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7 minutes ago, GEORGE FLOROS GR said:

On the  _next_drop_in_sec =   put your time  like 30 minutes  (30 minutes =1800 seconds)

 

_next_drop_in_sec =  1800 ;

 

to fill your crate with ace equipment check here:

ACE3 Class Names

https://ace3mod.com/wiki/class-names.html

 

to add some guards you can do this:

add  at the bottom of the script:

 

execVM "ReconTeams.sqf";

 

and create an ReconTeams.sqf  

 

and you can add you recon team that will go to find that box.

 

Check Below in the script:

define your team :

#define ReconTeam "I_Soldier_SL_F", "I_Soldier_TL_F", "I_soldier_UAV_F", "I_Soldier_M_F","I_medic_F","I_Soldier_AR_F"

 

and set their distance (1300 meters)

    _randomPos = [[[getPos player, (1300)],[]],["water","out"]] call BIS_fnc_randomPos;

 

 

**NOT TESTED YET BUT IT SHOULD WORK**





//________________  Author : [GR]GEORGE F ___________ 18/12/2017 _____________

if (!isServer) exitWith {};

private ["_ReconTeams","_enemiesArray","_randomPos","_x"];
#define ReconTeam "I_Soldier_SL_F", "I_Soldier_TL_F", "I_soldier_UAV_F", "I_Soldier_M_F","I_medic_F","I_Soldier_AR_F"

	_enemiesArray = [grpNull];	
	_x = 0;

	//for "_x" from 0 to (1 + (random 4)) do {
	
	_ReconTeams = createGroup independent;
	_randomPos = [[[getPos _Cargo, (1300)],[]],["water","out"]] call BIS_fnc_randomPos;
	_ReconTeams = [_randomPos, independent,[ReconTeam]] call BIS_fnc_spawnGroup;
	_ReconTeams setCombatMode "RED";	
	
	_enemiesArray = _enemiesArray + [_ReconTeams];

 
while {true} do  {
//hint"WP ReconTeam updated";
{
	deleteWaypoint [_x, 0];	
	_waypoint1 = _x addWaypoint [(getPos _Cargo),0];	
	_waypoint1 setWaypointType "SAD";//SAD MOVE
	_x setCombatMode "RED";
	_x setSpeedMode "FULL";
	_x allowFleeing 0;	
		}foreach [_ReconTeams];
	 sleep 50;
 };

 

Alright thanks a bunch! Now my last thing for tonight i swear lol... Is there a way to make this a 1 time thing so theres not another airdrop... Like they can only request 1 through the radio... Right now it auto initializes the drop even though you're not near the radio to enable it... 

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.and if you change this line (line 37 in cargo_airdrops_GF.sqf) from

 

Quote

//_GF_random_pos = [] call BIS_fnc_randomPos; // For random location

 

to

 

Quote

_GF_random_pos = [nil, ["water"]] call BIS_fnc_randomPos;// For random location

 

and add // to the line below... this will enable the random (not in water) drop locations

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2 minutes ago, lordfrith said:

.and if you change this line (line 37 in cargo_airdrops_GF.sqf) from

 

 

to

 

 

and add // to the line below... this will enable the random (not in water) drop locations

Amazing dude... Thank you so much!

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10 minutes ago, socs said:

it auto initializes the drop even though you're not near the radio to enable it

 

In the preview mission it will start automatically and there is also an option with an add action to enable the script

 

this addAction ["REQUESTING SUPPLY DROP", "Cargo_Airdrops_GF\Cargo_Airdrops_GF.sqf"];

 

so you can see in the editor what is written in the item (computer's)  init and copy paste this to an item ,  players or triggers

and if you want a radio command

 

place in your init.sqf or initserver.sqf

//Call with radio trigger
_radio=createTrigger["EmptyDetector",[0,0]];
_radio setTriggerActivation["Alpha","PRESENT",true];
_radio setTriggerStatements["this","execVM 'Cargo_Airdrops_GF\Cargo_Airdrops_GF.sqf'",""];
1 setRadioMsg "Cargo Airdrop";

 

or create a trigger in the editor.

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4 minutes ago, GEORGE FLOROS GR said:

 

In the preview mission it will start automatically and there is also an option with an add action to enable the script

 


this addAction ["REQUESTING SUPPLY DROP", "Cargo_Airdrops_GF\Cargo_Airdrops_GF.sqf"];

 

so you can see in the editor what is written in the item (computer's)  init and copy paste this to an item ,  players or triggers

and if you want a radio command

 

place in your init.sqf or initserver.sqf


//Call with radio trigger
_radio=createTrigger["EmptyDetector",[0,0]];
_radio setTriggerActivation["Alpha","PRESENT",true];
_radio setTriggerStatements["this","execVM 'Cargo_Airdrops_GF\Cargo_Airdrops_GF.sqf'",""];
1 setRadioMsg "Cargo Airdrop";

 

or create a trigger in the editor.

Thanks a bunch !!

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Now it's working

 

1 hour ago, GEORGE FLOROS GR said:

add this at the bottom of the script just before the last  };

 

Check Below in the script:

define your team :

#define ReconTeam "I_Soldier_SL_F", "I_Soldier_TL_F", "I_soldier_UAV_F", "I_Soldier_M_F","I_medic_F","I_Soldier_AR_F"

 

and set their distance (1300 meters)

_randomPos = [[[_Close_Cargo, (1300)],[]],["water","out"]] call BIS_fnc_randomPos;

 

 




//________________  Author : [GR]GEORGE F ___________ 18/12/2017 _____________
//add this in the bottom of the script just before the last  };

_Close_Cargo = _Cargo getRelPos [0, 12];

private ["_ReconTeams","_enemiesArray","_randomPos","_x"];
#define ReconTeam "I_Soldier_SL_F", "I_Soldier_TL_F", "I_soldier_UAV_F", "I_Soldier_M_F","I_medic_F","I_Soldier_AR_F"

	_enemiesArray = [grpNull];	
	_x = 0;

	//for "_x" from 0 to (1 + (random 4)) do {
	
	_ReconTeams = createGroup independent;
	_randomPos = [[[_Close_Cargo, (1300)],[]],["water","out"]] call BIS_fnc_randomPos;
	_ReconTeams = [_randomPos, independent,[ReconTeam]] call BIS_fnc_spawnGroup;
	_ReconTeams setCombatMode "RED";	
	
	_enemiesArray = _enemiesArray + [_ReconTeams];

 
while {true} do  {
//hint"WP ReconTeam updated";
{
	deleteWaypoint [_x, 0];	
	_waypoint1 = _x addWaypoint [(_Close_Cargo),0];	
	_waypoint1 setWaypointType "SAD";//SAD MOVE
	_x setCombatMode "RED";
	_x setSpeedMode "FULL";
	_x allowFleeing 0;	
		}foreach [_ReconTeams];
	 sleep 50;
 };

 

 

 

Now it's working

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Hi...nice mod thanks.

 

If I wanted to have a drop based on using a trigger with X present, and use execVM "Cargo_Airdrops_GF\Cargo_Airdrops_GF.sqf"; in the Activation, do I still need this?

_GF_random_pos = getmarkerPos "MarkerName";	//Create a Marker if you want a certain location -

I tried it with a marker and it works, but I would like to have another drop some where based on a trigger only.

 

Thanks

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I have a complaint about this script:  FALSE ADVERTISING.  The name of the script is clearly "Cargo Airdrops GF", and yet when I run it no girlfriend is dropped from the sky.   :unhappy:

 

(sry, couldn't resist...its the first thing I thought of when I saw the title...:icon_biggrin:.   Now I worry about the "Headshot GF" script too...that would be bad...).

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1 hour ago, johnnyboy said:

when I run it no girlfriend is dropped from the sky.

 

Ok , Johnnyboy ,

i must admit , that this complain was so far the best that i 've ever heard!

 

I was laughing nonstop , for more than a minute!!!!!!!!!

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2 hours ago, major-stiffy said:

with a marker

 

Hello there major-stiffy!

 

You can keep in the script the:

 

_GF_random_pos = getPos player;

 

and enable the script with the trigger , so wherever you will put , as many triggers you want , it will drop at the players position.

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2 hours ago, major-stiffy said:

nice mod thanks.

 

Thank you very much major-stiffy!

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19 hours ago, johnnyboy said:

I have a complaint about this script:  FALSE ADVERTISING.  The name of the script is clearly "Cargo Airdrops GF", and yet when I run it no girlfriend is dropped from the sky.   :unhappy:

 

I couldn't just leave you having a complaint...!

 

rainbow_dash_and_fluttershy_stewardess__

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Hey man!

 

I am completely new to scripting, with only a bit of C++ background, and I am really struggling to make your awesome script work.

 

How can I even start, I dont get it.

 

Γιώργο βοήθα γιατί χανόμαστε 

 

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7 hours ago, GEORGE FLOROS GR said:

I couldn't just leave you having a complaint...!

Now THAT is what I'm talking about!  :hm:

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8 hours ago, GEORGE FLOROS GR said:

I couldn't just leave you having a complaint...!

 you know... swap 'createVehicle' with 'createUnit' and select from a random array of Max_women and its pretty much there :D

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I think that all this comments  , should be post on the thread of @Gunter Severloh 

 

 

You've played to much Arma when:

 

1 hour ago, lordfrith said:

you know... swap 'createVehicle' with 'createUnit' and select from a random array of Max_women and its pretty much there :D

 

Even if  GF  was Girlfriends , is still part of the coding!!

I realized that everything , has to do with arma!

I will also , start thinking of  Max_Women

in my dreams.!

 

 

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8 hours ago, CaptainMikeC said:

Hey man!

 

I am completely new to scripting, with only a bit of C++ background, and I am really struggling to make your awesome script work.

 

How can I even start, I dont get it.

 

Γιώργο βοήθα γιατί χανόμαστε 

 

Hey man... I can help you out as he walked me through it, what are you having trouble with? Did you try the example mission? If not take a look at that first then come back and tell me what doesn't work and i'll help as best I can! Thanks!

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On 3/23/2018 at 3:04 PM, GEORGE FLOROS GR said:

_GF_random_pos = getPos player;

 

It didn't work in a MP session I hosted yesterday. Within a trigger "Any player" "present" and this in the

On Act: nul = []execVM "Cargo_Airdrops_GF\Cargo_Airdrops_GF.sqf";

 

Worked in SP though.

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1 hour ago, major-stiffy said:

On Act: nul = []execVM "Cargo_Airdrops_GF\Cargo_Airdrops_GF.sqf";

can you send me the mission to check it?

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16 hours ago, GEORGE FLOROS GR said:

can you send me the mission to check it?

 

I only make missions for a few friends that we play on the weekends. I do not release any to the public. It was an FYI that I thought you might want to know about.

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6 hours ago, major-stiffy said:

you might want to know about

 

It's good that you told me and thank you very much for the feedback (we want this!)

Just i was curious , to check it by myself ,

because i haven't test this in a trigger , to check if there is somekind of failing , for any reason.!

 

So , once i 'll have time  , i will also check this for any possible failure.

 

Thank you major-stiffy!

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Hi awesome looking script.

Are there different versions of this script floating around? Or has it all be consolidated into 1 with more options?

Reed

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1 hour ago, Jnr4817 said:

Hi awesome looking script.

Are there different versions of this script floating around? Or has it all be consolidated into 1 with more options?

Reed

What exactly do you mean by different versions exactly? Like different releases or different options and stuff?

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1 hour ago, socs said:

What exactly do you mean by different versions exactly? Like different releases or different options and stuff?

zagor has a modified version then the original release.

 

I didn't know if George had added his changes or not.

 

He also made some changes for you.

Again, not sure if he added those to the original post or not.

 

 Having options is nice and its cool he is allowing others to modify his original script.

 

Reed

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