Fabien Jost 1 Posted December 11, 2018 i try first time with mod version but he never work ... and i activate it on the ServerMods Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 11, 2018 1 minute ago, Fabien Jost said: with mod version Ok i will check if there is a problem and post this here . Share this post Link to post Share on other sites
Fabien Jost 1 Posted December 11, 2018 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 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 11, 2018 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. Share this post Link to post Share on other sites
Fabien Jost 1 Posted December 11, 2018 the script is working 1 minute the mod doesn't work Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 11, 2018 Ok hung on , i'm going to check this. Share this post Link to post Share on other sites
Fabien Jost 1 Posted December 11, 2018 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 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 11, 2018 I just checked the mod and there is no problem, so if there is , it might be from another script or mod. # Let's move the disscussion at the GF Earplugs Script and GF Status Bar script topic . Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 15, 2018 6 hours ago, GEORGE FLOROS GR said: GF Set Custom Loadout Script 3.0 version 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 19, 2018 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) : Thanks ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 19, 2018 some more here : Spoiler 1 hour ago, GEORGE FLOROS GR said: #testing imgur https://imgur.com/a/7Y7QcwY Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 21, 2018 Just now, GEORGE FLOROS GR said: The sites at night : 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 21, 2018 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. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 24, 2018 Hello to Everyone ! One more new script - mod added in the list : 19 hours ago, GEORGE FLOROS GR said: Armaholic GF Auto Loot Vehicles Script - Mod Thanks ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 24, 2018 Merry Christmas & Best Wishes to everyone ! Greetings from Greece ! 4 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 24, 2018 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. 3 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 26, 2018 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/ 2 Share this post Link to post Share on other sites
JohnKalo 657 Posted December 26, 2018 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. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 26, 2018 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. 1 Share this post Link to post Share on other sites
JohnKalo 657 Posted December 26, 2018 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. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 26, 2018 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 I WILL HAVE A TALK WITH SANTA ! 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 : 1 Share this post Link to post Share on other sites
JohnKalo 657 Posted December 26, 2018 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 :/ 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 26, 2018 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" ]; 1 Share this post Link to post Share on other sites
JohnKalo 657 Posted December 27, 2018 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! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 27, 2018 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"]; 1 Share this post Link to post Share on other sites