GEORGE FLOROS GR 4207 Posted March 7, 2018 GF Cargo Airdrops Script by GEORGE FLOROS [GR] Description: Spawn Cargo Airdrops, including configurable loot and it can be a random or supply drop , of any kind of item - vehicle. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Cargo Airdrops Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission .https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems )http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: The Airdrops can be spawn , on certain locations or random. It can be used for a supply Airdrop. You can select the number of Airdrops to spawn. The type of Cargo can be anyting , item or vehicle. The type of loot of this item , is configurable. It is possible to adapt this script easy , by your own needs. Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Special thanks to : zagor64bz https://forums.bohemia.net/profile/805186-zagor64bz/ lordfrith https://forums.bohemia.net/profile/1079222-lordfrith/ Changelog: v 4.0 Code and fix optimization. added a mod version. v3.1 Code and fix optimization. Fixed an error: the plane sound now works in all clients. v3.0 added option for : show the Airdrop position with a marker, random loot, minor changes. v2.0 added a modified Script by zagor64bz and lordfrith , GF_Cargo_Airdrops_ZAG_LORD , added a modified Script for requested Airdrops, added an option , for spawning groups , that try to find and secure the dropped Cargo , added some options and small additions inside the scripts , changed the name of all the scripts , starting now with GF . v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39846 Armaholic download GF Cargo Airdrops Script 12 3 Share this post Link to post Share on other sites
zagor64bz 1225 Posted March 7, 2018 AWESOME BROTHA!!!!! I just have in mind the right mission to use this.....guess my G-Recons gonna have vehicles drop available. Thank you! 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 7, 2018 1 minute ago, zagor64bz said: AWESOME BOTHA!!!!! Thanks Zagor! I will be waiting for your mission! Share this post Link to post Share on other sites
zagor64bz 1225 Posted March 7, 2018 Just now, GEORGE FLOROS GR said: Thanks Zagor! I will be waiting for your mission! Thanks man! 1 Share this post Link to post Share on other sites
Rich_R 1087 Posted March 8, 2018 This is perfect for a mission I have in mind as well. Starting the mission in a blackfish for an infantry paradrop but wanted an ammbox airdropped as well (in case anyone wants to tweak their gear). this appears to be a quick and easy fix for that. Thanks! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 8, 2018 14 hours ago, Rich_R said: Thanks! Thank you very much Rich_R! Generally , for anything that you want Guys , feel free to ask , if i can help! Thanks! 1 Share this post Link to post Share on other sites
Nemanjic 71 Posted March 8, 2018 It greatly fits special forces needs in deep points on enemy terrain. Thanks! Big addition to gameplay 2 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 8, 2018 Just now, Nemanjic said: Thanks! Thank you Nemanjic! 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted March 19, 2018 Hi everyone. I modified the script to add a little immersion. I added a "throw smoke or strobe" for drop position, plus some vanilla radio sound (supply request/supply dropped.ogg) that plays when you call the script. Works nice. Only thing I wish is to get a "drop denied" if smoke or strobe is not thrown.. Anyone willing to look into that? This is what I got so far..... Spoiler //The number of the Cargo to spawn (on random) for "_x" from 1 to (1 + (random 1)) do { //The position of the Cargo //_GF_random_pos = [] call BIS_fnc_randomPos; // For random location //_GF_random_pos = getmarkerPos "MarkerName"; //Create a Marker if you want a certain location - //this can be a Supply drop with an add action in an item or player https://community.bistudio.com/wiki/addAction _signalArray = []; _smoke = position player nearObjects ["SmokeShell", 50]; _strobe = position player nearObjects ["B_IRstrobe", 50]; _signalArray = _signalArray + _smoke; _signalArray = _signalArray + _strobe; private ["_signal","_signalPos"]; if (count _signalArray > 0) then { _signal = _signalArray select 0; _signalPos = position _signal; } else { _signalPos = position player; }; _GF_random_pos = getPos _signal; //for test playMusic "Plane_sound3"; sleep 10; playMusic "radio6"; _next_drop_in_sec = 5; // _next_drop_in_sec 900 sec 5 is for test _height_of_drop = 50; // _height_of_drop 450 meters 50 is for test //hint "_next_drop_in_sec 5"; sleep _next_drop_in_sec; //systemchat "d r o p p i n g"; // Type of parachute // B_Parachute_02_F _parachute = createVehicle ["B_Parachute_02_F",_GF_random_pos, [], 0, "FLY"]; _parachute setPosATL [getPosATL _parachute select 0, getPosATL _parachute select 1, _height_of_drop]; // Type of Cargo - can be anything // B_supplyCrate_F B_G_Mortar_01_F B_MRAP_01_hmg_F B_Boat_Transport_01_F B_Heli_Transport_03_unarmed_F //_Cargo = createVehicle ["B_supplyCrate_F", position _parachute, [], 0, 'NONE']; _Cargo = createVehicle ["B_supplyCrate_F", position _parachute, [], 0, 'NONE']; _Cargo attachTo [_parachute,[0,0,0]]; // clear Cargo - leaves medkits in place. //add clearItemCargoGlobal _Cargo; to remove medkits clearWeaponCargoGlobal _Cargo; clearMagazineCargoGlobal _Cargo; // add your items here // Item _Cargo addItemCargoGlobal ["Binocular", 5]; _Cargo addItemCargoGlobal ["acc_flashlight", 5]; _Cargo addItemCargoGlobal ["acc_pointer_IR", 5]; _Cargo addItemCargoGlobal ["bipod_03_F_oli", 5]; _Cargo addItemCargoGlobal ["B_UavTerminal", 5]; _Cargo addItemCargoGlobal ["FirstAidKit", 5]; _Cargo addItemCargoGlobal ["ItemCompass", 5]; _Cargo addItemCargoGlobal ["ItemGPS", 5]; _Cargo addItemCargoGlobal ["ItemMap", 5]; _Cargo addItemCargoGlobal ["ItemRadio", 5]; _Cargo addItemCargoGlobal ["ItemWatch", 5]; _Cargo addItemCargoGlobal ["Laserdesignator", 5]; _Cargo addItemCargoGlobal ["Rangefinder", 5]; _Cargo addItemCargoGlobal ["ToolKit", 5]; _Cargo addItemCargoGlobal ["MineDetector", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_338_green", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_93mmg_tan", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_acp", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_B", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_H", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_H_MG", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_H_SW", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_L", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_M", 5]; _Cargo addItemCargoGlobal ["NVGoggles", 5]; _Cargo addItemCargoGlobal ["optic_ACO_grn", 5]; _Cargo addItemCargoGlobal ["optic_ACO_grn_smg", 5]; _Cargo addItemCargoGlobal ["optic_AMS_snd", 5]; _Cargo addItemCargoGlobal ["optic_Arco", 5]; _Cargo addItemCargoGlobal ["optic_DMS", 5]; _Cargo addItemCargoGlobal ["optic_Hamr", 5]; _Cargo addItemCargoGlobal ["optic_Holosight", 5]; _Cargo addItemCargoGlobal ["optic_Holosight_smg", 5]; _Cargo addItemCargoGlobal ["optic_KHS_old", 5]; _Cargo addItemCargoGlobal ["optic_KHS_tan", 5]; _Cargo addItemCargoGlobal ["optic_LRPS", 5]; _Cargo addItemCargoGlobal ["optic_MRCO", 5]; _Cargo addItemCargoGlobal ["optic_MRD", 5]; _Cargo addItemCargoGlobal ["optic_Nightstalker", 5]; _Cargo addItemCargoGlobal ["optic_NVS", 5]; _Cargo addItemCargoGlobal ["optic_SOS", 5]; _Cargo addItemCargoGlobal ["optic_tws", 5]; _Cargo addItemCargoGlobal ["optic_tws_mg", 5]; _Cargo addItemCargoGlobal ["optic_Yorris", 5]; // Magazine _Cargo addMagazineCargoGlobal ["MiniGrenade", 10]; _Cargo addMagazineCargoGlobal ["HandGrenade", 10]; _Cargo addMagazineCargoGlobal ["Laserbatteries", 5]; _Cargo addMagazineCargoGlobal ["7Rnd_408_Mag", 10]; _Cargo addMagazineCargoGlobal ["9Rnd_45ACP_Mag", 10]; _Cargo addMagazineCargoGlobal ["130Rnd_338_Mag", 10]; _Cargo addMagazineCargoGlobal ["20Rnd_556x45_UW_mag", 10]; _Cargo addMagazineCargoGlobal ["20Rnd_762x51_Mag", 10]; _Cargo addMagazineCargoGlobal ["30Rnd_45ACP_Mag_SMG_01", 10]; _Cargo addMagazineCargoGlobal ["30Rnd_556x45_Stanag", 10]; _Cargo addMagazineCargoGlobal ["30Rnd_65x39_caseless_green", 10]; _Cargo addMagazineCargoGlobal ["30Rnd_9x21_Mag", 10]; _Cargo addMagazineCargoGlobal ["APERSBoundingMine_Range_Mag", 10]; _Cargo addMagazineCargoGlobal ["APERSMine_Range_Mag", 10]; _Cargo addMagazineCargoGlobal ["APERSTripMine_Wire_Mag", 10]; _Cargo addMagazineCargoGlobal ["ATMine_Range_Mag", 10]; _Cargo addMagazineCargoGlobal ["ClaymoreDirectionalMine_Remote_Mag", 10]; _Cargo addMagazineCargoGlobal ["DemoCharge_Remote_Mag", 10]; _Cargo addMagazineCargoGlobal ["SatchelCharge_Remote_Mag", 10]; _Cargo addMagazineCargoGlobal ["SLAMDirectionalMine_Wire_Mag", 10]; _Cargo addMagazineCargoGlobal ["SmokeShell", 10]; _Cargo addMagazineCargoGlobal ["SmokeShellBlue", 10]; _Cargo addMagazineCargoGlobal ["SmokeShellGreen", 10]; _Cargo addMagazineCargoGlobal ["SmokeShellOrange", 10]; _Cargo addMagazineCargoGlobal ["SmokeShellPurple", 10]; _Cargo addMagazineCargoGlobal ["SmokeShellRed", 10]; _Cargo addMagazineCargoGlobal ["SmokeShellYellow", 10]; //Sound of plane flying above //https://community.bistudio.com/wiki/Arma_3:_SoundFiles //playSound3D ["A3\Sounds_F\ambient\battlefield\battlefield_jet1.wss", _Cargo]; //_Plane_sound = [ //"Plane_sound1","Plane_sound2","Plane_sound3" //]call BIS_fnc_selectRandom; //publicVariable _Plane_sound; //playSound _Plane_sound; // Type of Chemlight and Smoke _Chemlight1 = "Chemlight_red" createVehicle (position _Cargo); _Chemlight1 attachTo [_Cargo, [0,0.5,-0.4]]; _Chemlight2 = "Chemlight_red" createVehicle (position _Cargo); _Chemlight2 attachTo [_Cargo, [0,-0.5,-0.4]]; _Smoke = "SmokeShellRed" createVehicle (position _Cargo); _Smoke attachTo [_Cargo, [0,0,0]]; waitUntil {getPos _Cargo select 2 < 4}; _vel = velocity _Cargo; _Cargo setVelocity _vel; waitUntil {getPos _Cargo select 2 < 0}; playSound3D ["a3\sounds_f\weapons\Flare_Gun\flaregun_1_shoot.wss",_Cargo]; detach _Cargo; _parachute disableCollisionWith _Cargo; _time = time + 6; waitUntil {time > _time}; if (!isNull _parachute) then {deleteVehicle _parachute}; }; 1 1 Share this post Link to post Share on other sites
lordfrith 401 Posted March 19, 2018 5 minutes ago, zagor64bz said: Only thing I wish is to get a "drop denied" if smoke or strobe is not thrown.. if they're not thrown then _signalArray will be empty right? Quote if (count _signalArray == 0) exitWith { hint "you didn't throw a smoke or IR"}; _signal = _signalArray select 0; _signalPos = position _signal; would work if you just want drop to abort if no smoke is thrown 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted March 19, 2018 You're DA MAN BROTHA!!!!! ..and exactly where I insert it here? private ["_signal","_signalPos"]; if (count _signalArray > 0) then { _signal = _signalArray select 0; _signalPos = position _signal; } else { _signalPos = position player; }; LIKE THAT? if (count _signalArray == 0) exitWith { hint "you didn't throw a smoke or IR"}; private ["_signal","_signalPos"]; if (count _signalArray > 0) then { _signal = _signalArray select 0; _signalPos = position _signal; } else { _signalPos = position player; }; Thank you man! 1 1 Share this post Link to post Share on other sites
lordfrith 401 Posted March 19, 2018 (edited) well... if you just want the script to abort then do you still need to define _signalPos in the if statement? To me it seems like either the pos is defined by the smoke grenade or not at all so i just put it after the exitWith Quote private ["_signal","_signalPos"]; if (count _signalArray == 0) exitWith { hint "you didn't throw a smoke or IR"}; _signal = _signalArray select 0; _signalPos = position _signal; ...or Quote heh redacted, it wouldn't work :( Edited March 19, 2018 by lordfrith _signalArray won't have changed 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted March 19, 2018 Works beautifully! Thank Man! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 19, 2018 24 minutes ago, zagor64bz said: Works beautifully! Thank Man! Hello Zagor! Very Nice Idea!!! Once you are done with the changes in the script , can you share also here? and also would be cool , a link to your mission here as ex: once it's done! Thanks Guys! 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted March 19, 2018 1 hour ago, lordfrith said: heh redacted, it wouldn't work :( You're right...somehow it seem to work..but the cargo is dropped anyway....smoke or not. It use player position to drop....mmmmm..any solution? 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted March 19, 2018 Ok..after further testing.....HERE IS THE WORKING ONE!!!!! //________________ Author : [GR]GEORGE F ___________ 08.03.18 _____________ /* https://forums.bohemia.net/forums/topic/215257-cargo_airdrops_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 {}; hint "THROW A SMOKE OR IR STROBE FOR SUPPLY DROP POSITION"; //systemchat "C a r g o A i r d r o p s I n i t i a l i z e d"; playSound3D ["A3\dubbing_f\modules\supports\drop_request.ogg", player]; sleep 5; playSound3D ["A3\dubbing_f\modules\supports\drop_acknowledged.ogg", player]; sleep 20; //The number of the Cargo to spawn (on random) for "_x" from 1 to (1 + (random 1)) do { //The position of the Cargo //_GF_random_pos = [] call BIS_fnc_randomPos; // For random location //_GF_random_pos = getmarkerPos "MarkerName"; //Create a Marker if you want a certain location - //this can be a Supply drop with an add action in an item or player https://community.bistudio.com/wiki/addAction _signalArray = []; _smoke = position player nearObjects ["SmokeShell", 50]; _strobe = position player nearObjects ["B_IRstrobe", 50]; _signalArray = _signalArray + _smoke; _signalArray = _signalArray + _strobe; private ["_signal","_signalPos"]; if (count _signalArray == 0) exitWith { hint "STILL NO SIGNAL FOR THE PILOT...DROP ABORTED..TRY AGAIN LATER!"}; _signal = _signalArray select 0; _signalPos = position _signal; _GF_random_pos = getPos _signal; //for test playMusic "Plane_sound3"; sleep 10; playSound3D ["A3\dubbing_f\modules\supports\drop_accomplished.ogg", player]; _next_drop_in_sec = 5; // _next_drop_in_sec 900 sec 5 is for test _height_of_drop = 50; // _height_of_drop 450 meters 50 is for test //hint "_next_drop_in_sec 5"; sleep _next_drop_in_sec; //systemchat "d r o p p i n g"; // Type of parachute // B_Parachute_02_F _parachute = createVehicle ["B_Parachute_02_F",_GF_random_pos, [], 0, "FLY"]; _parachute setPosATL [getPosATL _parachute select 0, getPosATL _parachute select 1, _height_of_drop]; // Type of Cargo - can be anything // B_supplyCrate_F B_G_Mortar_01_F B_MRAP_01_hmg_F B_Boat_Transport_01_F B_Heli_Transport_03_unarmed_F //_Cargo = createVehicle ["B_supplyCrate_F", position _parachute, [], 0, 'NONE']; _Cargo = createVehicle ["B_supplyCrate_F", position _parachute, [], 0, 'NONE']; _Cargo attachTo [_parachute,[0,0,0]]; // clear Cargo - leaves medkits in place. //add clearItemCargoGlobal _Cargo; to remove medkits clearWeaponCargoGlobal _Cargo; clearMagazineCargoGlobal _Cargo; // add your items here // Item _Cargo addItemCargoGlobal ["Binocular", 5]; _Cargo addItemCargoGlobal ["acc_flashlight", 5]; _Cargo addItemCargoGlobal ["acc_pointer_IR", 5]; _Cargo addItemCargoGlobal ["bipod_03_F_oli", 5]; _Cargo addItemCargoGlobal ["B_UavTerminal", 5]; _Cargo addItemCargoGlobal ["FirstAidKit", 5]; _Cargo addItemCargoGlobal ["ItemCompass", 5]; _Cargo addItemCargoGlobal ["ItemGPS", 5]; _Cargo addItemCargoGlobal ["ItemMap", 5]; _Cargo addItemCargoGlobal ["ItemRadio", 5]; _Cargo addItemCargoGlobal ["ItemWatch", 5]; _Cargo addItemCargoGlobal ["Laserdesignator", 5]; _Cargo addItemCargoGlobal ["Rangefinder", 5]; _Cargo addItemCargoGlobal ["ToolKit", 5]; _Cargo addItemCargoGlobal ["MineDetector", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_338_green", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_93mmg_tan", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_acp", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_B", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_H", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_H_MG", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_H_SW", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_L", 5]; _Cargo addItemCargoGlobal ["muzzle_snds_M", 5]; _Cargo addItemCargoGlobal ["NVGoggles", 5]; _Cargo addItemCargoGlobal ["optic_ACO_grn", 5]; _Cargo addItemCargoGlobal ["optic_ACO_grn_smg", 5]; _Cargo addItemCargoGlobal ["optic_AMS_snd", 5]; _Cargo addItemCargoGlobal ["optic_Arco", 5]; _Cargo addItemCargoGlobal ["optic_DMS", 5]; _Cargo addItemCargoGlobal ["optic_Hamr", 5]; _Cargo addItemCargoGlobal ["optic_Holosight", 5]; _Cargo addItemCargoGlobal ["optic_Holosight_smg", 5]; _Cargo addItemCargoGlobal ["optic_KHS_old", 5]; _Cargo addItemCargoGlobal ["optic_KHS_tan", 5]; _Cargo addItemCargoGlobal ["optic_LRPS", 5]; _Cargo addItemCargoGlobal ["optic_MRCO", 5]; _Cargo addItemCargoGlobal ["optic_MRD", 5]; _Cargo addItemCargoGlobal ["optic_Nightstalker", 5]; _Cargo addItemCargoGlobal ["optic_NVS", 5]; _Cargo addItemCargoGlobal ["optic_SOS", 5]; _Cargo addItemCargoGlobal ["optic_tws", 5]; _Cargo addItemCargoGlobal ["optic_tws_mg", 5]; _Cargo addItemCargoGlobal ["optic_Yorris", 5]; // Magazine _Cargo addMagazineCargoGlobal ["MiniGrenade", 10]; _Cargo addMagazineCargoGlobal ["HandGrenade", 10]; _Cargo addMagazineCargoGlobal ["Laserbatteries", 5]; _Cargo addMagazineCargoGlobal ["7Rnd_408_Mag", 10]; _Cargo addMagazineCargoGlobal ["9Rnd_45ACP_Mag", 10]; _Cargo addMagazineCargoGlobal ["130Rnd_338_Mag", 10]; _Cargo addMagazineCargoGlobal ["20Rnd_556x45_UW_mag", 10]; _Cargo addMagazineCargoGlobal ["20Rnd_762x51_Mag", 10]; _Cargo addMagazineCargoGlobal ["30Rnd_45ACP_Mag_SMG_01", 10]; _Cargo addMagazineCargoGlobal ["30Rnd_556x45_Stanag", 10]; _Cargo addMagazineCargoGlobal ["30Rnd_65x39_caseless_green", 10]; _Cargo addMagazineCargoGlobal ["30Rnd_9x21_Mag", 10]; _Cargo addMagazineCargoGlobal ["APERSBoundingMine_Range_Mag", 10]; _Cargo addMagazineCargoGlobal ["APERSMine_Range_Mag", 10]; _Cargo addMagazineCargoGlobal ["APERSTripMine_Wire_Mag", 10]; _Cargo addMagazineCargoGlobal ["ATMine_Range_Mag", 10]; _Cargo addMagazineCargoGlobal ["ClaymoreDirectionalMine_Remote_Mag", 10]; _Cargo addMagazineCargoGlobal ["DemoCharge_Remote_Mag", 10]; _Cargo addMagazineCargoGlobal ["SatchelCharge_Remote_Mag", 10]; _Cargo addMagazineCargoGlobal ["SLAMDirectionalMine_Wire_Mag", 10]; _Cargo addMagazineCargoGlobal ["SmokeShell", 10]; _Cargo addMagazineCargoGlobal ["SmokeShellBlue", 10]; _Cargo addMagazineCargoGlobal ["SmokeShellGreen", 10]; _Cargo addMagazineCargoGlobal ["SmokeShellOrange", 10]; _Cargo addMagazineCargoGlobal ["SmokeShellPurple", 10]; _Cargo addMagazineCargoGlobal ["SmokeShellRed", 10]; _Cargo addMagazineCargoGlobal ["SmokeShellYellow", 10]; //Sound of plane flying above //https://community.bistudio.com/wiki/Arma_3:_SoundFiles //playSound3D ["A3\Sounds_F\ambient\battlefield\battlefield_jet1.wss", _Cargo]; //_Plane_sound = [ //"Plane_sound1","Plane_sound2","Plane_sound3" //]call BIS_fnc_selectRandom; //publicVariable _Plane_sound; //playSound _Plane_sound; // Type of Chemlight and Smoke _Chemlight1 = "Chemlight_red" createVehicle (position _Cargo); _Chemlight1 attachTo [_Cargo, [0,0.5,-0.4]]; _Chemlight2 = "Chemlight_red" createVehicle (position _Cargo); _Chemlight2 attachTo [_Cargo, [0,-0.5,-0.4]]; _Smoke = "SmokeShellRed" createVehicle (position _Cargo); _Smoke attachTo [_Cargo, [0,0,0]]; waitUntil {getPos _Cargo select 2 < 4}; _vel = velocity _Cargo; _Cargo setVelocity _vel; waitUntil {getPos _Cargo select 2 < 0}; playSound3D ["a3\sounds_f\weapons\Flare_Gun\flaregun_1_shoot.wss",_Cargo]; detach _Cargo; _parachute disableCollisionWith _Cargo; _time = time + 6; waitUntil {time > _time}; if (!isNull _parachute) then {deleteVehicle _parachute}; }; 1 2 Share this post Link to post Share on other sites
lordfrith 401 Posted March 19, 2018 the smoke grenade check could be before the "for "_x" from 1 to (1 + (random 5)) do {_stuff};", where it is now it will recheck for the smoke grenade for every crate, so the start script would be: Quote if(!isServer) exitWith {}; private ["_Plane_sound","_x","_signal","_signalPos"]; _x = 0; _signalArray = []; _smoke = position player nearObjects ["SmokeShell", 50]; _strobe = position player nearObjects ["B_IRstrobe", 50]; _signalArray = _signalArray + _smoke; _signalArray = _signalArray + _strobe; if (count _signalArray == 0) exitWith { systemchat "No smoke Grenade or IR thrown"}; systemchat "C a r g o A i r d r o p s I n i t i a l i z e d"; _signal = _signalArray select 0; _GF_random_pos = position _signal; //The number of the Cargo to spawn (on random) for "_x" from 0 to (1 + (random 5)) do { .... i've watched a lot of parachuting crates tonight :D 1 2 Share this post Link to post Share on other sites
zagor64bz 1225 Posted March 20, 2018 2 hours ago, lordfrith said: ... i've watched a lot of parachuting crates tonight :D 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 20, 2018 Nice Guys! Cool Stuff! 1 Share this post Link to post Share on other sites
socs 92 Posted March 22, 2018 Anybody else not able to get the mission in editor? I drag and dropped it into the editor but it doesn't seem to show up... Any help is appreciated, thank you! 1 Share this post Link to post Share on other sites
Nemanjic 71 Posted March 22, 2018 My Documents\Arma 3 - Other Profiles\ProfileName\missions place folder +Cargo_Airdrops_GF.VR in there, go to edenEditor click OPEN and you should see mission in the list. 2 Share this post Link to post Share on other sites
socs 92 Posted March 22, 2018 16 minutes ago, Nemanjic said: My Documents\Arma 3 - Other Profiles\ProfileName\missions place folder +Cargo_Airdrops_GF.VR in there, go to edenEditor click OPEN and you should see mission in the list. Appreciate that... Also does anyone know how exactly I could set this to where its random meaning I don't call one in whatsoever, however, it drops in random locations every 30 minutes or so with random loot? I'm not too good at scripting and I've been trying to make it work but it seems as if I'm not quite skilled enough you could say lol... Again many thanks for the help.. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 22, 2018 17 minutes ago, socs said: thanks for the help Hello Socs ! Just i would like to write me down , what exacly you want to do , in your mission. 1 Share this post Link to post Share on other sites
socs 92 Posted March 22, 2018 Just now, GEORGE FLOROS GR said: Hello Socs ! Just i would like to write me down , what exacly you want to do , in your mission. Im just setting up a survival mission for myself using Ravage... The air drops are great as i tested them and all so all i need really is just to have random drops with medical equipment from ACE etc in just random drop locations with like 2 opfor units guarding it or something... Just to add an element to the survival experience :D 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 22, 2018 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 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; }; 3 Share this post Link to post Share on other sites