Jump to content

Recommended Posts

argo-airdrops-gf-script-version-20-1_4.p

 

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

 

 

  • Like 12
  • Thanks 3

Share this post


Link to post
Share on other sites

AWESOME BROTHA!!!!!

I just have in mind the right mission to use this.....guess my G-Recons gonna have vehicles drop available.

Thank you!

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites
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
Just now, GEORGE FLOROS GR said:

 

Thanks Zagor!

I will be waiting for your mission!

Thanks man!

  • Like 1

Share this post


Link to post
Share on other sites

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!

  • Thanks 1

Share this post


Link to post
Share on other sites
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!

  • Like 1

Share this post


Link to post
Share on other sites

It greatly fits special forces needs in deep points on enemy terrain. Thanks! Big addition to gameplay

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites
Just now, Nemanjic said:

Thanks!

 

Thank you Nemanjic!

  • Like 1

Share this post


Link to post
Share on other sites

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};
 
};

 

 

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites
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   :slayer6:

  • Thanks 1

Share this post


Link to post
Share on other sites

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!

 

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

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 by lordfrith
_signalArray won't have changed
  • Thanks 1

Share this post


Link to post
Share on other sites
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!

  • Like 1

Share this post


Link to post
Share on other sites
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?

 

  • Like 1

Share this post


Link to post
Share on other sites

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};
 
};

 

  • Like 1
  • Thanks 2

Share this post


Link to post
Share on other sites

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

  • Like 1
  • Thanks 2

Share this post


Link to post
Share on other sites
2 hours ago, lordfrith said:

... i've watched a lot of parachuting crates tonight :D

:rthumb:

  • Like 1

Share this post


Link to post
Share on other sites

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!

  • Like 1

Share this post


Link to post
Share on other sites

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.

  • Thanks 2

Share this post


Link to post
Share on other sites
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..

  • Like 1

Share this post


Link to post
Share on other sites
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.

  • Like 1

Share this post


Link to post
Share on other sites
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

  • Like 1

Share this post


Link to post
Share on other sites

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;
 };

 

  • Like 3

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×