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since you are using the container then , first if you check the scipt it's clearing the box from everything and then fill the box with the selected item from your arrays.

 

so check the array for

"optic_Nightstalker",
            "optic_NVS",  // this is just night vision
            "optic_SOS",
            "optic_tws",
            "optic_tws_mg"

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1 minute ago, GEORGE FLOROS GR said:

since you are using the container then , first if you check the scipt it's clearing the box from everything and then fill the box with the selected item from your arrays.

 

so check the array for

"optic_Nightstalker",
            "optic_NVS",  // this is just night vision
            "optic_SOS",
            "optic_tws",
            "optic_tws_mg"


It's not in my array. It has to be called from some sort of global loot in default Arma

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Generally i'm following only the forum here and the armaholic and actually , this is too much already , I have create so far also a lot of stuff , so it's a little bit to much to check everything in double !

So we can keep the chat here .  :f:

3 minutes ago, Donnie_Plays said:

It's not in my array. It has to be called from some sort of global loot in default Arma

 

you need to post your script for me to check this , in order to understand the problem.

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I am going to send you a message on here with the script. I would prefer not to post it on the boards.

I think what may be happening, is on occasion the crate is not clearing so all the default things are staying inside. It's a ton of scopes and other things. Very high amount of items.

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# cannot see the smoke for the crash sites. Only the host

 

i didn't notice this , so the fix is  :



//________________ Particles - Smoke ________________
//https://community.bistudio.com/wiki/setParticleClass
_particle1 = "#particlesource" createVehicle getpos _crashsite;
_particle1 setParticleClass "MediumSmoke";
_particle1 attachTo [_crashsite,[0,0,0]];


//https://community.bistudio.com/wiki/setParticleFire
//source setParticleFire [coreIntensity, coreDistance, damageTime]
_particle2 = "#particlesource" createVehicle (getPos _crashsite);
_particle2 setParticleClass "BigDestructionSmoke";
_particle2 setParticleFire [0.3,1.0,0.1];

//MediumSmoke    ObjectDestructionSmoke    ObjectDestructionFire1Smallx
//SmallDestructionSmoke    SmallDestructionFire MediumDestructionFire MediumDestructionSmoke BigDestructionFire BigDestructionSmoke

sleep 1;

 

# This script is going to be update soon !

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Just now, GEORGE FLOROS GR said:

Hello there to Everyone !

 

I 'm reediting the GF Crashsites script ,

 

and there will be an update for the current version

 

and a new version , that will detect the enabled mods and spawn normal model of helicopters and planes ,  with the loot spawn as well automatically  , without editing lists.

The sites will include more stuff , as scenery adittion , things scatterd , flames , smoke etc.

There will be also available a mod version with this and a more adjustable version with userconfig settings.

 

Here is a pic (of the site) :

clcgeSSlRkCnwtjQtZ-R7g.png

Thanks !

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Got a question is if i didn't use marker, there will be random crash site everywhere on the map ? or the marker are required ?

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2 hours ago, damsous said:

there will be random crash site everywhere on the map

 

Right now the script is not using at all any markers.

The markers , is an option , to see the location of the site.

 

In the updated version , there will be also a check , if a player is near and option about blacklisted areas.

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This is the new edition of this script and i will also update , what is needed in the current.

 

# Note :

The loot for the new edition can be custom as well.

 

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Just now, 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 :

 

 

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