zagor64bz 1225 Posted April 30, 2018 You're getting pretty close now George!! VERY good job mate! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 30, 2018 5 minutes ago, zagor64bz said: You're getting pretty close now Thank you very much Zagor ! Only one question , does it seems to be ok now with the new colours ? Or still so and so ? (i have started thinking that i see in my screen everything differently from the reality -i'm using an old screen! **connected on a laptop!** crap story! ) Share this post Link to post Share on other sites
zagor64bz 1225 Posted April 30, 2018 8 minutes ago, GEORGE FLOROS GR said: Only one question , does it seems to be ok now with the new colours ? Or still so and so ? If you ask me....I think you're VERY close now...I'll set for those no problem. But hey, that's just me....let's see what other have to say. 1 Share this post Link to post Share on other sites
strongground 15 Posted May 3, 2018 I say I like this already. Looks amazing! I have yet to see it in action but the images look very good. Also try it on different terrain textures to see if it looks good, VR is too neutral. Almost no place in game looks so smooth and featureless as in the VR-level. Another thing: Do the blood pools and splatters suddenly "pop in" when you shoot someone? Because that could look odd. Some rough idea how to solve this: Create the splatter small (e.g. 25% of final size) and then scale it up to 100% in ~250 miliseconds or something like that. That way it really looks like a "splash" of blood. Especially if you manage to get it to paint the walls. :) I noticed the other day that Blood Lust does a good job with having animated blood pools to avoid the "sudden popup" effect - I didn't yet peek into their files however, so no idea if they do it via clever scripting or just a simple animated GIF. No idea if that would even work in Arma. Good job mate, go on! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 3, 2018 On 3/5/2018 at 6:42 PM, strongground said: Also try it on different terrain textures to see if it looks good, VR is too neutral. Hello there strongground ! Thank you very much for the ideas ! I have already post here pics in a real ground (not VR ) like this : WARNING!!! This AddOn increases seriously the gore factor in ArmA. It is not recommended for use by children under the age of 15 years. WIP Blood Stains Script BLEEDING BLOOD POOLS some more here : https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/?page=2&tab=comments#comment-3287485 Here is the progress so far : First of all . Everything is created as a standalone script , in order to have the possibility , to use also the desired scripts only. So far the Scripts are: 1. GF_Bleeding script : This is including 100 different type of Blood. The Bleeding starts when the health is on 40% , for some random time and amount of Blood. There is an option for a Blood particle , the same can be separate , when a unit is killed in 5. GF_Particles. 2. GF_Blood_Pool script : This is including 30 different type of Blood , when a unit is killed. There is an option for normal size Blood Pools and Large. There is an option to spawn Flies when killed . 3. GF_Blood_Pool_BIS_Blood script This is including the BIS Blood from BIS Orange DLC , when a unit is killed. There is an option to spawn Flies when killed . https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/?tab=comments#comment-3283152 4. GF_Blood_shot script : This is including 35 different type of Blood , for every shot #dealt. ( # if i'm not saying this in proper english , please correct me.) 5. GF_Particles script This is including a Blood particle on killed and it is also available as an option in 1. GF_Bleeding script. 6. GF_SFX scripts This is including some SFX from the game . GF_SFX_Bullet_Impact SFX for the bullet impact at the bodies . GF_SFX_Killed SFX hear a pain sound when killed . GF_SFX_Screaming SFX for the units when they are getting shot . It is also included separate the GF Cleanup Script for this MESS On 3/5/2018 at 6:42 PM, strongground said: if you manage to get it to paint the walls This is also in progress and i don't know how much it will take me , if i manage to succeed this and for this reason , i will release soon a first version of the script and i will work with this , for the time being. On 3/5/2018 at 6:42 PM, strongground said: Do the blood pools and splatters suddenly "pop in" when you shoot someone? Yes they do and they are not animated , there is much blood on the ground the most of the times so it doesn't appear that odd. It would be Cool to have a animation like Bloodlust but actually , this is a different approach and it's based generally to Blood Variety and quality of this. There will be 2 kind of quality to select , a 1024x1024 and a 512x512 resolution , in order to manage the MB of your mission. available soon thanks ! 3 1 Share this post Link to post Share on other sites
CptStampede 103 Posted May 3, 2018 Looking forward to it! Nice work so far George! 1 Share this post Link to post Share on other sites
redarmy 422 Posted May 4, 2018 @GEORGE FLOROS GR wow mate youve been busy! This collection is awesome.. I just used your cleanup script,best put together cleanup script iv seen out there...i had a few questions.. Does cleaning up of particles and blood really help performance long term in a scenario? I ran a scenario with a respawn script,starts fine but really bogs down after a while(i was using alternative dead body/vehicle remover script) so as i saw your extra features to remove i gave it a try...highly impressed. And one more question...is there any variable i can write to exclude certain vehicles(empty) from being removed in mission? also deleting empty groups,what exactly is this? and will it interfere with a respawn script? Cheers! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 4, 2018 3 hours ago, redarmy said: wow mate youve been busy! Hello there redarmy ! Thank you very much for everything ! This cleanup script was created , as i was working with this GF Blood Stains Script , so this is why you will see inside that is including some classnames for BIS blood of the orange dlc . You can use that place and change this , to other objects , that you want to delete for ex: "Plane_Canopy_Base_F" For cleaning particles , there is just also this kind of option ex: spawned particles that you want to delete (anything ) I haven't add something to exclude certain vehicles, but in the same code you can use this code and add your exclude list : if (_10_Empty_Vehicles) then { hint"_10_Empty_Vehicles"; _vehicles = nearestObjects [player, ["Car","Tank","Air","Ship"], 9999]; _exclude_list = [ "B_MRAP_01_F", "B_Heli_Light_01_dynamicLoadout_F" ]; { if ((count crew vehicle _x == 0) && (!((typeOf _x) in _exclude_list)))then {deleteVehicle _x}; } forEach _vehicles; sleep 1; }; 3 hours ago, redarmy said: also deleting empty groups, https://community.bistudio.com/wiki/deleteGroupWhenEmpty It would be good , to ask the cerain question to the cleanup script topic , for the others to get benefit from. Thanks again and for anything you want feel free to ask.! See you redarmy ! 1 Share this post Link to post Share on other sites
krycek 349 Posted May 5, 2018 Hey George, can't wait for your blood script. From your pics it looks pretty good, A3 is too sanitized in this department. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 5, 2018 2 hours ago, krycek said: blood script Thank you very much krycek ! I wish i could do even better than that actually ! I will release this , in some days , maybe in this week , in order not to get stuck with the whole project and for the time being, I will try to complete some scripts and ideas , if i get lucky to succeed in this ! In my opinion , since this game is also for a majority of mature people , i think that it should be also as an option for more realistic gameplay , at least something more from the current. Thank you very much again ! The script will be available Soon ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 6, 2018 Some progress of WIP Blood Stains Script adding bleeding particles effects , with hit bullet detection Thanks ! 3 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 11, 2018 On 9/12/2017 at 5:55 PM, GEORGE FLOROS GR said: GF Earthquakes Script by GEORGE FLOROS [GR] 2 hours ago, foxhound said: Thanks for sending us your work :) The Armaholic mirror has been updated with the new version: GF Earthquakes Script v2.0 Updated to v2.0 Changelog: v2.0 Code optimization, added 5 more different type of earthquakes, added some options and small additions inside the scripts , changed the name of all the scripts , starting now with GF .Thank you very much Foxhound , for the update! 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 11, 2018 4 minutes ago, GEORGE FLOROS GR said: 4 hours ago, Fuga666 said: Hello, Is it possible to make the items in the cargo box random or just random from an assortment of items? Hello there to Everyone ! A quick update before the actual Option for random Loot available. //________________ Author : [GR]GEORGE F ___________ 12.05.18 _____________ /* ________________ GF Cargo Airdrops Script ________________ https://forums.bohemia.net/forums/topic/215257-cargo_airdrops_gf-script/ Please keep the Credits or add them to your Diary 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 collours 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/ */ if(!isServer) exitWith {}; diag_log "//________________ GF Cargo Airdrops Script _____________"; //________________ GF Cargo Airdrops Script _____________ //________________ Settings ________________ //________________ Set true or false ________________ _1_Radio_Call = true; // Play some Radio Sounds _2_Virtual_Arsenal = true; // Add Virtual Arsenal to Cargo _3_Random_Loot = true; // Add random loot , you need to select this or the one below _4_Not_Random_Loot = false; // Selected loot _5_Show_Airdrop_position = true; // Show the Airdrop position with a marker _6_Recon_Teams = true; // Spawn a Recon Team to move to Cargo Airdrop 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"; if (_1_Radio_Call) then { // systemchat "_1_Radio_Call"; GF_grid = mapGridPosition getPos player; player sideChat format ["This is %1, requesting Supply drop at the transmitting coordinates %2, OVER.", name player, GF_grid]; playSound3D ["A3\dubbing_f\modules\supports\drop_request.ogg", player]; sleep 6; player sideChat format ["Affirmative %1, Supplies on route , OUT.", name player]; playSound3D ["A3\dubbing_f\modules\supports\drop_acknowledged.ogg", player]; sleep 10; }; private ["_Plane_sound","_x"]; _x = 0; //________________ The number of the Cargo to spawn (on random) ________________ for "_x" from 0 to (5 + (random 10)) do { //________________ For spawn one Cargo ________________ // for "_x" from 1 to (1) do { //________________ The position to drop 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 - /* // or suffle between markers _Marker_array =selectRandom[ "MarkerName1", "MarkerName2" ]; _GF_random_pos = getPos _Marker_array; */ // this can be a Supply drop with an add action in an item or player https://community.bistudio.com/wiki/addAction // _GF_random_pos = getPos player; // for test or for support purpose //________________ Settings Time & Height ________________ _next_drop_in_sec = 10; // _next_drop_in_sec 900 sec 10 is for test _height_of_drop = 75; // _height_of_drop 450 meters 75 is for test // systemchat "_next_drop_in_sec 5"; sleep _next_drop_in_sec; // systemchat "d r o p p i n g"; //________________ 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; sleep 10; player sideChat format ["%1, The Supplies have been dropped , OUT.", name player]; playSound3D ["A3\dubbing_f\modules\supports\drop_accomplished.ogg", player]; //________________ 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_array - 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 _Type_of_Cargo_array =[ "B_supplyCrate_F", "I_CargoNet_01_ammo_F" ]; _Cargo_array = selectRandom _Type_of_Cargo_array; _Cargo = createVehicle [_Cargo_array, position _parachute, [], 0, 'NONE']; _Cargo attachTo [_parachute,[0,0,0]]; _Cargo enableSimulation false; //________________ add your items here ________________ // clear Cargo - leaves medkits in place. // add clearItemCargoGlobal _Cargo; to remove medkits clearWeaponCargoGlobal _Cargo; clearMagazineCargoGlobal _Cargo; //________________ add Virtual Arsenal to Cargo ________________ if (_2_Virtual_Arsenal) then { // systemchat "_2_Virtual_Arsenal"; _Cargo addAction ["Open Virtual Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; }; //________________ Add random loot , you need to select this or the one below ________________ if (_3_Random_Loot) then { //Type of loot _weapons_Loot = selectRandom [ //LightMachineGuns "arifle_MX_SW_Black_F", "arifle_MX_SW_F", "LMG_Mk200_F", "LMG_Zafir_F", "LMG_03_F", "MMG_01_hex_F", "MMG_01_tan_F", "MMG_02_black_F", "MMG_02_camo_F", "MMG_02_sand_F", //Apex "LMG_03_F", //AssaultRifles "arifle_Katiba_C_F", "arifle_Katiba_F", "arifle_Katiba_GL_F", "arifle_Mk20_F", "arifle_Mk20_GL_F", "arifle_Mk20_GL_plain_F", "arifle_Mk20_plain_F", "arifle_Mk20C_F", "arifle_Mk20C_plain_F", "arifle_MX_Black_F", "arifle_MX_F", "arifle_MX_GL_Black_F", "arifle_MX_GL_F", "arifle_MXC_Black_F", "arifle_MXC_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "arifle_TRG21_GL_F", //Apex AssaultRifles "arifle_AK12_F", "arifle_AK12_GL_F", "arifle_AKM_F", "arifle_AKM_FL_F", "arifle_AKS_F", //AK x2 "arifle_AK12_F", "arifle_AK12_GL_F", "arifle_AKM_F", "arifle_AKM_FL_F", "arifle_AKS_F", // "arifle_ARX_blk_F", "arifle_ARX_ghex_F", "arifle_ARX_hex_F", "arifle_CTAR_blk_F", "arifle_CTAR_hex_F", "arifle_CTAR_ghex_F", "arifle_CTAR_GL_blk_F", "arifle_CTARS_blk_F", "arifle_CTARS_hex_F", "arifle_CTARS_ghex_F", "arifle_SPAR_01_blk_F", "arifle_SPAR_01_khk_F", "arifle_SPAR_01_snd_F", "arifle_SPAR_01_GL_blk_F", "arifle_SPAR_01_GL_khk_F", "arifle_SPAR_01_GL_snd_F", "arifle_SPAR_02_blk_F", "arifle_SPAR_02_khk_F", "arifle_SPAR_02_snd_F", "arifle_SPAR_03_blk_F", "arifle_SPAR_03_khk_F", "arifle_SPAR_03_snd_F", "arifle_MX_khk_F", "arifle_MX_GL_khk_F", "arifle_MXC_khk_F", "arifle_MXM_khk_F", //SniperRifles "arifle_MXM_Black_F", "arifle_MXM_F", "srifle_DMR_01_F", "srifle_DMR_02_camo_F", "srifle_DMR_02_F", "srifle_DMR_02_sniper_F", "srifle_DMR_03_F", "srifle_DMR_03_khaki_F", "srifle_DMR_03_multicam_F", "srifle_DMR_03_tan_F", "srifle_DMR_03_woodland_F", "srifle_DMR_04_F", "srifle_DMR_04_Tan_F", "srifle_DMR_05_blk_F", "srifle_DMR_05_hex_F", "srifle_DMR_05_tan_f", "srifle_DMR_06_camo_F", "srifle_DMR_06_olive_F", "srifle_EBR_F", "srifle_GM6_camo_F", "srifle_GM6_F", "srifle_LRR_camo_F", "srifle_LRR_F", //Apex SniperRifles "srifle_LRR_tna_F", "srifle_GM6_ghex_F", "srifle_DMR_07_blk_F", "srifle_DMR_07_hex_F", "srifle_DMR_07_ghex_F", // Launchers "launch_NLAW_F", "launch_RPG32_F", "launch_RPG32_ghex_F", "launch_RPG7_F", "launch_RPG7_F", //x2 "launch_Titan_F", "launch_I_Titan_F", "launch_O_Titan_ghex_F", "launch_O_Titan_F", "launch_B_Titan_F", "launch_B_Titan_tna_F", "launch_Titan_short_F", "launch_O_Titan_short_F", "launch_O_Titan_short_ghex_F", "launch_I_Titan_short_F", "launch_B_Titan_short_F", "launch_B_Titan_short_tna_F" ]; _sideweapons_loot = selectRandom [ //Pistols "hgun_ACPC2_F", "hgun_P07_F", "hgun_Pistol_heavy_01_F", "hgun_Pistol_heavy_02_F", "hgun_Pistol_Signal_F", "hgun_Rook40_F", //Apex "hgun_Pistol_01_F", "hgun_P07_khk_F", //SubMachineGuns "hgun_PDW2000_F", "SMG_01_F", "SMG_02_F", "SMG_05_F" ]; _items_loot1 = selectRandom [ //for RyanZombies //"RyanZombiesAntiVirusTemporary_Item", //"RyanZombiesAntiVirusCure_Item", //Vanilla "ToolKit", "MediKit", "FirstAidKit", "FirstAidKit", //Tools "Binocular", "Rangefinder", "Laserdesignator", "Laserdesignator_02", "Laserdesignator_03" ]; _items_loot2 = selectRandom [ //Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "ItemMap", //x2 "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "ItemMap", //PointerAttachments "acc_flashlight", "acc_pointer_IR", //BipodAttachments "bipod_01_F_blk", "bipod_01_F_mtp", "bipod_01_F_snd", "bipod_02_F_blk", "bipod_02_F_hex", "bipod_02_F_tan", "bipod_03_F_blk", "bipod_03_F_oli", //Apex "bipod_01_F_khk", //MuzzleAttachments "muzzle_snds_338_black", "muzzle_snds_338_green", "muzzle_snds_338_sand", "muzzle_snds_93mmg", "muzzle_snds_93mmg_tan", "muzzle_snds_acp", "muzzle_snds_B", "muzzle_snds_H", "muzzle_snds_H_MG", "muzzle_snds_H_SW", "muzzle_snds_L", "muzzle_snds_M", //Apex "muzzle_snds_H_khk_F", "muzzle_snds_H_snd_F", "muzzle_snds_58_blk_F", "muzzle_snds_m_khk_F", "muzzle_snds_m_snd_F", "muzzle_snds_B_khk_F", "muzzle_snds_B_snd_F", "muzzle_snds_58_wdm_F", "muzzle_snds_65_TI_blk_F", "muzzle_snds_65_TI_hex_F", "muzzle_snds_65_TI_ghex_F", "muzzle_snds_H_MG_blk_F", "muzzle_snds_H_MG_khk_F", //OpticAttachments "optic_Aco", "optic_ACO_grn", "optic_ACO_grn_smg", "optic_Aco_smg", "optic_AMS", "optic_AMS_khk", "optic_AMS_snd", "optic_Arco", "optic_DMS", "optic_Hamr", "optic_Holosight", "optic_Holosight_smg", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan", "optic_LRPS", "optic_MRCO", "optic_MRD", "optic_Nightstalker", "optic_NVS", "optic_SOS", "optic_tws", "optic_tws_mg", "optic_Yorris", //Apex "optic_Arco_blk_F", "optic_Arco_ghex_F", "optic_DMS_ghex_F", "optic_Hamr_khk_F", "optic_ERCO_blk_F", "optic_ERCO_khk_F", "optic_ERCO_snd_F", "optic_SOS_khk_F", "optic_LRPS_tna_F", "optic_LRPS_ghex_F", "optic_Holosight_blk_F", "optic_Holosight_khk_F", "optic_Holosight_smg_blk_F", //NVG "NVGoggles", "NVGoggles_INDEP", "NVGoggles_OPFOR", //Apex "O_NVGoggles_hex_F", "O_NVGoggles_urb_F", "O_NVGoggles_ghex_F", "NVGoggles_tna_F" ]; _items_loot3 = selectRandom [ //Flares "Chemlight_blue", "Chemlight_green", "Chemlight_red", //Smokes "SmokeShell", "SmokeShellBlue", "SmokeShellGreen", "SmokeShellOrange", "SmokeShellPurple", "SmokeShellRed", "SmokeShellYellow", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "3Rnd_Smoke_Grenade_shell", "3Rnd_SmokeBlue_Grenade_shell", "3Rnd_SmokeGreen_Grenade_shell", "3Rnd_SmokeOrange_Grenade_shell", "3Rnd_SmokePurple_Grenade_shell", "3Rnd_SmokeRed_Grenade_shell", "3Rnd_SmokeYellow_Grenade_shell", //Explosives "HandGrenade", "MiniGrenade", "B_IR_Grenade", "O_IR_Grenade", "I_IR_Grenade", "1Rnd_HE_Grenade_shell", "3Rnd_HE_Grenade_shell", "APERSBoundingMine_Range_Mag", "APERSMine_Range_Mag", "APERSTripMine_Wire_Mag", "ClaymoreDirectionalMine_Remote_Mag", "DemoCharge_Remote_Mag", "IEDLandBig_Remote_Mag", "IEDLandSmall_Remote_Mag", "IEDUrbanBig_Remote_Mag", "IEDUrbanSmall_Remote_Mag", "SatchelCharge_Remote_Mag", "SLAMDirectionalMine_Wire_Mag" ]; //addweaponcargo addItemCargo addMagazineCargo // weapons _Cargo addweaponcargo [_weapons_Loot, 5]; // 5 is the amount // sideweapons _Cargo addweaponcargo [_sideweapons_loot, 5]; // items 1 _Cargo addweaponcargo [_items_loot1, 5]; // items 2 Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG _Cargo addItemCargo [_items_loot2, 5]; // items 2 Here ONLY :Flares , Smokes , Explosives _Cargo addMagazineCargo [_items_loot3, 5]; // weapon's cargo mags _magazines_weapon = getArray (configFile / "CfgWeapons" / _weapons_Loot / "magazines"); _magazineClass_weapon = _magazines_weapon call bis_fnc_selectRandom; _Cargo addMagazineCargoGlobal [_magazineClass_weapon, 10]; // 10 mags // sideweapon's cargo mag _magazines_sideweapon = getArray (configFile / "CfgWeapons" / _sideweapons_loot / "magazines"); _magazineClass_sideweapon = _magazines_sideweapon call bis_fnc_selectRandom; _Cargo addMagazineCargoGlobal [_magazineClass_sideweapon, 10]; // 10 mags // Extra type of magazines _magazines_Extra = getArray (configFile / "CfgWeapons" / _weapons_Loot / "magazines"); _magazineClass_Extra = _magazines_Extra call bis_fnc_selectRandom; _Cargo addMagazineCargoGlobal [_magazineClass_Extra, 10]; // 10 mags }; //________________ Selected loot ________________ if (_4_Not_Random_Loot) then { // systemchat "_4_Not_Random_Loot"; // 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]; }; //________________ 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}; _Cargo enableSimulation true; //________________ Create a Marker at the Airdrop ________________ if (_5_Show_Airdrop_position) then { // systemchat "_5_Show_Airdrop_position"; // https://community.bistudio.com/wiki/cfgMarkers // systemchat "_2_Show_Airdrop_position"; { if (typeOf _x in _Type_of_Cargo_array) then { _marker = createMarker ["Airdrop" + str(_forEachIndex), getPos _x]; _marker setMarkerShape "ICON"; _marker setMarkerType "mil_marker"; _marker setMarkerColor "ColorYellow"; _marker setMarkerSize [1,1]; _marker setMarkerText "Airdrop"; }; } forEach allMissionObjects "All"; }; //________________ Spawn a Recon Team to move to Cargo airdrop position ________________ if (_6_Recon_Teams) then { // systemchat "_6_Recon_Teams"; MOVE_TO_Cargo_position = _Cargo getRelPos [0, 12]; // define your Group #define Recon_Group "I_Soldier_SL_F", "I_Soldier_TL_F", "I_soldier_UAV_F", "I_Soldier_M_F","I_medic_F","I_Soldier_AR_F" Recon_Teams = createGroup independent; // Spawn the group 2000 meters from the drop Recon_Teams_randomPos = [[[MOVE_TO_Cargo_position, (2000)],[]],["water","out"]] call BIS_fnc_randomPos; Recon_Teams = [Recon_Teams_randomPos, independent,[Recon_Group]] call BIS_fnc_spawnGroup; Recon_Teams setCombatMode "RED"; []spawn{ while {true} do { // systemchat "Waypoint updated"; { deleteWaypoint [_x, 0]; _waypoint1 = _x addWaypoint [(MOVE_TO_Cargo_position),0]; _waypoint1 setWaypointType "SAD";//SAD MOVE _x setCombatMode "RED"; _x setSpeedMode "FULL"; _x allowFleeing 0; }foreach [Recon_Teams]; sleep 100; }; }; }; }; 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 12, 2018 Just now, GEORGE FLOROS GR said: The update will be available Soon in Armaholic Changelog: v3.0 added option for : show the Airdrop position with a marker, random loot, minor changes. Thanks ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 13, 2018 Just now, GEORGE FLOROS GR said: The update will be available Soon in Armaholic Changelog: v4.0 Code optimization, added options to: cut the grass around the Crashsites, create a Marker for the Crashsites, added some options and small additions inside the scripts , changed the name of all the scripts , starting now with GF . Thanks ! 1 1 Share this post Link to post Share on other sites
tourist 617 Posted May 13, 2018 Hi George, I'm currently building a mission that is using your Crashsites script. It works perfectly, but I'd like to have the option of Recon Teams rushing to secure the crashsite - much in the same way as you have it in your airdrop script. Could you implement this in the next version or teach me how to include the Recon Team code from the Airdrop script into the Crashsite script so they go for these? THX in advance for your help tourist 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 13, 2018 3 hours ago, tourist said: Could you implement this in the next version Hello tourist ! #Just to know , when i played ravage for the first time , it was your missions !!! So i noticed that you are doing a Hero -Ravage mission ! Is that so ? If yes i will be waiting to play this ! Nice idea for the Recon team option , you can just almost copy paste this from the Cargo Airdrop script and just change the word : _Cargo add also above this: _3_Recon_Teams = true; // Spawn a Recon Team to the Crashsites position and below in the code: //________________ Spawn a Recon Team to move at the Crashsite position ________________ if (_3_Recon_Teams) then { // systemchat "_6_Recon_Teams"; MOVE_TO_Cargo_position = _crashsite getRelPos [0, 12]; // define your Group #define Recon_Group "I_Soldier_SL_F", "I_Soldier_TL_F", "I_soldier_UAV_F", "I_Soldier_M_F","I_medic_F","I_Soldier_AR_F" Recon_Teams = createGroup independent; // Spawn the group 2000 meters from the drop Recon_Teams_randomPos = [[[MOVE_TO_Cargo_position, (2000)],[]],["water","out"]] call BIS_fnc_randomPos; Recon_Teams = [Recon_Teams_randomPos, independent,[Recon_Group]] call BIS_fnc_spawnGroup; Recon_Teams setCombatMode "RED"; []spawn{ while {true} do { // systemchat "Waypoint updated"; { deleteWaypoint [_x, 0]; _waypoint1 = _x addWaypoint [(MOVE_TO_Cargo_position),0]; _waypoint1 setWaypointType "SAD";//SAD MOVE _x setCombatMode "RED"; _x setSpeedMode "FULL"; _x allowFleeing 0; }foreach [Recon_Teams]; sleep 100; }; }; This should work ! Just if it's possible please confirm. Thank you Tourist for the idea ! I will add this in the next update as an option ! Thanks ! Share this post Link to post Share on other sites
tourist 617 Posted May 13, 2018 Hello again and THX for the fast response! Your "copy-paste advice" above works fine; just 2 changes I had to do to avoid errors: //________________ Author : [GR]GEORGE F ___________ 14.05.18 _____________ /* ________________ GF Crashsites Script ________________ https://forums.bohemia.net/forums/topic/212505-crashsites_gf-script/ Please keep the Credits or add them to your Diary 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 collours 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/ */ // If you want the script to run only in the server use the code below if(!isServer) exitWith {}; diag_log "//________________ GF Crashsites Script _____________"; diag_log "//________________ GF_Crashsites_vanilla_ravage.sqf _____________"; //________________ GF Crashsites Script _____________ //________________ Settings ________________ //________________ Set true or false ________________ _1_Grass_Cutter = true; // Cut the grass around the Crashsites _2_Create_Markers = true; // Create a Marker for the Crashsites _3_Recon_Teams = true; // Spawn a Recon Team to move to Cargo Airdrop position systemchat "C r a s h s i t e s I n i t i a l i z i n g"; private ["_marker","_x"]; _x = 0; //________________ Number of the crashsites to spawn (on random) ________________ for "_x" from 0 to (2 + (random 6)) do { //________________ For spawn one crashsite ________________ //for "_x" from 1 to (1) do { //________________ The position of the crashsites will be random ________________ _GF_random_pos = [] call BIS_fnc_randomPos; // For random location // _GF_random_pos = getmarkerPos "MarkerName"; // Create a Marker if you want a certain location - /* // or select a random marker _Marker_array =selectRandom[ "Marker_1", "Marker_2", "Marker_3" ]; _GF_random_pos = getmarkerPos _Marker_array; */ // _GF_random_pos = getPos player; // for test purpose //________________ Wrecks at the crashsites ________________ //Wrecks at the crashsites _Wrecks_array = [ "Plane_Fighter_03_wreck_F", "Land_UWreck_Heli_Attack_02_F", "Land_Wreck_Heli_Attack_01_F", "Land_Wreck_Heli_Attack_02_F", "Land_Wreck_Plane_Transport_01_F", "Plane_Fighter_01_wreck_F", "Plane_Fighter_02_wreck_F", "Plane_Fighter_04_wreck_F", "Land_Wreck_Commanche_F" ]; _Wrecks = selectRandom _Wrecks_array; _crashsite = _Wrecks createVehicle _GF_random_pos; //________________ Type of loot ________________ _weapons_Loot = selectRandom [ //LightMachineGuns "arifle_MX_SW_Black_F", "arifle_MX_SW_F", "LMG_Mk200_F", "LMG_Zafir_F", "LMG_03_F", "MMG_01_hex_F", "MMG_01_tan_F", "MMG_02_black_F", "MMG_02_camo_F", "MMG_02_sand_F", //Apex "LMG_03_F", //AssaultRifles "arifle_Katiba_C_F", "arifle_Katiba_F", "arifle_Katiba_GL_F", "arifle_Mk20_F", "arifle_Mk20_GL_F", "arifle_Mk20_GL_plain_F", "arifle_Mk20_plain_F", "arifle_Mk20C_F", "arifle_Mk20C_plain_F", "arifle_MX_Black_F", "arifle_MX_F", "arifle_MX_GL_Black_F", "arifle_MX_GL_F", "arifle_MXC_Black_F", "arifle_MXC_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "arifle_TRG21_GL_F", //Apex AssaultRifles "arifle_AK12_F", "arifle_AK12_GL_F", "arifle_AKM_F", "arifle_AKM_FL_F", "arifle_AKS_F", //AK x2 "arifle_AK12_F", "arifle_AK12_GL_F", "arifle_AKM_F", "arifle_AKM_FL_F", "arifle_AKS_F", // "arifle_ARX_blk_F", "arifle_ARX_ghex_F", "arifle_ARX_hex_F", "arifle_CTAR_blk_F", "arifle_CTAR_hex_F", "arifle_CTAR_ghex_F", "arifle_CTAR_GL_blk_F", "arifle_CTARS_blk_F", "arifle_CTARS_hex_F", "arifle_CTARS_ghex_F", "arifle_SPAR_01_blk_F", "arifle_SPAR_01_khk_F", "arifle_SPAR_01_snd_F", "arifle_SPAR_01_GL_blk_F", "arifle_SPAR_01_GL_khk_F", "arifle_SPAR_01_GL_snd_F", "arifle_SPAR_02_blk_F", "arifle_SPAR_02_khk_F", "arifle_SPAR_02_snd_F", "arifle_SPAR_03_blk_F", "arifle_SPAR_03_khk_F", "arifle_SPAR_03_snd_F", "arifle_MX_khk_F", "arifle_MX_GL_khk_F", "arifle_MXC_khk_F", "arifle_MXM_khk_F", //SniperRifles "arifle_MXM_Black_F", "arifle_MXM_F", "srifle_DMR_01_F", "srifle_DMR_02_camo_F", "srifle_DMR_02_F", "srifle_DMR_02_sniper_F", "srifle_DMR_03_F", "srifle_DMR_03_khaki_F", "srifle_DMR_03_multicam_F", "srifle_DMR_03_tan_F", "srifle_DMR_03_woodland_F", "srifle_DMR_04_F", "srifle_DMR_04_Tan_F", "srifle_DMR_05_blk_F", "srifle_DMR_05_hex_F", "srifle_DMR_05_tan_f", "srifle_DMR_06_camo_F", "srifle_DMR_06_olive_F", "srifle_EBR_F", "srifle_GM6_camo_F", "srifle_GM6_F", "srifle_LRR_camo_F", "srifle_LRR_F", //Apex SniperRifles "srifle_LRR_tna_F", "srifle_GM6_ghex_F", "srifle_DMR_07_blk_F", "srifle_DMR_07_hex_F", "srifle_DMR_07_ghex_F", // Launchers "launch_NLAW_F", "launch_RPG32_F", "launch_RPG32_ghex_F", "launch_RPG7_F", "launch_RPG7_F", //x2 "launch_Titan_F", "launch_I_Titan_F", "launch_O_Titan_ghex_F", "launch_O_Titan_F", "launch_B_Titan_F", "launch_B_Titan_tna_F", "launch_Titan_short_F", "launch_O_Titan_short_F", "launch_O_Titan_short_ghex_F", "launch_I_Titan_short_F", "launch_B_Titan_short_F", "launch_B_Titan_short_tna_F", //Ravage weapons "Rusty_srifle_EBR_F", "Rusty_srifle_DMR_02_F", "Rusty_srifle_DMR_03_F", "Rusty_srifle_DMR_04_F", "Rusty_DMR_05_base_F", "Rusty_MMG_01_tan_F", "Rusty_MMG_02_black_F", "Rusty_LMG_Zafir_F" ]; _sideweapons_loot = selectRandom [ //Pistols "hgun_ACPC2_F", "hgun_P07_F", "hgun_Pistol_heavy_01_F", "hgun_Pistol_heavy_02_F", "hgun_Pistol_Signal_F", "hgun_Rook40_F", //Apex "hgun_Pistol_01_F", "hgun_P07_khk_F", //SubMachineGuns "hgun_PDW2000_F", "SMG_01_F", "SMG_02_F", "SMG_05_F" ]; _items_loot1 = selectRandom [ //for RyanZombies //"RyanZombiesAntiVirusTemporary_Item", //"RyanZombiesAntiVirusCure_Item", //Vanilla "ToolKit", "MediKit", "FirstAidKit", "FirstAidKit", //Tools "Binocular", "Rangefinder", "Laserdesignator", "Laserdesignator_02", "Laserdesignator_03" ]; _items_loot2 = selectRandom [ //Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "ItemMap", //x2 "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "ItemMap", //PointerAttachments "acc_flashlight", "acc_pointer_IR", //BipodAttachments "bipod_01_F_blk", "bipod_01_F_mtp", "bipod_01_F_snd", "bipod_02_F_blk", "bipod_02_F_hex", "bipod_02_F_tan", "bipod_03_F_blk", "bipod_03_F_oli", //Apex "bipod_01_F_khk", //MuzzleAttachments "muzzle_snds_338_black", "muzzle_snds_338_green", "muzzle_snds_338_sand", "muzzle_snds_93mmg", "muzzle_snds_93mmg_tan", "muzzle_snds_acp", "muzzle_snds_B", "muzzle_snds_H", "muzzle_snds_H_MG", "muzzle_snds_H_SW", "muzzle_snds_L", "muzzle_snds_M", //Apex "muzzle_snds_H_khk_F", "muzzle_snds_H_snd_F", "muzzle_snds_58_blk_F", "muzzle_snds_m_khk_F", "muzzle_snds_m_snd_F", "muzzle_snds_B_khk_F", "muzzle_snds_B_snd_F", "muzzle_snds_58_wdm_F", "muzzle_snds_65_TI_blk_F", "muzzle_snds_65_TI_hex_F", "muzzle_snds_65_TI_ghex_F", "muzzle_snds_H_MG_blk_F", "muzzle_snds_H_MG_khk_F", //OpticAttachments "optic_Aco", "optic_ACO_grn", "optic_ACO_grn_smg", "optic_Aco_smg", "optic_AMS", "optic_AMS_khk", "optic_AMS_snd", "optic_Arco", "optic_DMS", "optic_Hamr", "optic_Holosight", "optic_Holosight_smg", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan", "optic_LRPS", "optic_MRCO", "optic_MRD", "optic_Nightstalker", "optic_NVS", "optic_SOS", "optic_tws", "optic_tws_mg", "optic_Yorris", //Apex "optic_Arco_blk_F", "optic_Arco_ghex_F", "optic_DMS_ghex_F", "optic_Hamr_khk_F", "optic_ERCO_blk_F", "optic_ERCO_khk_F", "optic_ERCO_snd_F", "optic_SOS_khk_F", "optic_LRPS_tna_F", "optic_LRPS_ghex_F", "optic_Holosight_blk_F", "optic_Holosight_khk_F", "optic_Holosight_smg_blk_F", //NVG "NVGoggles", "NVGoggles_INDEP", "NVGoggles_OPFOR", //Apex "O_NVGoggles_hex_F", "O_NVGoggles_urb_F", "O_NVGoggles_ghex_F", "NVGoggles_tna_F" ]; _items_loot3 = selectRandom [ // Ravage_items //x1 "rvg_plasticBottleEmpty", "rvg_canteenEmpty", "rvg_hose", "rvg_sleepingBag_Blue", "rvg_foldedTent", "rvg_rustyCan", "rvg_Geiger", "rvg_canisterFuel_Empty", "rvg_toolkit", "rvg_tire", //x2 Vital "rvg_money", "rvg_notepad", "rvg_docFolder", "rvg_canOpener", "rvg_guttingKnife", "rvg_matches", "rvg_plasticBottle", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "rvg_antiRad", "rvg_purificationTablets", //x2 Vital "rvg_money", "rvg_notepad", "rvg_docFolder", "rvg_canOpener", "rvg_guttingKnife", "rvg_matches", "rvg_plasticBottle", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "rvg_antiRad", "rvg_purificationTablets", //addon Ravage "Mask_M40_OD", "Mask_M40", "Mask_M50" ]; _items_loot4 = selectRandom [ //Flares "Chemlight_blue", "Chemlight_green", "Chemlight_red", //Smokes "SmokeShell", "SmokeShellBlue", "SmokeShellGreen", "SmokeShellOrange", "SmokeShellPurple", "SmokeShellRed", "SmokeShellYellow", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "3Rnd_Smoke_Grenade_shell", "3Rnd_SmokeBlue_Grenade_shell", "3Rnd_SmokeGreen_Grenade_shell", "3Rnd_SmokeOrange_Grenade_shell", "3Rnd_SmokePurple_Grenade_shell", "3Rnd_SmokeRed_Grenade_shell", "3Rnd_SmokeYellow_Grenade_shell", //Explosives "HandGrenade", "MiniGrenade", "B_IR_Grenade", "O_IR_Grenade", "I_IR_Grenade", "1Rnd_HE_Grenade_shell", "3Rnd_HE_Grenade_shell", "APERSBoundingMine_Range_Mag", "APERSMine_Range_Mag", "APERSTripMine_Wire_Mag", "ClaymoreDirectionalMine_Remote_Mag", "DemoCharge_Remote_Mag", "IEDLandBig_Remote_Mag", "IEDLandSmall_Remote_Mag", "IEDUrbanBig_Remote_Mag", "IEDUrbanSmall_Remote_Mag", "SatchelCharge_Remote_Mag", "SLAMDirectionalMine_Wire_Mag" ]; //Position of the loot at the crashsite _lootPos1 = _crashsite getRelPos [8, 1]; _lootPos2 = _crashsite getRelPos [8, 3]; _lootPos3 = _crashsite getRelPos [8, 5]; _lootPos4 = _crashsite getRelPos [8, 7]; _lootPos5 = _crashsite getRelPos [8, 9]; _lootPos6 = _crashsite getRelPos [8, 11]; _lootPos7 = _crashsite getRelPos [8, 12]; _lootPos8 = _crashsite getRelPos [4, 1]; //you can spawn an item next to the wreck , like an ammobox _lootPos8 _array1 = [ /* "Box_IND_Ammo_F", "Box_IND_Wps_F", "Box_IND_AmmoOrd_F", "Box_IND_Grenades_F", "Box_IND_WpsLaunch_F", "Box_IND_WpsSpecial_F", "Box_IND_Support_F" */ //Respawn "B_Respawn_Sleeping_bag_blue_F", "B_Respawn_Sleeping_bag_brown_F", "B_Respawn_TentDome_F", "B_Respawn_Sleeping_bag_F", "B_Respawn_TentA_F" ]; _Wrecks1 = selectRandom _array1; _crashsite1 = _Wrecks1 createVehicle _lootPos8; sleep 1; //addweaponcargo addItemCargo addMagazineCargo //lootitems1 spawn weapons lootitems1 = "groundweaponHolder" createVehicle _lootPos1; lootitems1 addweaponcargo [_weapons_Loot, 1]; //lootitems2 spawn sideweapons lootitems2 = "groundweaponHolder" createVehicle _lootPos2; lootitems2 addweaponcargo [_sideweapons_loot, 2]; //lootitems3 spawn only mags lootitems3 = "groundweaponHolder" createVehicle _lootPos3; lootitems3 addweaponcargo [_weapons_Loot, 0]; //lootitems4 items 1 lootitems4 = "groundweaponHolder" createVehicle _lootPos4; lootitems4 addweaponcargo [_items_loot1, 2]; //lootitems5 items 2 Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG lootitems5 = "groundweaponHolder" createVehicle _lootPos5; lootitems5 addItemCargo [_items_loot2, 2]; //lootitems6 items 3 Ravage lootitems6 = "groundweaponHolder" createVehicle _lootPos6; lootitems6 addItemCargo [_items_loot3, 2]; //lootitems7 items 4 Here ONLY :Flares , Smokes , Explosives lootitems7 = "groundweaponHolder" createVehicle _lootPos7; lootitems7 addMagazineCargo [_items_loot4, 2]; // Spawn weapon's mag _magazines = getArray (configFile / "CfgWeapons" / _weapons_Loot / "magazines"); _magazineClass = _magazines call bis_fnc_selectRandom; lootitems1 addMagazineCargoGlobal [_magazineClass, 2]; //2 mags // Spawn sideweapon's mag _magazines = getArray (configFile / "CfgWeapons" / _sideweapons_loot / "magazines"); _magazineClass = _magazines call bis_fnc_selectRandom; lootitems2 addMagazineCargoGlobal [_magazineClass, 2]; //2 mags // Spawn only magazines _magazines = getArray (configFile / "CfgWeapons" / _weapons_Loot / "magazines"); _magazineClass = _magazines call bis_fnc_selectRandom; lootitems3 addMagazineCargoGlobal [_magazineClass, 3]; //3 mags sleep 1; //________________ Particles - Smoke ________________ //https://community.bistudio.com/wiki/setParticleClass _particle1 = "#particlesource" createVehicleLocal getpos _crashsite; _particle1 setParticleClass "MediumSmoke"; _particle1 attachTo [_crashsite,[0,0,0]]; //https://community.bistudio.com/wiki/setParticleFire //source setParticleFire [coreIntensity, coreDistance, damageTime] _particle2 = "#particlesource" createVehicleLocal (getPos _crashsite); _particle2 setParticleClass "BigDestructionSmoke"; _particle2 setParticleFire [0.3,1.0,0.1]; //MediumSmoke ObjectDestructionSmoke ObjectDestructionFire1Smallx //SmallDestructionSmoke SmallDestructionFire MediumDestructionFire MediumDestructionSmoke BigDestructionFire BigDestructionSmoke sleep 1; //________________ Create a Crater (Crater , CraterLong , CraterLong_small) ________________ createVehicle ["CraterLong", getPos _crashsite, [], 0, "CAN_COLLIDE"]; //________________ Cut the grass around the Crashsites ________________ if (_1_Grass_Cutter) then { // systemchat "_1_Grass_Cutter"; _Grass_Cutter_pos = _crashsite getRelPos [12, 6]; createVehicle ["Land_ClutterCutter_large_F", _Grass_Cutter_pos, [], 0, "CAN_COLLIDE"]; createVehicle ["Land_ClutterCutter_large_F", _crashsite, [], 0, "CAN_COLLIDE"]; }; //________________ Create a Marker for the Crashsites ________________ if (_2_Create_Markers) then { // systemchat "_2_Create_Markers"; // Select your marker here: // https://community.bistudio.com/wiki/cfgMarkers { if (typeOf _x in _Wrecks_array) then { _marker = createMarkerLocal ["Crashsite" + str(_forEachIndex), getPos _x]; _marker setMarkerShapeLocal "ICON"; _marker setMarkerTypeLocal "mil_marker"; _marker setMarkerColorLocal "ColorYellow"; _marker setMarkerSizeLocal [1,1]; _marker setMarkerTextLocal "Crashsite"; }; } forEach allMissionObjects "All"; }; //________________ Spawn a Recon Team to move to Cargo airdrop position ________________ if (_3_Recon_Teams) then { // systemchat "_3_Recon_Teams"; MOVE_TO_crashsite_position = _crashsite getRelPos [0, 12]; // define your Group #define Recon_Group "I_Soldier_SL_F", "I_Soldier_TL_F", "I_soldier_UAV_F", "I_Soldier_M_F","I_medic_F","I_Soldier_AR_F" Recon_Teams = createGroup independent; // Spawn the group 2000 meters from the drop Recon_Teams_randomPos = [[[MOVE_TO_crashsite_position, (2000)],[]],["water","out"]] call BIS_fnc_randomPos; Recon_Teams = [Recon_Teams_randomPos, independent,[Recon_Group]] call BIS_fnc_spawnGroup; Recon_Teams setCombatMode "RED"; []spawn{ while {true} do { // systemchat "Waypoint updated"; { deleteWaypoint [_x, 0]; _waypoint1 = _x addWaypoint [(MOVE_TO_crashsite_position),0]; _waypoint1 setWaypointType "SAD";//SAD MOVE _x setCombatMode "RED"; _x setSpeedMode "FULL"; _x allowFleeing 0; }foreach [Recon_Teams]; sleep 100; }; }; }; }; systemchat "C r a s h s i t e s S p a w n e d"; I changed the line MOVE_TO_Cargo_position = _crashsite getRelPos [0, 12]; into MOVE_TO_crashsite_position = _crashsite getRelPos [0, 12]; And also I added the systemchat message back to the end of the file - Now it works smooth & fast! All I have to do now is fit the contents of the crashsites to my mission. Speaking of which, I have two different missions in the making that will use my custom combo of RAVAGE and HEROS - just you wait & see; both have a combination of storytelling/task-based quests and sandbox gameplay - but one of them is in a setting I NEVER saw another mission maker try! I'll PM you about that one! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 14, 2018 14 hours ago, tourist said: I have two different missions in the making that will use my custom combo of RAVAGE and HEROS - just you wait & see; both have a combination of storytelling/task-based quests and sandbox gameplay - but one of them is in a setting I NEVER saw another mission maker try! RAVAGE and HEROS combination , sounds already a very interesting idea ! I 'm sure a lot of Guys will be waiting to see this ! For any news that you have for your missions and for anyone who is using my scripts , this topic is always welcome to share info - advertising and news ( photos , videos , disscussion , etc ) Thanks again everyone for using my Scripts ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 14, 2018 GF Earthquakes Script Just now, GEORGE FLOROS GR said: OutKasts.EU Escape Server 3 Earth Quake In Action http://outkasts.eu/modules.php?name=Forums&file=viewtopic&t=3311&start=15&postdays=0&postorder=asc&highlight= 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 20, 2018 1 hour ago, GEORGE FLOROS GR said: This new script , is to configure the Loot in the vehicle inventories. For more info: Thanks ! 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 21, 2018 Updated: On 27/4/2018 at 3:38 PM, GEORGE FLOROS GR said: GF Cleanup Script Changelog: v2.0 Added distance parameter added more options and minor changes. 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 29, 2018 On 3/5/2018 at 9:34 PM, GEORGE FLOROS GR said: WARNING!!! This AddOn increases seriously the gore factor in ArmA. It is not recommended for use by children under the age of 15 years. WIP Blood Stains Script On 3/5/2018 at 9:34 PM, GEORGE FLOROS GR said: Here is the progress Finally i managed to get the blood at the walls too ! Some pics here: available Soon ! Thanks ! 3 Share this post Link to post Share on other sites
zagor64bz 1225 Posted May 30, 2018 Awesome job, mate!!! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 30, 2018 Thank you very much Zagor ! Share this post Link to post Share on other sites