_diesel2", "herl_u_diesele", "herl_u_petrol", "herl_u_petrole", "herl_u_ToolKit", "herl_u_CLaterne", //x2 Vital "rvg_money", "herl_copener", "herl_lighter", "herl_matches", "herl_u_Knife", "herl_o_saw", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "herl_mb_waterpur", //x2 Vital "rvg_money", "herl_copener", "herl_lighter", "herl_matches", "herl_u_Knife", "herl_o_saw", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "herl_mb_waterpur", //addon Ravage "Mask_M40_OD", "Mask_M40", "Mask_M50" ]; _items_loot4 = selectRandom [ //Flares "Chemlight_blue", "Chemlight_green", "Chemlight_red", //Smokes "SmokeShell", "SmokeShellBlue", "SmokeShellGreen", "SmokeShellOrange", "SmokeShellPurple", "SmokeShellRed", "SmokeShellYellow", "LIB_US_M18", //Explosives "LIB_US_Mk_2", "LIB_1Rnd_G_Mk2" ]; //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]; _lootPos7 = _crashsite getRelPos [8, 12]; _lootPos8 = _crashsite getRelPos [4, 1]; //you can spawn an item next to the wreck , like an ammobox _lootPos8 _array1 = [ /* "LIB_BasicAmmunitionBox_US" */ //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 3 Ravage lootitems6 = "groundweaponHolder" createVehicle _lootPos6; lootitems6 addItemCargo [_items_loot3, 2]; //lootitems7 items 4 Here ONLY :Flares , Smokes , Explosives lootitems7 = "groundweaponHolder" createVehicle _lootPos7; lootitems7 addMagazineCargo [_items_loot4, 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; //________________ Particles - Smoke ________________ //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"]; //________________ Cut the grass around the Crashsites ________________ if (_1_Grass_Cutter) then { // systemchat "_1_Grass_Cutter"; _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"]; }; //________________ Create a Marker for the Crashsites ________________ if (_2_Create_Markers) then { // systemchat "_2_Create_Markers"; // 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"; }; //________________ Spawn a Recon Team to move to Cargo airdrop position ________________ if (_3_Recon_Teams) then { // systemchat "_3_Recon_Teams"; MOVE_TO_crashsite_position = _crashsite getRelPos [0, 12]; // define your Group #define Recon_Group "LIB_US_Rangers_smgunner","LIB_US_Rangers_mgunner","LIB_US_Rangers_sniper","LIB_US_Rangers_medic","LIB_US_Rangers_mgunner","LIB_US_Rangers_FC_rifleman","LIB_US_Rangers_FC_rifleman","LIB_US_Rangers_rifleman","LIB_US_Rangers_rifleman","LIB_US_Rangers_rifleman" Recon_Teams = createGroup independent; // Spawn the group 2000 meters from the drop Recon_Teams_randomPos = [[[MOVE_TO_crashsite_position, (2000)],[]],["water","out"]] call BIS_fnc_randomPos; Recon_Teams = [Recon_Teams_randomPos, independent,[Recon_Group]] call BIS_fnc_spawnGroup; Recon_Teams setCombatMode "RED"; []spawn{ while {true} do { // systemchat "Waypoint updated"; { deleteWaypoint [_x, 0]; _waypoint1 = _x addWaypoint [(MOVE_TO_crashsite_position),0]; _waypoint1 setWaypointType "SAD";//SAD MOVE _x setCombatMode "RED"; _x setSpeedMode "FULL"; _x allowFleeing 0; }foreach [Recon_Teams]; sleep 100; }; }; }; }; 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
GEORGE FLOROS GR 4206 Posted June 16, 2018 18 hours ago, tourist said: post the customized "WW2+RAVAGE+HEROS SURVIVE" file I use for my mission. Might be useful for other mission makers... Indeed ! that's Great Tourist , thank you very much ! Any news of your RAVAGE+HEROS SURVIVE mission? Share this post Link to post Share on other sites
tourist 617 Posted June 16, 2018 5 hours ago, GEORGE FLOROS GR said: Any news of your RAVAGE+HEROS SURVIVE mission? Actually I'm making good progress on that. With the help of the great HEROS inventory items, I have built & successfully tested persistent tasks that use ALiVE savegames and therefor work in SP and MP. They come quite close to typical RPG quests - now I have to flesh out the mission area some more with notes, Briefing entries and the like, maybe even some more story NPC's. My only problem is to decide if I really should invest the time into a conversation system. The quests can work without that. And so far all conversation systems I found require LOADS of time to create dialogues with. ATM I focus on direct gameplay value; stuff like tailoring the INCOGNITO script to incorporate all of Frith's ruin clothing & vests. Tedious copy - paste, but relevant for the specific setting of the mission. Have some RL tasks to do now; more info L8er! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted June 30, 2018 Update Changelog: v4.2 A fix for the Markers option. Soon in Armaholic ! 1 Share this post Link to post Share on other sites
Guest Posted July 1, 2018 Thanks for sending us the updated release :) The Armaholic mirror has been updated with the new version: GF Crashsites Script v4.2 Share this post Link to post Share on other sites
Griffiths_4 4 Posted July 21, 2018 Hello George, I'm having this issue with the markers in your script This is the code it is refering to Any Ideas what could be creating this issue? Regards, Griff 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted July 21, 2018 25 minutes ago, Griffiths_4 said: Any Ideas Thanks Griff , i'm going to check it now ! Share this post Link to post Share on other sites