socs 92 Posted March 27, 2018 17 minutes ago, Jnr4817 said: 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 Nothing was changed in mine... The one released is for testing purposes and if you look in the sqf, all you have to do is change the time in seconds and uncomment a few things for it to be usable... Take a look at it then if you still need help ill be more than happy to assist you :) 1 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted March 27, 2018 @Jnr4817, My version, whis is a slightly modified standard one, is tailored to my mission needs. It is called by a radio trigger, and instead of a pre-placed marker or the player position, it checks if you throw a smoke or a strobe to signal the position to "the pilot" . I added also some vanilla radio chat,like "requesting supply drop at designated coordinates" and whatnot... @lordfrith went through a LOT of cargo drop one night to work the script out so it abort the drop if smoke/strobe is not present. Feel free to get that version if you like. Spoiler //________________ 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 "TROW 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; 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 {"DROP ABORTED..." HintC ["NO SIGNAL FOR THE PILOT...","THROW SMOKE or STROBE AND TRY AGAIN"]}; 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; //+ (random 1) //The number of the Cargo to spawn (on random) for "_x" from 1 to (1) do { 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}; }; NOTE: You CAN, as I did, set up 2 radio trigger which will drop supplies or vehicles as you need them.Just save a "Cargo_Airdrops_GF.sqf" with a different mame, like Cargo_Airdrops_GF_2.sqf and call it with the trigger. 1 1 Share this post Link to post Share on other sites
Jnr4817 215 Posted March 27, 2018 @zagor64bz Your version is the one I was wanting. Thank you. Awesome script and great work. Anyway to integrate into the BIS Support modules, like @pierremgi has done here ? Just now, zagor64bz said: @Jnr4817, My version, whis is a slightly modified standard one, is tailored to my mission needs. It is called by a radio trigger, and instead of a pre-placed marker or the player position, it checks if you throw a smoke or a strobe to signal the position to "the pilot" . I added also some vanilla radio chat,like "requesting supply drop at designated coordinates" and whatnot... @lordfrith went through a LOT of cargo drop one night to work the script out so it abort the drop if smoke/strobe is not present. Feel free to get that version if you like. Reveal hidden contents //________________ 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 "TROW 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; 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 {"DROP ABORTED..." HintC ["NO SIGNAL FOR THE PILOT...","THROW SMOKE or STROBE AND TRY AGAIN"]}; 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; //+ (random 1) //The number of the Cargo to spawn (on random) for "_x" from 1 to (1) do { 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}; }; NOTE: You CAN, as I did, set up 2 radio trigger which will drop supplies or vehicles as you need them.Just save a "Cargo_Airdrops_GF.sqf" with a different mame, like Cargo_Airdrops_GF_2.sqf and call it with the trigger. 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted March 27, 2018 7 minutes ago, Jnr4817 said: Anyway to integrate into the BIS Support modules, like @pierremgi has done here That goes beyond my capabilities. try asking him..usually he's very friendly about scripts. Glad you like the version i adapted to my mission tough! EDIT: modules are easy to understand at first, but as you progress through mission making, you'll find out that you can get the same result with scripting, which is more efficient and free you from the maze of module and syncing lines in your map. 2 Share this post Link to post Share on other sites
Jnr4817 215 Posted March 28, 2018 @zagor64bz Got the radio triggers working well. In your mission how did you set up the cargo? I guess for each radio trigger, what did make drop when called for an airdrop? Thanks 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted March 28, 2018 2 hours ago, Jnr4817 said: I guess for each radio trigger, I set up one trigger with a vehicle drop script and another with a supply crate.... 2 Share this post Link to post Share on other sites
Jnr4817 215 Posted March 28, 2018 6 hours ago, zagor64bz said: I set up one trigger with a vehicle drop script and another with a supply crate.... Sweet, I've got one dropping a crate and prowler and one dropping a crate and marshall. Thanks for the help. 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted March 28, 2018 5 minutes ago, Jnr4817 said: Thanks for the help. Glad to be able to help,mate! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 28, 2018 On 27/3/2018 at 4:23 PM, zagor64bz said: My version, whis is a slightly modified standard one, is tailored to my mission needs. It is called by a radio trigger, and instead of a pre-placed marker or the player position, it checks if you throw a smoke or a strobe to signal the position to "the pilot" . I added also some vanilla radio chat,like "requesting supply drop at designated coordinates" and whatnot... @lordfrith went through a LOT of cargo drop one night to work the script out so it abort the drop if smoke/strobe is not present. Hello there to everyone! As i am writing , in every scrpt that i 'm creating: "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 !" All theese scripts have created , as simple as it gets , because i had in mind , everyone to be able to be use , adapt and modify this for their own needs. Ofcourse , in a community like this even one new idea or scripting advise or anything , just a thought , can get a creation (like this scipt ) to a better Level! for another time i will say: 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 . On 27/3/2018 at 4:37 PM, Jnr4817 said: Just save a "Cargo_Airdrops_GF.sqf" with a different mame, like Cargo_Airdrops_GF_2.sqf and call it with the trigger. The modification of this script , will be included in the next update and it will be available now , in the front page , thanks to zagor64bz and lordfrith Thank you very much Guys! 1 1 Share this post Link to post Share on other sites
Jnr4817 215 Posted March 28, 2018 How could I add virtual arsenal to the cargo drop? THanks Reed GF for sure credit will be given. Thanks for all your hard work. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 28, 2018 For any change Guys (zagor64bz and lordfrith ) that you might want , send me here to fix and include this in the next update. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 28, 2018 Hello there Jnr4817! Thank you very much! 15 minutes ago, Jnr4817 said: How could I add virtual arsenal to the cargo drop? Try this (not tested!) add this below , on where it says in the script : // add your items here // add your items here _Cargo addAction ["Open Virtual Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; Can you confirm after if it's working? Thanks! Share this post Link to post Share on other sites
Jnr4817 215 Posted March 28, 2018 Works perfectly. Thank you sir. 1 2 Share this post Link to post Share on other sites
socs 92 Posted March 28, 2018 6 hours ago, zagor64bz said: Glad to be able to help,mate! I think what @Jnr4817 was saying about integrating it into a module is that, for people that don't know much about scripting, or how to do it, it would be easier for them to just drag and drop a module into their game and just change their options through a selection box. But I agree integrating it into a module seems fairly difficult to do and then having to create options seems even harder... 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted March 28, 2018 3 hours ago, GEORGE FLOROS GR said: thanks to zagor64bz and lordfrith Thank you very much Guys! Thank you man..you did all the work by releasing the drop script! Keep up the good work mate!! 1 Share this post Link to post Share on other sites
socs 92 Posted March 28, 2018 4 hours ago, GEORGE FLOROS GR said: Hello there Jnr4817! Thank you very much! Try this (not tested!) add this below , on where it says in the script : // add your items here // add your items here _Cargo addAction ["Open Virtual Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; Can you confirm after if it's working? Thanks! So I am creating a battle royale map on Tanoa, is there any way to have the airdrops drop random loot, but only like 1 piece of clothing, helmet, etc and a gun or 2 with some ammo? And have it random so its not the same items either? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 28, 2018 12 minutes ago, socs said: So I am creating a battle royale map on Tanoa, is there any way to have the airdrops drop random loot, but only like 1 piece of clothing, helmet, etc and a gun or 2 with some ammo? And have it random so its not the same items either? To have a random items drop , you can check as example my Crashsites_GF Script Share this post Link to post Share on other sites
socs 92 Posted March 28, 2018 43 minutes ago, GEORGE FLOROS GR said: To have a random items drop , you can check as example my Crashsites_GF Script I see where you put the amount of items but dont quite see where you put the random items. Mind helping me a bit? Thanks! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 29, 2018 19 hours ago, socs said: Mind helping me a bit? Thanks! to randomise : _bestShooter = [_rento, _ben, _trit] call BIS_fnc_selectRandom; //returns one of the variables _bestSeries = [["halo1","halo2"],["ofp","arma2"]] call BIS_fnc_selectRandom; //returns one of the arrays https://community.bistudio.com/wiki/BIS_fnc_selectRandom or _randomElement = selectRandom [1,2,3,4,5]; https://community.bistudio.com/wiki/selectRandom try this for the items of the _Cargo I will be waiting for your results!! 1 Share this post Link to post Share on other sites
socs 92 Posted March 31, 2018 On 3/29/2018 at 3:01 PM, GEORGE FLOROS GR said: to randomise : _bestShooter = [_rento, _ben, _trit] call BIS_fnc_selectRandom; //returns one of the variables _bestSeries = [["halo1","halo2"],["ofp","arma2"]] call BIS_fnc_selectRandom; //returns one of the arrays https://community.bistudio.com/wiki/BIS_fnc_selectRandom or _randomElement = selectRandom [1,2,3,4,5]; https://community.bistudio.com/wiki/selectRandom try this for the items of the _Cargo I will be waiting for your results!! Hey! Sorry for the late reply as I've been gone for the past couple of days but as soon as I return I will gladly let you know! Thanks for the help! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 31, 2018 5 hours ago, socs said: Thanks for the help! No problem! ,i will be wating for your news! Share this post Link to post Share on other sites
Darkhound7 33 Posted April 5, 2018 Excellent George! Very cool 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 5, 2018 Just now, Darkhound7 said: Excellent George! Very cool Thank you very much Darkhound7 ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 23, 2018 Hello to everyone! Fixing the Update of this Script . It will include : an extra file Cargo_Airdrops_GF_ZAG_LORD , an extra script , for spawning groups , that try to find and secure the dropped Cargo , and some small additions inside the script . Thanks! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 25, 2018 Updating in progress Changelog: 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 , startng now with GF . Thanks! 2 1 Share this post Link to post Share on other sites