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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! )

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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.

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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!

 

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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

QGrKoCK1SvGCEHbeZpBVFg.png

 

BLEEDING

vJV_qKFdQ_WUBj1WBk88mA.png

 

BLOOD POOLS

asWDX2wpQoucNDzc_GWvSw.png

 

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

WDKJH3N7RgCuYjyY6leVrg.png

 

 

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

kLtEZaNxRPyPSE3di2nFAg.png

 

 

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 !

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@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!

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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 !

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Hey George, can't wait for your blood script. From your pics it looks pretty good, A3 is too sanitized in this department.

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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 !

asWDX2wpQoucNDzc_GWvSw.png

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Some progress of

WIP Blood Stains Script

 

adding bleeding particles effects , with hit bullet detection

8SCPmON5RLqnY6QiHw8L4A.png

Thanks !

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On 9/12/2017 at 5:55 PM, GEORGE FLOROS GR said:

 

qMyT3S0xTTa5IVTS_fvjyQ.png

 

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:

 

news_download_a3_3.png
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!

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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;
    };
};
        
};


}; 
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Just now, GEORGE FLOROS GR said:

The update will be available Soon in

Armaholic

6mUOoGMsTEKk178bRy-Tpg.png

 

 

Changelog:


v3.0
    added option for :
    show the Airdrop position with a marker,
    random loot,
    minor changes.

 

 

Thanks !

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Just now, GEORGE FLOROS GR said:

The update will be available Soon in

Armaholic

Fpr5c5KmRDOHnbVkCRhxlQ.png

 

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 !

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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

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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 !!!:f:

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 !

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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!

 

 

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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 !

 

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Rhw3UIa_Q2_1S9nEhYS5yA.png

 

 

S7IHxv1TTwu3AEs3OHbniA.png

1 hour ago, GEORGE FLOROS GR said:

This new script , is to configure the Loot in the vehicle inventories.

 

For more info:

 

Thanks !

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Updated:

 

On 27/4/2018 at 3:38 PM, GEORGE FLOROS GR said:

 

L1K5AYzOQdKX2GUC7CL8GQ.png

GF Cleanup Script

 

 

Changelog:
v2.0
Added distance parameter
added more options and
minor changes.

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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

QGrKoCK1SvGCEHbeZpBVFg.png

 

 

asWDX2wpQoucNDzc_GWvSw.png

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:

MFnN96vUQUKzvwxj-VE2mw.pngH3O6hG_dT669pWLITYB5aw.pngLzIZdESbTzGayZs4xRaB5g.pngTFul-AYxShOYkjgXdCPQqQ.png

 

available Soon !

Thanks !

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