socs 92 Posted March 22, 2018 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... 1 Share this post Link to post Share on other sites
lordfrith 401 Posted March 22, 2018 .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 3 Share this post Link to post Share on other sites
socs 92 Posted March 22, 2018 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! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 22, 2018 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. 1 1 Share this post Link to post Share on other sites
socs 92 Posted March 22, 2018 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 !! 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 23, 2018 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 3 Share this post Link to post Share on other sites
major-stiffy 279 Posted March 23, 2018 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 1 Share this post Link to post Share on other sites
johnnyboy 3793 Posted March 23, 2018 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. (sry, couldn't resist...its the first thing I thought of when I saw the title.... Now I worry about the "Headshot GF" script too...that would be bad...). 4 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 23, 2018 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!!!!!!!!! 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 23, 2018 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. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 23, 2018 2 hours ago, major-stiffy said: nice mod thanks. Thank you very much major-stiffy! Share this post Link to post Share on other sites
major-stiffy 279 Posted March 24, 2018 Thank you ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 24, 2018 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. I couldn't just leave you having a complaint...! 1 1 Share this post Link to post Share on other sites
CaptainMikeC 1 Posted March 24, 2018 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 1 Share this post Link to post Share on other sites
johnnyboy 3793 Posted March 24, 2018 7 hours ago, GEORGE FLOROS GR said: I couldn't just leave you having a complaint...! Now THAT is what I'm talking about! 1 1 Share this post Link to post Share on other sites
lordfrith 401 Posted March 24, 2018 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 4 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 24, 2018 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.! 1 Share this post Link to post Share on other sites
socs 92 Posted March 24, 2018 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! 1 1 Share this post Link to post Share on other sites
major-stiffy 279 Posted March 25, 2018 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. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 25, 2018 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? Share this post Link to post Share on other sites
major-stiffy 279 Posted March 26, 2018 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. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 26, 2018 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! Share this post Link to post Share on other sites
Jnr4817 215 Posted March 26, 2018 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 1 Share this post Link to post Share on other sites
socs 92 Posted March 27, 2018 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? 1 Share this post Link to post Share on other sites
Jnr4817 215 Posted March 27, 2018 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 1 Share this post Link to post Share on other sites