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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 :) 

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@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.

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@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.

 

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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.:f:

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.  

 

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@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
 

 

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2 hours ago, Jnr4817 said:

I guess for each radio trigger,

:yeahthat:

I set up one trigger with a vehicle drop script and another with a supply crate....

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6 hours ago, zagor64bz said:

:yeahthat:

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.

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5 minutes ago, Jnr4817 said:

Thanks for the help.

Glad to be able to help,mate!

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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!

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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.

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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!

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Works perfectly.

Thank you sir.

 

 

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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... 

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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!!

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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? 

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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 

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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!

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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!!  :f:

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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!!  :f:

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!

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5 hours ago, socs said:

Thanks for the help!

 

No problem! ,i will be wating for your news!

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Just now, Darkhound7 said:

Excellent George! Very cool

 

Thank you very much Darkhound7 !

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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!

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Updating

6mUOoGMsTEKk178bRy-Tpg.png

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!

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