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1 minute ago, Fabien Jost said:

with mod version

 

Ok i will check if there is a problem and post this here .

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if i install the mod version on the server,  i need to install +GF_Earplugs_Script.VR ?

 

I rent my server on g-portal.com

 

1544537902-aaa.png

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If you use the script in your mission , you don't need the mod and to use the script you dont need the whole folder :

7 hours ago, Fabien Jost said:

+GF_Earplugs_Script.VR ?

 

just the script .

If you are using the mod you don't need the script .

If you are using the script , the script will run for everyone.

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can you put step by step the installation of the script so i can see if i am doing good the job or not ...

 

and and how to do it when you want to have earplug and status bar from you

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gf-set-custom-loadout-script-version-100

6 hours ago, GEORGE FLOROS GR said:

GF Set Custom Loadout Script

 

3.0 version

 

news_download_a3_3.png

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Hello there to Everyone !

 

I 'm reediting the GF Crashsites script ,

 

and there will be an update for the current version

 

and a new version , that will detect the enabled mods and spawn normal model of helicopters and planes ,  with the loot spawn as well automatically  , without editing lists.

The sites will include more stuff , as scenery adittion , things scatterd , flames , smoke etc.

There will be also available a mod version with this and a more adjustable version with userconfig settings.

 

Here is a pic (of the site) :

clcgeSSlRkCnwtjQtZ-R7g.png

Thanks !

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gf-auto-loot-crashsites-script-mod-versi

2 hours ago, GEORGE FLOROS GR said:

This is the new edition of this script and i will also update , what is needed in the current.

 

# Note :

The loot for the new edition can be custom as well.

 

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Merry Christmas

&

Best Wishes to everyone ! 

New-Year-Card-848x450.png

Greetings from Greece !

 

 

 

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6 minutes ago, GEORGE FLOROS GR said:
10 hours ago, JohnKalo said:

so my wish will be

 

Check here John !

 

This is a start :

So this will be the WIP GF_Auto_Loot_Corpses Script - Mod

 

I will check also , about adding dead units as well maybe.

CCjNrZQ.jpg

xq1212D.png

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2 hours ago, JohnKalo said:

If the script comes out in time it will be used for Campaign Mission Episode 6!!!

 

Just tell me ,

in oder to adjust this script to the mission ,

would you like the position of the spawn to be in a certain area or total random in the whole map ?

 

I can also add some dead ai around also with custom loot but more dead ai might have an impact on the performance depending the amount of the whole ai in the mission.

 

I 'm planning to add also some blood pools from the

https://forums.bohemia.net/forums/topic/218538-gf-blood-stains-and-sfx-lite-script/

 

8CL6Tek.png

GYNENCo.png

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Thanks for asking! I would please like the skeletons around a particular area or areas. No need for it to be in the whole map.

And dead bodies would be really good but they would not match for the particular mission we are talking about.

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2 hours ago, JohnKalo said:

I would please like the skeletons around a particular area or areas.

 

Ok hold on and i will give you a script here.

 

I will just add an array with the things that you want to spawn and i will not add anything more ( auto loot , options , etc ).

I will remove anything that is not needed.

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Thanks! Although todays mission testing did not go so well. I had a problem with the chat scripts showing multiple times. I will make a thread for it. So no worries about rushing your script.

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1 hour ago, JohnKalo said:

about rushing your script.

 

 

On 24/12/2018 at 2:18 PM, GEORGE FLOROS GR said:
On 24/12/2018 at 2:16 PM, JohnKalo said:

so my wish will be contained to the vanilla bones and skeletons  :thumbsup:

 

I WILL HAVE A TALK WITH SANTA !   :f:

 

John !

Here is the script :

 

Spoiler



//________________  Author : GEORGE FLOROS [GR] ___________ 26.12.18 _____________

/*
________________ GF Auto Loot Corpses Script ________________

// ***	John's Edition	***

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 colors 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/
*/
	

diag_log "//________________ GF_ALCorpses Script initializing ________________";


//________________ Settings ________________
//________________ Set true or false  ________________

GF_ALCorpses_Systemchat_info					= true;		
GF_ALCorpses_Hintsilent_info					= true;
GF_ALCorpses_diag_log_info						= true;
GF_ALCorpses_Debug 								= true;

GF_ALCorpses_Systemchat_info_count_items		= true;
GF_ALCorpses_Hintsilent_info_count_items		= false;
GF_ALCorpses_diag_log_info_count_items			= true;


GF_ALCorpses_Max_Number							= 60;
GF_ALCorpses_Possibility    					= 30;





if (GF_ALCorpses_Systemchat_info) then {
systemchat "GF_ALCorpses Script initializing";			
};	


//GF_ALCorpses_allPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}};
//GF_ALCorpses_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition");
//GF_ALCorpses_size = worldsize;



/*
//________________	Custom items only	________________
It is posible to add everything to one array and the code below will manage the spawn , 
GF_ALCorpses_cfgArray = [];
But then delete the arrays and their count below
*/

//	add the classnames	ex:
GF_ALCorpses_primaryWeapon_array  = ["arifle_MX_SW_F"];
GF_ALCorpses_secondaryWeapon_array = ["launch_NLAW_F"];
GF_ALCorpses_handgunWeapon_array = ["hgun_P07_F"];
GF_ALCorpses_Magazines_array = ["100Rnd_65x39_caseless_mag","16Rnd_9x21_Mag"];
GF_ALCorpses_Uniform_array = ["U_B_CombatUniform_mcam_tshirt"];
GF_ALCorpses_Vests_array = ["V_PlateCarrier2_rgr"];
GF_ALCorpses_Headgear_array = ["H_HelmetB_grass"];
GF_ALCorpses_Backpacks_array = ["B_AssaultPack_mcamo"];
GF_ALCorpses_Goggles_array = ["G_Combat"];
GF_ALCorpses_Items_array = ["FirstAidKit"];
GF_ALCorpses_Attachments_array = ["acc_pointer_IR"];
GF_ALCorpses_Binocular_and_Nvg_array = ["NVGoggles"];



GF_ALCorpses_cfgArray = 
	GF_ALCorpses_primaryWeapon_array 
//	+ GF_ALCorpses_secondaryWeapon_array 
	+ GF_ALCorpses_handgunWeapon_array
	+ GF_ALCorpses_Magazines_array;
//	+ GF_ALCorpses_Uniform_array
//	+ GF_ALCorpses_Vests_array
//	+ GF_ALCorpses_Headgear_array
//	+ GF_ALCorpses_Backpacks_array
//	+ GF_ALCorpses_Goggles_array
//	+ GF_ALCorpses_Items_array
//	+ GF_ALCorpses_Attachments_array;
//	+ GF_ALCorpses_Binocular_and_Nvg_array;


//________________	GF_ALCorpses	________________ 


GF_ALCorpses = {

private _grp = createGroup civilian;


_Exclude_Buildings = [
"Land_Pier_F",
"Land_Pier_small_F",
"Land_NavigLight",
"Land_LampHarbour_F"
];



_position 	= (_this select 0);
_size 		= (_this select 1);


//_Buildings = GF_ALCorpses_centerPosition nearObjects ["House", GF_ALCorpses_size];
//_Buildings = nearestObjects [getmarkerpos "marker_1", ["House", "Building"], GF_ALCorpses_size];
//_Buildings = nearestObjects [_position, ["House", "Building"], GF_ALCorpses_size];
_Buildings = nearestObjects [_position, ["House", "Building"], _size];

_a = 0;
	
{
_Building = _x;

if (!(typeOf _Building in _Exclude_Buildings)) then {

for "_i" from 0 to 50 do {

	_buildingpos = _Building buildingpos _i;
	if (str _buildingpos == "[0,0,0]") exitwith {};
	
	_Possibility = floor (random 100) < GF_ALCorpses_Possibility;
	if (_Possibility) then {
	
	_a = _a + 1;
	
	if (_a < GF_ALCorpses_Max_Number) then {

if (GF_ALCorpses_diag_log_info_count_items) then {
diag_log format ["Spawn Number %1",_a];
};

if (GF_ALCorpses_Systemchat_info_count_items) then {
systemchat format ["Spawn Number %1",_a];
};

if (GF_ALCorpses_Hintsilent_info_count_items) then {
hintsilent format ["Spawn Number %1",_a];
};


_Loot_Pos = _buildingpos;
_in_position = false;

	
//________________	_Loot	________________

private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Text"];
	
	_Item = selectrandom GF_ALCorpses_cfgArray;
	_getText = getText (configFile >> "cfgVehicles" >> _Item >> "vehicleClass");	
	
	
	_Loot = createVehicle ["WeaponHolderSimulated",[_Loot_Pos select 0, _Loot_Pos select 1,_Loot_Pos select 2], [], 0, "CAN_COLLIDE"];
	_Color = "Default";	//	https://community.bistudio.com/wiki/CfgMarkerColors_Arma_3
	_Text =  "Empty";
	
	
	//	https://forums.bohemia.net/forums/topic/193019-can-i-detect-all-pistols-from-cfgweapons/?tab=comments#comment-3072020
	_type = [0,1,2,4,16,256,4096,131072];	 
	
	if (
	(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") in _type)
	or (getNumber (configFile >> "CfgWeapons" >> _item >> "type") in _type)
	or (getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") in [ 0 , 616 ])
	or (isClass (configFile >> "CfgGlasses" >> _Item))
	or (isClass (configFile >> "CfgMagazines" >> _Item))
	 
	) then {
	
		
switch true do {
		
//________________	Gear	________________
	
case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 801) : {
	_Loot addItemCargoGlobal [ _Item, 1 ];
	_Color = "ColorGUER";_Text = "Uniforms";
	_in_position = true;};
	
case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 701) : {
	_Loot addItemCargoGlobal [ _Item, 1 ];
	_Color = "ColorKhaki";_Text = "Vests";
	_in_position = true;};
		
case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 605) : {
	_Loot addItemCargoGlobal [ _Item, 1 ];
	_Color = "ColorGreen";_Text = "Headgear";
	_in_position = true;};
		
case(_getText isEqualTo "Backpacks") : {
	_Loot addBackPackCargoGlobal [ _Item, 1 ];
	_Color = "ColorBrown";_Text = "Backpacks";
	_in_position = true;};
		
case(isClass (configFile >> "CfgGlasses" >> _Item)) : {
	_Loot addItemCargoGlobal [ _Item, 1 ];
	_Color = "colorCivilian";_Text = "Glasses";
	_in_position = true;};
	
	
//________________	Weapons	________________
	
case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") == 1) : {
	_Loot addWeaponCargoGlobal [ _Item, 1 ];
	private _magazines = getArray (configFile >> "CfgWeapons" >> _Item >> "magazines");
	private _Item_magazines = selectRandom _magazines;
	_Loot addMagazineCargoGlobal [_Item_magazines, round (1 + random 2)];
	_Color = "ColorEAST";_Text = "WeaponsPrimary";
	_in_position = true;};
		
case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") == 2) : {
	_Loot addWeaponCargoGlobal [ _Item, 1 ];
	private _magazines = getArray (configFile >> "CfgWeapons" >> _Item >> "magazines");
	private _Item_magazines = selectRandom _magazines;
	_Loot addMagazineCargoGlobal [_Item_magazines, round (1 + random 2)];
	_Color = "ColorPink";_Text = "HandGuns";
	_in_position = true;};	
		
case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") == 4) : {
	_Loot addWeaponCargoGlobal [ _Item, 1 ];
	private _magazines = getArray (configFile >> "CfgWeapons" >> _Item >> "magazines");
	private _Item_magazines = selectRandom _magazines;
	_Loot addMagazineCargoGlobal [_Item_magazines, round (1 + random 2)];
	_Color = "ColorOrange";_Text = "WeaponsSecondary";
	_in_position = true;};	

case(isClass (configFile >> "CfgMagazines" >> _Item)) : {
	_Loot addMagazineCargoGlobal [ _Item, round (1 + random 2)];
	_Color = "colorRed";_Text =  "Mags";
	_in_position = true;};	

case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 616): {
	_Loot addItemCargoGlobal [ _Item, 1 ];
	_Color = "ColorBlue";_Text = "Nvg";
	_in_position = true;};	
	
case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") == 4096) : {
	_Loot addItemCargoGlobal [ _Item, 1 ];
	_Color = "ColorWEST";_Text = "Items";
	_in_position = true;};		

case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") == 131072) : {
	_Loot addItemCargoGlobal [ _Item, 1 ];
	_Color = "ColorWhite";_Text = "Weapon Attachments";
	_in_position = true;};		
	
case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") == 0) : {
	_Loot addItemCargoGlobal [ _Item, 1 ];
	_Color = "colorBLUFOR";_Text = "Inventory Items";
	_in_position = true;};	
	
};



if (_in_position) then {

	_Corpse = createVehicle ["Land_HumanSkeleton_F", [_Loot_Pos select 0, _Loot_Pos select 1,_Loot_Pos select 2], [], 0, "CAN_COLLIDE"];
	_Corpse setDir (random 360);
	_MarkerText = "Skeleton";	
	};
	};

	
//________________	GF_ALCorpses_Debug	________________
	
if (GF_ALCorpses_Debug && {!(isNull _Loot)}) then {

	_Marker_Number = format ["%1",_Loot_Pos];
	_Marker = createMarker [_Marker_Number,getpos _Loot];		
	_Marker setMarkerShape "ICON"; 
	_Marker setMarkerType "mil_dot"; 
	_Marker setMarkerColor _Color; 
	_Marker setMarkerText _Text;	
	_Marker setMarkerSize [0.6,0.6]; 		
	};		

				};	
			};	
		};
	};				
}foreach _Buildings;
};


/*
//________________	add here the markers	________________
ex. 1 : get the markersize , you need to create a marker with the certain size ( this will count only the one size ! )
[getmarkerpos "marker_1",getmarkerSize "marker_1" select 0] spawn GF_ALCorpses;
ex. 2 : add the radius , just add a marker without adjusting
[getmarkerpos "marker_1",400] spawn GF_ALCorpses;
*/

[getmarkerpos "marker_1",400] spawn GF_ALCorpses;




if (GF_ALCorpses_Systemchat_info) then {
systemchat "GF_ALCorpses Script initialized";			
};	

diag_log "//________________ GF_ALCorpses Script initialized ________________";

 

 

and some pics :

4IWm6I6.png

tnHL0Ct.png

RnyQNsj.jpg

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Nice! So I will erase some of your script's parts since I only want magazines to spawn near the skeletons and then I will add it to the mission. Hopefully my chat showing mulitple times issue will soon and easily be solved. I have 6 missions using the same show text method :/

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22 minutes ago, JohnKalo said:

I only want magazines to spawn near the skeletons

 

You can just add one array any kind of objects that you want :
 

GF_ALCorpses_cfgArray = [
"classnames"
];

 

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So I managed to make the script work! but .... there is an issue.

Most of the times both the bones and the magazines seem to float. Their height is about 0.5 meters above the ground :\

 

So can you please make the script spawn the skeletons and the mags at random areas around a marker but on the ground? Away from buildings which cause the bones to float. I do not mind having the skeletons half in the ground and half not but them floating around is not the best sight. If you cannot I will just place the bones myself at certain locations.

 

Edit: Trying to place skeletons myself made me see that the skeleton object is floating when anywhere placed. So I just placed some skeletons, changed their height by hand and used part of your script to randomize the mags being placed around the skeleton. It worked!

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3 hours ago, JohnKalo said:

Away from buildings

 

I thought that you wanted them inside a building and not just random.

 

you can adjust the position to be lower : 

-0.02

try ( not tested ):

_Corpse = createVehicle ["Land_HumanSkeleton_F",[getPosATL _Loot_Pos select 0,getPosATL _Loot_Pos select 1,(getPosATL _Loot_Pos select 2) - 0.02],[],0,"CAN_COLLIDE"];

 

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