GEORGE FLOROS GR 4207 Posted July 6, 2019 4 minutes ago, Marius U said: wrong line? No as i see it's ok. So you see any errors ? 1 Share this post Link to post Share on other sites
Marius U 12 Posted July 6, 2019 no errors...it just only spawns loot in only 1 marker...and its always a random one between those 3.... so it picks a random one out of the array and spawn the loot in it but not the other ones 😛 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 6, 2019 20 hours ago, Marius U said: so it picks a random one out of the array and spawn the loot in it but not the other ones 😛 Can you post your code below ( in a spoiler ) in order to check this ? Thanks ! Share this post Link to post Share on other sites
Marius U 12 Posted July 7, 2019 sure thing man... here is is: Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 06.04.19 ___________ /* ________________ GF Auto Loot Script - Mod ________________ https://forums.bohemia.net/forums/topic/220701-gf-auto-loot-script-mod/ 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/ ArmA 3 | Notepad ++ SQF tutorialhttps://www.youtube.com/watch?v=aI5P7gp3x90 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/ BI Forum Ravage Club Owner :https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ */ GF_AL_Distance_Check_Loaded = false; //________________ GF_Distance_Check.sqf ________________ [] execVM "GF_Auto_Loot\GF_Distance_Check.sqf"; waituntil{GF_AL_Distance_Check_Loaded}; //________________ Settings ________________ //________________ Set true or false ________________ GF_AL_Systemchat_info = true; GF_AL_Hintsilent_info = true; GF_AL_diag_log_info = true; GF_AL_Debug = true; GF_AL_Systemchat_info_count_items = true; GF_AL_diag_log_info_count_items = true; GF_AL_items_number = 1000; // Number of the spawned items // 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only GF_AL_Select = 1; GF_AL_Blacklist_Zone_distance = 50; // Add here the distance from the Blacklist Zones GF_AL_Distance = 20; // Add here the distance from players GF_AL_Cleaner_Spawn_Enabled = true; GF_AL_Cleaner_Spawn_Loop = 600; // ex : 4 hours = 14400 sec GF_AL_Exclude_List = [ "Land_Pier_F", "Land_Pier_small_F", "Land_NavigLight", "Land_LampHarbour_F" ]; if (GF_AL_Systemchat_info) then { systemchat "GF Auto Loot Script initializing"; }; if (GF_AL_diag_log_info) then { diag_log "//________________ GF Auto Loot Script initializing ________________"; }; //GF_AL_centerPosition = getMarkerPos "GF_AL_Blacklist_Zone_1", "GF_AL_Blacklist_Zone_2"; //GF_AL_size = 100; //________________ Array ________________ /* //________________ GF_AL_Binocular_and_Nvg_array Binocular and Nvg slot ________________ It might be needed , to add also the mods , that you want to blacklist , in the GF_AL_Assignable_Items_Mod_Blacklist in case that the GF_AL_Attachments_array , generates also items from the blacklisted mods. To check this , uncomment the line that you will find below (in case : % ) , depending the selection GF_AL_Select copyToClipboard str GF_AL_Binocular_and_Nvg_array; then run the mission and it will copy the generated array , then ctrl + v to paste the array. The "mcc_sandbox_a3" mod will generate items that they are not Binocular or Nvg. */ GF_AL_Binocular_and_Nvg_array_Mod_Blacklist = [ "mcc_sandbox_a3", "CUP_Weapons" // Example ]; //________________ GF_AL_Assignable_Items_Mod_Blacklist ________________ //________________ INFO : Everything will Spawn automaticaly ________________ //________________ adding extra custom arrays , will give more percetage possibility to find theese items ________________ GF_AL_Custom_array_1 = [ // 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", // 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", // Mask "Mask_M40_OD", "Mask_M40", "Mask_M50" ]; // ACE3 Class Names // https://ace3mod.com/wiki/class-names.html GF_AL_Custom_array_2 = [ // ACE3_mod_Medical // "ACE_atropine", "ACE_fieldDressing", // "ACE_elasticBandage", // "ACE_quikclot", "ACE_bloodIV", // "ACE_bloodIV_500", // "ACE_bloodIV_250", // "ACE_bodyBag", // "ACE_bodyBagObject", "ACE_epinephrine", "ACE_morphine", // "ACE_packingBandage", // "ACE_personalAidKit", "ACE_plasmaIV", // "ACE_plasmaIV_500", // "ACE_plasmaIV_250", "ACE_salineIV" // "ACE_salineIV_500", // "ACE_salineIV_250", // "ACE_surgicalKit", // "ACE_tourniquet" ]; GF_AL_Custom_array_3 = [ // ACE3_mod_items_array // AtragMX // "ACE_ATragMX", // Captive // "ACE_CableTie", // Chemlights // "ACE_Chemlight_HiOrange", // "ACE_Chemlight_HiRed", // "ACE_Chemlight_HiYellow", // "ACE_Chemlight_HiWhite", // "ACE_Chemlight_Orange", // "ACE_Chemlight_White", // "ACE_Chemlight_IR", // Common // "ACE_Banana", // Concertina Wire // "ACE_ConcertinaWireCoil", // "ACE_ConcertinaWire", // DAGR // "ACE_DAGR", // Explosives // "ACE_Cellphone", // "ACE_Clacker", // "ACE_M26_Clacker", // "ACE_DefusalKit", // "ACE_DeadManSwitch", // Flashlights // "ACE_Flashlight_MX991", // "ACE_Flashlight_KSF1", // "ACE_Flashlight_XL50", // Grenades // "ACE_HandFlare_White", // "ACE_HandFlare_Red", // "ACE_HandFlare_Green", // "ACE_HandFlare_Yellow", "ACE_M14", "ACE_M84", // Gun Bag "ACE_gunbag", "ACE_gunbag_Tan", // Hearing "ACE_EarPlugs", // HuntIR "ACE_HuntIR_monitor", "ACE_HuntIR_M203", "ACE_HuntIR_Box", // Kestrel // "ACE_Kestrel4500", // Laser Pointers "acc_pointer_IR", "ACE_acc_pointer_red", "ACE_acc_pointer_green_IR", "ACE_acc_pointer_green", // ACE_acc_pointer_green // "ACE_UAVBattery", // "ACE_wirecutter", // Map Tools "ACE_MapTools", // MicroDAGR // "ACE_microDAGR", // Mine Detector // "ACE_VMH3", // "ACE_VMM3", // MX2A Binocular // "ACE_MX2A", // Nightvision // "ACE_NVG_Gen1", // "ACE_NVG_Gen2", // "ACE_NVG_Gen4", // "ACE_NVG_Wide", // Optics "ACE_optic_Arco_2D", "ACE_optic_Arco_PIP", "ACE_optic_LRPS_2D", "ACE_optic_LRPS_PIP", "ACE_optic_SOS_2D", "ACE_optic_SOS_PIP", "ACE_optic_MRCO_2D", "ACE_optic_MRCO_PIP", "ACE_optic_Hamr_2D", "ACE_optic_Hamr_PIP" // Rangecard // "ACE_RangeCard", // ACE_Track // "ACE_Track", // "ACE_Wheel", // Sandbag // "ACE_Sandbag_empty", // "ACE_SandbagObject", // Spotting Scope // "ACE_SpottingScope", // "ACE_SpottingScopeObject", // Tactical Ladder // "ACE_TacticalLadder_Pack", // "ACE_Tactical_Ladder", // ACE_Tactical_Ladder // "ACE_SpraypaintBlack", // "ACE_SpraypaintBlue", // "ACE_SpraypaintGreen", // "ACE_SpraypaintRed", // Trenches // "ACE_EntrenchingTool", // Tripod // "ACE_Tripod", // "ACE_TripodObject", // Vehicle Lock // "ACE_key_master", // "ACE_key_lockpick", // "ACE_key_west", // "ACE_key_east", // "ACE_key_indp", // "ACE_key_civ", // Vector // "ACE_Vector", // "ACE_VectorDay", // Yardage 450 // "ACE_Yardage450" ]; //________________ case ________________ _Array_Loaded = false; _Select_items_Loaded = false; private ["_items_case"]; switch (GF_AL_Select) do { case 1 : { //________________ Load every Mod + Bohemia items ________________ GF_AL_primaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_secondaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_handgunWeapon_array = ("getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Magazines_array = ("getNumber (_x >> 'scope') isEqualTo 2 && getNumber (_x >> 'type') in [256,16,2*256,3*256,6*256]"configClasses (configFile >> "CfgMagazines")) apply {configName _x}; GF_AL_Uniform_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Vests_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Headgear_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Backpacks_array = ("getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_AL_Goggles_array = ("getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_AL_Items_array = ("getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Attachments_array = ("getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Binocular_and_Nvg_array = ( "getNumber ( _x >> 'scope' ) isEqualTo 2 && getNumber ( _x >> 'type' ) in [ 131072, 4096 ] && getNumber ( _x >> 'ItemInfo' >> 'type' ) in [ 0 , 616 ] "configClasses (configfile >> "CfgWeapons") ) apply {configName _x}; // copyToClipboard str GF_AL_Binocular_and_Nvg_array; _items_case = "Load every Mod + Bohemia items"; _Select_items_Loaded = true; }; case 2 : { //________________ Load every Mod / No Bohemia items ________________ GF_AL_primaryWeapon_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_secondaryWeapon_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_handgunWeapon_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Magazines_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'scope') isEqualTo 2 && getNumber (_x >> 'type') in [256,16,2*256,3*256,6*256]"configClasses (configFile >> "CfgMagazines")) apply {configName _x}; GF_AL_Uniform_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Vests_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Headgear_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Backpacks_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_AL_Goggles_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_AL_Items_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Attachments_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Binocular_and_Nvg_array = ( "(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber ( _x >> 'scope' ) isEqualTo 2 && getNumber ( _x >> 'type' ) in [ 131072, 4096 ] && getNumber ( _x >> 'ItemInfo' >> 'type' ) in [ 0 , 616 ] "configClasses (configfile >> "CfgWeapons") ) apply {configName _x}; // copyToClipboard str GF_AL_Binocular_and_Nvg_array; _items_case = "Load every Mod - No Bohemia items"; _Select_items_Loaded = true; }; case 3 : { //________________ Bohemia items Only ________________ GF_AL_primaryWeapon_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_secondaryWeapon_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_handgunWeapon_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Magazines_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'scope') isEqualTo 2 && getNumber (_x >> 'type') in [256,16,2*256,3*256,6*256]"configClasses (configFile >> "CfgMagazines")) apply {configName _x}; GF_AL_Uniform_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Vests_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Headgear_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Backpacks_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_AL_Goggles_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_AL_Items_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Attachments_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Binocular_and_Nvg_array = ( "getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && (!(getText( _x >> 'DLC' ) in GF_AL_Binocular_and_Nvg_array_Mod_Blacklist)) && getNumber ( _x >> 'scope' ) isEqualTo 2 && getNumber ( _x >> 'type' ) in [ 131072, 4096 ] && getNumber ( _x >> 'ItemInfo' >> 'type' ) in [ 0 , 616 ] "configClasses (configfile >> "CfgWeapons") ) apply {configName _x}; // copyToClipboard str GF_AL_Binocular_and_Nvg_array; _items_case = "Load Bohemia items Only"; _Select_items_Loaded = true; }; case 4 : { /* //________________ Custom items only ________________ It is posible to add everything to one array and the code below will manage the spawn , GF_AL_cfgArray = []; But then delete the arrays and their count below */ // add the classnames (as many you want ex : ["classnames","classnames"]; ex: GF_AL_primaryWeapon_array = ["arifle_MX_SW_F"]; GF_AL_secondaryWeapon_array = ["launch_NLAW_F"]; GF_AL_handgunWeapon_array = ["hgun_P07_F"]; GF_AL_Magazines_array = ["100Rnd_65x39_caseless_mag","16Rnd_9x21_Mag"]; GF_AL_Uniform_array = ["U_B_CombatUniform_mcam_tshirt"]; GF_AL_Vests_array = ["V_PlateCarrier2_rgr"]; GF_AL_Headgear_array = ["H_HelmetB_grass"]; GF_AL_Backpacks_array = ["B_AssaultPack_mcamo"]; GF_AL_Goggles_array = ["G_Combat"]; GF_AL_Items_array = ["FirstAidKit"]; GF_AL_Attachments_array = ["acc_pointer_IR"]; GF_AL_Binocular_and_Nvg_array = ["NVGoggles"]; _items_case = "Custom items only"; _Select_items_Loaded = true; }; }; //________________ _Array_Loaded ________________ waituntil {_Select_items_Loaded}; _Array_Loaded = true; if (GF_AL_Hintsilent_info) then { hintsilent format ["%1",_items_case]; }; if (GF_AL_diag_log_info) then { diag_log format ["%1",_items_case]; }; GF_AL_cfgArray = GF_AL_primaryWeapon_array + GF_AL_secondaryWeapon_array + GF_AL_handgunWeapon_array + GF_AL_Magazines_array // + GF_AL_Uniform_array + GF_AL_Vests_array + GF_AL_Headgear_array + GF_AL_Backpacks_array // + GF_AL_Goggles_array // + GF_AL_Items_array + GF_AL_Attachments_array // + GF_AL_Binocular_and_Nvg_array // + Custom arrays + GF_AL_Custom_array_1 // Ravage_items + GF_AL_Custom_array_2 // ACE3_mod_Medical + GF_AL_Custom_array_3; // ACE3_mod_items_array waituntil {_Array_Loaded}; //________________ GF_AL ________________ GF_AL = { _ok = false; while {!(_ok)} do{ GF_AL_allPlayers = []; {if(alive _x && isPlayer _x) then{GF_AL_allPlayers pushBack _x;};}forEach allUnits; if(count GF_AL_allPlayers > 0)then{ _ok = true; }else{ if (GF_AL_Systemchat_info) then { // systemchat "Waiting a Player to enter"; }; if (GF_AL_diag_log_info) then { // diag_log "//________________ Waiting a Player to enter ________________"; }; uisleep 1; }; }; waituntil{_ok}; if (GF_AL_Systemchat_info) then { // systemchat "a Player entered"; }; if (GF_AL_diag_log_info) then { // diag_log "//________________ a Player entered ________________"; }; GF_AL_allPlayers = []; {if(alive _x && isPlayer _x) then{GF_AL_allPlayers pushBack _x;};}forEach allUnits; _array = selectRandom[ "lm1", //loot marker 1 "lm2", //loot marker 2 "lm3" //loot marker 3 ]; GF_AL_centerPosition = getmarkerPos _array; GF_AL_size = 100; _Buildings = nearestObjects [GF_AL_centerPosition, ["House", "Building"], GF_AL_size]; _a = 0; while {(_a < GF_AL_items_number) && (count GF_AL_allPlayers > 0)} do { GF_AL_allPlayers = []; {if(alive _x && isPlayer _x) then{GF_AL_allPlayers pushBack _x;};}forEach allUnits; if (typeName _Buildings != "ARRAY") exitWith {}; if (count _Buildings > 0) then { _Building = selectRandom _Buildings; if (!(typeOf _Building in GF_AL_Exclude_List)) then { _buildingPositions = [_Building] call BIS_fnc_buildingPositions; _count = count _buildingPositions; if (_count > 0) then { _buildingpos = selectRandom _buildingPositions; if !(_buildingpos isEqualTo [0,0,0]) then { _Pos = getPos _Building; GF_AL_Distance_Check_initialized = false; GF_AL_Distance_Check_Ok = false; [_Pos] call GF_AL_Distance_Check; waituntil{GF_AL_Distance_Check_initialized}; if (GF_AL_Distance_Check_Ok isEqualTo true)then { //________________ _Loot ________________ private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Text"]; _Item = selectrandom GF_AL_cfgArray; _getText = getText (configFile >> "cfgVehicles" >> _Item >> "vehicleClass"); _Loot = createVehicle ["WeaponHolderSimulated",[_buildingpos select 0, _buildingpos select 1,_buildingpos select 2], [], 0, "CAN_COLLIDE"]; _Color = "Default"; // https://community.bistudio.com/wiki/CfgMarkerColors_Arma_3 _Text = "Empty"; _Loot setVariable ["Var_GF_AL_Loot",true]; // 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") isEqualto 801) : { // _Loot addItemCargoGlobal [ _Item, 1 ]; // _Color = "ColorGUER";_Text = "Uniforms"; // }; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") isEqualto 701) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorKhaki";_Text = "Vests"; }; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") isEqualto 605) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGreen";_Text = "Headgear"; }; case(_getText isEqualTo "Backpacks") : { _Loot addBackPackCargoGlobal [ _Item, 1 ]; _Color = "ColorBrown";_Text = "Backpacks"; }; //case(isClass (configFile >> "CfgGlasses" >> _Item)) : { // _Loot addItemCargoGlobal [ _Item, 1 ]; // _Color = "colorCivilian";_Text = "Glasses"; // }; //________________ Weapons ________________ case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") isEqualto 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"; }; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") isEqualto 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"; }; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") isEqualto 4) : { _Loot addWeaponCargoGlobal [ _Item, 1 ]; private _magazines = getArray (configFile >> "CfgWeapons" >> _Item >> "magazines"); if (count _magazines > 0) then { private _Item_magazines = selectRandom _magazines; _Loot addMagazineCargoGlobal [_Item_magazines, round (1 + random 2)]; }; _Color = "ColorOrange";_Text = "WeaponsSecondary"; }; case(isClass (configFile >> "CfgMagazines" >> _Item)) : { _Loot addMagazineCargoGlobal [ _Item, round (1 + random 2)]; _Color = "colorRed";_Text = "Mags"; }; //case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") isEqualto 616): { // _Loot addItemCargoGlobal [ _Item, 1 ]; // _Color = "ColorBlue";_Text = "Nvg"; // }; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") isEqualto 4096) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorWEST";_Text = "Items"; }; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") isEqualto 131072) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorWhite";_Text = "Weapon Attachments"; }; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") isEqualto 0) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "colorBLUFOR";_Text = "Inventory Items"; }; }; _a = _a + 1; }; //________________ GF_AL_Debug ________________ if (GF_AL_Debug && {!(isNull _Loot)}) then { _Marker_Number = format ["%1",_buildingpos]; _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]; }; if (GF_AL_Systemchat_info_count_items) then { systemchat format ["Items : %1",_a]; }; if (GF_AL_diag_log_info_count_items) then { diag_log format ["Items : %1",_a]; }; }; }; }; }; }; }; }; if (GF_AL_Cleaner_Spawn_Enabled) then { [] spawn GF_AL; if (GF_AL_Systemchat_info) then { systemchat "Cleaner and Spawn Enabled"; }; if (GF_AL_diag_log_info) then { diag_log "//________________ Cleaner and Spawn Enabled ________________"; }; []spawn { while {true} do { //___________________ MP ___________________ if (isMultiplayer) then { waitUntil{uisleep GF_AL_Cleaner_Spawn_Loop; if (GF_AL_Hintsilent_info) then { hintsilent "Deleting and Spawning"; }; if (GF_AL_diag_log_info) then { diag_log "//________________ Deleting and Spawning ________________"; }; _list = nearestObjects [GF_AL_centerPosition, [ // "WeaponHolder" // "groundWeaponHolder", "WeaponHolderSimulated" ], worldSize]; { _object = _x; if ( (isNull(attachedTo _object)) && (_x getVariable ["Var_GF_AL_Loot",false]) && ({_x distance _object > GF_AL_Distance}count GF_AL_allPlayers > 0) )then{ _list = _list - [_x]; deleteVehicle _x; }; }forEach _list; if (GF_AL_Debug) then { {deleteMarker _x;}forEach allMapMarkers; }; uisleep 2; [] call GF_AL; }; }else{ //___________________ SP ___________________ waitUntil{uisleep GF_AL_Cleaner_Spawn_Loop; if (GF_AL_Hintsilent_info) then { hintsilent "Deleting and Spawning"; }; if (GF_AL_diag_log_info) then { diag_log "//________________ Deleting and Spawning ________________"; }; _list = nearestObjects [GF_AL_centerPosition, [ // "WeaponHolder" // "groundWeaponHolder", "WeaponHolderSimulated" ], worldSize]; { _object = _x; if ( (isNull(attachedTo _object)) && (_x getVariable ["Var_GF_AL_Loot",false]) && ((_x distance player) > GF_AL_Distance) ) then { _list = _list - [_x]; deleteVehicle _x; }; }forEach _list; if (GF_AL_Debug) then { {deleteMarker _x;}forEach allMapMarkers; }; uisleep 3; [] call GF_AL; }; }; }; }; }else{ [] spawn GF_AL; }; if (GF_AL_Systemchat_info) then { systemchat "GF Auto Loot Script initialized"; }; if (GF_AL_diag_log_info) then { diag_log "//________________ GF Auto Loot Script initialized ________________"; }; 1 Share this post Link to post Share on other sites
Marius U 12 Posted July 11, 2019 hey man...where u able to figure it out? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 13, 2019 On 7/11/2019 at 5:21 AM, Marius U said: hey man... Hello there Marius ! I was away , so i'll try to check this as soon as possible ! PS : if i forgot it , please post here again ! Thanks ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 15, 2019 On 7/11/2019 at 5:21 AM, Marius U said: hey man...where u able to figure it out? Hello there Marius ! I just checked it , you just need to add this after the "while true" : _array = selectRandom[ "lm1", //loot marker 1 "lm2", //loot marker 2 "lm3" //loot marker 3 ]; GF_AL_centerPosition = getmarkerPos _array; GF_AL_size = 500; // meters _Buildings = nearestObjects [GF_AL_centerPosition, ["House", "Building"], GF_AL_size]; The full code below : Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 06.04.19 ___________ /* ________________ GF Auto Loot Script - Mod ________________ https://forums.bohemia.net/forums/topic/220701-gf-auto-loot-script-mod/ 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/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 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/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ */ GF_AL_Distance_Check_Loaded = false; //________________ GF_Distance_Check.sqf ________________ [] execVM "GF_Auto_Loot\GF_Distance_Check.sqf"; waituntil{GF_AL_Distance_Check_Loaded}; //________________ Settings ________________ //________________ Set true or false ________________ GF_AL_Systemchat_info = true; GF_AL_Hintsilent_info = true; GF_AL_diag_log_info = true; GF_AL_Debug = true; GF_AL_Systemchat_info_count_items = true; GF_AL_diag_log_info_count_items = true; GF_AL_items_number = 1000; // Number of the spawned items // 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only GF_AL_Select = 1; GF_AL_Blacklist_Zone_distance = 50; // Add here the distance from the Blacklist Zones GF_AL_Distance = 20; // Add here the distance from players GF_AL_Cleaner_Spawn_Enabled = true; GF_AL_Cleaner_Spawn_Loop = 600; // ex : 4 hours = 14400 sec GF_AL_Exclude_List = [ "Land_Pier_F", "Land_Pier_small_F", "Land_NavigLight", "Land_LampHarbour_F" ]; if (GF_AL_Systemchat_info) then { systemchat "GF Auto Loot Script initializing"; }; if (GF_AL_diag_log_info) then { diag_log "//________________ GF Auto Loot Script initializing ________________"; }; //GF_AL_centerPosition = getMarkerPos "GF_AL_Blacklist_Zone_1", "GF_AL_Blacklist_Zone_2"; //GF_AL_size = 100; //________________ Array ________________ /* //________________ GF_AL_Binocular_and_Nvg_array Binocular and Nvg slot ________________ It might be needed , to add also the mods , that you want to blacklist , in the GF_AL_Assignable_Items_Mod_Blacklist in case that the GF_AL_Attachments_array , generates also items from the blacklisted mods. To check this , uncomment the line that you will find below (in case : % ) , depending the selection GF_AL_Select copyToClipboard str GF_AL_Binocular_and_Nvg_array; then run the mission and it will copy the generated array , then ctrl + v to paste the array. The "mcc_sandbox_a3" mod will generate items that they are not Binocular or Nvg. */ GF_AL_Binocular_and_Nvg_array_Mod_Blacklist = [ "mcc_sandbox_a3", "CUP_Weapons" // Example ]; //________________ GF_AL_Assignable_Items_Mod_Blacklist ________________ //________________ INFO : Everything will Spawn automaticaly ________________ //________________ adding extra custom arrays , will give more percetage possibility to find theese items ________________ GF_AL_Custom_array_1 = [ // 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", // 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", // Mask "Mask_M40_OD", "Mask_M40", "Mask_M50" ]; // ACE3 Class Names // https://ace3mod.com/wiki/class-names.html GF_AL_Custom_array_2 = [ // ACE3_mod_Medical // "ACE_atropine", "ACE_fieldDressing", // "ACE_elasticBandage", // "ACE_quikclot", "ACE_bloodIV", // "ACE_bloodIV_500", // "ACE_bloodIV_250", // "ACE_bodyBag", // "ACE_bodyBagObject", "ACE_epinephrine", "ACE_morphine", // "ACE_packingBandage", // "ACE_personalAidKit", "ACE_plasmaIV", // "ACE_plasmaIV_500", // "ACE_plasmaIV_250", "ACE_salineIV" // "ACE_salineIV_500", // "ACE_salineIV_250", // "ACE_surgicalKit", // "ACE_tourniquet" ]; GF_AL_Custom_array_3 = [ // ACE3_mod_items_array // AtragMX // "ACE_ATragMX", // Captive // "ACE_CableTie", // Chemlights // "ACE_Chemlight_HiOrange", // "ACE_Chemlight_HiRed", // "ACE_Chemlight_HiYellow", // "ACE_Chemlight_HiWhite", // "ACE_Chemlight_Orange", // "ACE_Chemlight_White", // "ACE_Chemlight_IR", // Common // "ACE_Banana", // Concertina Wire // "ACE_ConcertinaWireCoil", // "ACE_ConcertinaWire", // DAGR // "ACE_DAGR", // Explosives // "ACE_Cellphone", // "ACE_Clacker", // "ACE_M26_Clacker", // "ACE_DefusalKit", // "ACE_DeadManSwitch", // Flashlights // "ACE_Flashlight_MX991", // "ACE_Flashlight_KSF1", // "ACE_Flashlight_XL50", // Grenades // "ACE_HandFlare_White", // "ACE_HandFlare_Red", // "ACE_HandFlare_Green", // "ACE_HandFlare_Yellow", "ACE_M14", "ACE_M84", // Gun Bag "ACE_gunbag", "ACE_gunbag_Tan", // Hearing "ACE_EarPlugs", // HuntIR "ACE_HuntIR_monitor", "ACE_HuntIR_M203", "ACE_HuntIR_Box", // Kestrel // "ACE_Kestrel4500", // Laser Pointers "acc_pointer_IR", "ACE_acc_pointer_red", "ACE_acc_pointer_green_IR", "ACE_acc_pointer_green", // ACE_acc_pointer_green // "ACE_UAVBattery", // "ACE_wirecutter", // Map Tools "ACE_MapTools", // MicroDAGR // "ACE_microDAGR", // Mine Detector // "ACE_VMH3", // "ACE_VMM3", // MX2A Binocular // "ACE_MX2A", // Nightvision // "ACE_NVG_Gen1", // "ACE_NVG_Gen2", // "ACE_NVG_Gen4", // "ACE_NVG_Wide", // Optics "ACE_optic_Arco_2D", "ACE_optic_Arco_PIP", "ACE_optic_LRPS_2D", "ACE_optic_LRPS_PIP", "ACE_optic_SOS_2D", "ACE_optic_SOS_PIP", "ACE_optic_MRCO_2D", "ACE_optic_MRCO_PIP", "ACE_optic_Hamr_2D", "ACE_optic_Hamr_PIP" // Rangecard // "ACE_RangeCard", // ACE_Track // "ACE_Track", // "ACE_Wheel", // Sandbag // "ACE_Sandbag_empty", // "ACE_SandbagObject", // Spotting Scope // "ACE_SpottingScope", // "ACE_SpottingScopeObject", // Tactical Ladder // "ACE_TacticalLadder_Pack", // "ACE_Tactical_Ladder", // ACE_Tactical_Ladder // "ACE_SpraypaintBlack", // "ACE_SpraypaintBlue", // "ACE_SpraypaintGreen", // "ACE_SpraypaintRed", // Trenches // "ACE_EntrenchingTool", // Tripod // "ACE_Tripod", // "ACE_TripodObject", // Vehicle Lock // "ACE_key_master", // "ACE_key_lockpick", // "ACE_key_west", // "ACE_key_east", // "ACE_key_indp", // "ACE_key_civ", // Vector // "ACE_Vector", // "ACE_VectorDay", // Yardage 450 // "ACE_Yardage450" ]; //________________ case ________________ _Array_Loaded = false; _Select_items_Loaded = false; private ["_items_case"]; switch (GF_AL_Select) do { case 1 : { //________________ Load every Mod + Bohemia items ________________ GF_AL_primaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_secondaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_handgunWeapon_array = ("getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Magazines_array = ("getNumber (_x >> 'scope') isEqualTo 2 && getNumber (_x >> 'type') in [256,16,2*256,3*256,6*256]"configClasses (configFile >> "CfgMagazines")) apply {configName _x}; GF_AL_Uniform_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Vests_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Headgear_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Backpacks_array = ("getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_AL_Goggles_array = ("getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_AL_Items_array = ("getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Attachments_array = ("getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Binocular_and_Nvg_array = ( "getNumber ( _x >> 'scope' ) isEqualTo 2 && getNumber ( _x >> 'type' ) in [ 131072, 4096 ] && getNumber ( _x >> 'ItemInfo' >> 'type' ) in [ 0 , 616 ] "configClasses (configfile >> "CfgWeapons") ) apply {configName _x}; // copyToClipboard str GF_AL_Binocular_and_Nvg_array; _items_case = "Load every Mod + Bohemia items"; _Select_items_Loaded = true; }; case 2 : { //________________ Load every Mod / No Bohemia items ________________ GF_AL_primaryWeapon_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_secondaryWeapon_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_handgunWeapon_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Magazines_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'scope') isEqualTo 2 && getNumber (_x >> 'type') in [256,16,2*256,3*256,6*256]"configClasses (configFile >> "CfgMagazines")) apply {configName _x}; GF_AL_Uniform_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Vests_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Headgear_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Backpacks_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_AL_Goggles_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_AL_Items_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Attachments_array = ("(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Binocular_and_Nvg_array = ( "(!(getText( _x >> 'author' ) isEqualto 'Bohemia Interactive')) && getNumber ( _x >> 'scope' ) isEqualTo 2 && getNumber ( _x >> 'type' ) in [ 131072, 4096 ] && getNumber ( _x >> 'ItemInfo' >> 'type' ) in [ 0 , 616 ] "configClasses (configfile >> "CfgWeapons") ) apply {configName _x}; // copyToClipboard str GF_AL_Binocular_and_Nvg_array; _items_case = "Load every Mod - No Bohemia items"; _Select_items_Loaded = true; }; case 3 : { //________________ Bohemia items Only ________________ GF_AL_primaryWeapon_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_secondaryWeapon_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_handgunWeapon_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Magazines_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'scope') isEqualTo 2 && getNumber (_x >> 'type') in [256,16,2*256,3*256,6*256]"configClasses (configFile >> "CfgMagazines")) apply {configName _x}; GF_AL_Uniform_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Vests_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Headgear_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Backpacks_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_AL_Goggles_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_AL_Items_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Attachments_array = ("getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_AL_Binocular_and_Nvg_array = ( "getText( _x >> 'author' ) isEqualto 'Bohemia Interactive' && (!(getText( _x >> 'DLC' ) in GF_AL_Binocular_and_Nvg_array_Mod_Blacklist)) && getNumber ( _x >> 'scope' ) isEqualTo 2 && getNumber ( _x >> 'type' ) in [ 131072, 4096 ] && getNumber ( _x >> 'ItemInfo' >> 'type' ) in [ 0 , 616 ] "configClasses (configfile >> "CfgWeapons") ) apply {configName _x}; // copyToClipboard str GF_AL_Binocular_and_Nvg_array; _items_case = "Load Bohemia items Only"; _Select_items_Loaded = true; }; case 4 : { /* //________________ Custom items only ________________ It is posible to add everything to one array and the code below will manage the spawn , GF_AL_cfgArray = []; But then delete the arrays and their count below */ // add the classnames (as many you want ex : ["classnames","classnames"]; ex: GF_AL_primaryWeapon_array = ["arifle_MX_SW_F"]; GF_AL_secondaryWeapon_array = ["launch_NLAW_F"]; GF_AL_handgunWeapon_array = ["hgun_P07_F"]; GF_AL_Magazines_array = ["100Rnd_65x39_caseless_mag","16Rnd_9x21_Mag"]; GF_AL_Uniform_array = ["U_B_CombatUniform_mcam_tshirt"]; GF_AL_Vests_array = ["V_PlateCarrier2_rgr"]; GF_AL_Headgear_array = ["H_HelmetB_grass"]; GF_AL_Backpacks_array = ["B_AssaultPack_mcamo"]; GF_AL_Goggles_array = ["G_Combat"]; GF_AL_Items_array = ["FirstAidKit"]; GF_AL_Attachments_array = ["acc_pointer_IR"]; GF_AL_Binocular_and_Nvg_array = ["NVGoggles"]; _items_case = "Custom items only"; _Select_items_Loaded = true; }; }; //________________ _Array_Loaded ________________ waituntil {_Select_items_Loaded}; _Array_Loaded = true; if (GF_AL_Hintsilent_info) then { hintsilent format ["%1",_items_case]; }; if (GF_AL_diag_log_info) then { diag_log format ["%1",_items_case]; }; GF_AL_cfgArray = GF_AL_primaryWeapon_array + GF_AL_secondaryWeapon_array + GF_AL_handgunWeapon_array + GF_AL_Magazines_array // + GF_AL_Uniform_array + GF_AL_Vests_array + GF_AL_Headgear_array + GF_AL_Backpacks_array // + GF_AL_Goggles_array // + GF_AL_Items_array + GF_AL_Attachments_array // + GF_AL_Binocular_and_Nvg_array // + Custom arrays + GF_AL_Custom_array_1 // Ravage_items + GF_AL_Custom_array_2 // ACE3_mod_Medical + GF_AL_Custom_array_3; // ACE3_mod_items_array waituntil {_Array_Loaded}; //________________ GF_AL ________________ GF_AL = { _ok = false; while {!(_ok)} do{ GF_AL_allPlayers = []; {if(alive _x && isPlayer _x) then{GF_AL_allPlayers pushBack _x;};}forEach allUnits; if(count GF_AL_allPlayers > 0)then{ _ok = true; }else{ if (GF_AL_Systemchat_info) then { // systemchat "Waiting a Player to enter"; }; if (GF_AL_diag_log_info) then { // diag_log "//________________ Waiting a Player to enter ________________"; }; uisleep 1; }; }; waituntil{_ok}; if (GF_AL_Systemchat_info) then { // systemchat "a Player entered"; }; if (GF_AL_diag_log_info) then { // diag_log "//________________ a Player entered ________________"; }; GF_AL_allPlayers = []; {if(alive _x && isPlayer _x) then{GF_AL_allPlayers pushBack _x;};}forEach allUnits; _a = 0; while {(_a < GF_AL_items_number) && (count GF_AL_allPlayers > 0)} do { GF_AL_allPlayers = []; {if(alive _x && isPlayer _x) then{GF_AL_allPlayers pushBack _x;};}forEach allUnits; //////////////////////////// _array = selectRandom[ "lm1", //loot marker 1 "lm2", //loot marker 2 "lm3" //loot marker 3 ]; GF_AL_centerPosition = getmarkerPos _array; GF_AL_size = 500; // meters _Buildings = nearestObjects [GF_AL_centerPosition, ["House", "Building"], GF_AL_size]; /////////////////////////////////////////////////////////////////////////////////////////// if (typeName _Buildings != "ARRAY") exitWith {}; if (count _Buildings > 0) then { _Building = selectRandom _Buildings; if (!(typeOf _Building in GF_AL_Exclude_List)) then { _buildingPositions = [_Building] call BIS_fnc_buildingPositions; _count = count _buildingPositions; if (_count > 0) then { _buildingpos = selectRandom _buildingPositions; if !(_buildingpos isEqualTo [0,0,0]) then { _Pos = getPos _Building; GF_AL_Distance_Check_initialized = false; GF_AL_Distance_Check_Ok = false; [_Pos] call GF_AL_Distance_Check; waituntil{GF_AL_Distance_Check_initialized}; if (GF_AL_Distance_Check_Ok isEqualTo true)then { //________________ _Loot ________________ private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Text"]; _Item = selectrandom GF_AL_cfgArray; _getText = getText (configFile >> "cfgVehicles" >> _Item >> "vehicleClass"); _Loot = createVehicle ["WeaponHolderSimulated",[_buildingpos select 0, _buildingpos select 1,_buildingpos select 2], [], 0, "CAN_COLLIDE"]; _Color = "Default"; // https://community.bistudio.com/wiki/CfgMarkerColors_Arma_3 _Text = "Empty"; _Loot setVariable ["Var_GF_AL_Loot",true]; // 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") isEqualto 801) : { // _Loot addItemCargoGlobal [ _Item, 1 ]; // _Color = "ColorGUER";_Text = "Uniforms"; // }; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") isEqualto 701) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorKhaki";_Text = "Vests"; }; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") isEqualto 605) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGreen";_Text = "Headgear"; }; case(_getText isEqualTo "Backpacks") : { _Loot addBackPackCargoGlobal [ _Item, 1 ]; _Color = "ColorBrown";_Text = "Backpacks"; }; //case(isClass (configFile >> "CfgGlasses" >> _Item)) : { // _Loot addItemCargoGlobal [ _Item, 1 ]; // _Color = "colorCivilian";_Text = "Glasses"; // }; //________________ Weapons ________________ case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") isEqualto 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"; }; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") isEqualto 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"; }; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") isEqualto 4) : { _Loot addWeaponCargoGlobal [ _Item, 1 ]; private _magazines = getArray (configFile >> "CfgWeapons" >> _Item >> "magazines"); if (count _magazines > 0) then { private _Item_magazines = selectRandom _magazines; _Loot addMagazineCargoGlobal [_Item_magazines, round (1 + random 2)]; }; _Color = "ColorOrange";_Text = "WeaponsSecondary"; }; case(isClass (configFile >> "CfgMagazines" >> _Item)) : { _Loot addMagazineCargoGlobal [ _Item, round (1 + random 2)]; _Color = "colorRed";_Text = "Mags"; }; //case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") isEqualto 616): { // _Loot addItemCargoGlobal [ _Item, 1 ]; // _Color = "ColorBlue";_Text = "Nvg"; // }; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") isEqualto 4096) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorWEST";_Text = "Items"; }; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") isEqualto 131072) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorWhite";_Text = "Weapon Attachments"; }; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") isEqualto 0) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "colorBLUFOR";_Text = "Inventory Items"; }; }; _a = _a + 1; }; //________________ GF_AL_Debug ________________ if (GF_AL_Debug && {!(isNull _Loot)}) then { _Marker_Number = format ["%1",_buildingpos]; _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]; }; if (GF_AL_Systemchat_info_count_items) then { systemchat format ["Items : %1",_a]; }; if (GF_AL_diag_log_info_count_items) then { diag_log format ["Items : %1",_a]; }; }; }; }; }; }; }; }; if (GF_AL_Cleaner_Spawn_Enabled) then { [] spawn GF_AL; if (GF_AL_Systemchat_info) then { systemchat "Cleaner and Spawn Enabled"; }; if (GF_AL_diag_log_info) then { diag_log "//________________ Cleaner and Spawn Enabled ________________"; }; []spawn { while {true} do { //___________________ MP ___________________ if (isMultiplayer) then { waitUntil{uisleep GF_AL_Cleaner_Spawn_Loop; if (GF_AL_Hintsilent_info) then { hintsilent "Deleting and Spawning"; }; if (GF_AL_diag_log_info) then { diag_log "//________________ Deleting and Spawning ________________"; }; _list = nearestObjects [GF_AL_centerPosition, [ // "WeaponHolder" // "groundWeaponHolder", "WeaponHolderSimulated" ], worldSize]; { _object = _x; if ( (isNull(attachedTo _object)) && (_x getVariable ["Var_GF_AL_Loot",false]) && ({_x distance _object > GF_AL_Distance}count GF_AL_allPlayers > 0) )then{ _list = _list - [_x]; deleteVehicle _x; }; }forEach _list; if (GF_AL_Debug) then { {deleteMarker _x;}forEach allMapMarkers; }; uisleep 2; [] call GF_AL; }; }else{ //___________________ SP ___________________ waitUntil{uisleep GF_AL_Cleaner_Spawn_Loop; if (GF_AL_Hintsilent_info) then { hintsilent "Deleting and Spawning"; }; if (GF_AL_diag_log_info) then { diag_log "//________________ Deleting and Spawning ________________"; }; _list = nearestObjects [GF_AL_centerPosition, [ // "WeaponHolder" // "groundWeaponHolder", "WeaponHolderSimulated" ], worldSize]; { _object = _x; if ( (isNull(attachedTo _object)) && (_x getVariable ["Var_GF_AL_Loot",false]) && ((_x distance player) > GF_AL_Distance) ) then { _list = _list - [_x]; deleteVehicle _x; }; }forEach _list; if (GF_AL_Debug) then { {deleteMarker _x;}forEach allMapMarkers; }; uisleep 3; [] call GF_AL; }; }; }; }; }else{ [] spawn GF_AL; }; if (GF_AL_Systemchat_info) then { systemchat "GF Auto Loot Script initialized"; }; if (GF_AL_diag_log_info) then { diag_log "//________________ GF Auto Loot Script initialized ________________"; }; If it's anything more tell me ok ?! 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GEORGE FLOROS GR 4207 Posted July 15, 2019 I just notice that after the loop to despawn the items and spawn the new ones , the script stops and i can't find the problem on right now. Once it's ok i'll post it here. 1 Share this post Link to post Share on other sites
miasdad 94 Posted July 15, 2019 George,you should package all your scripts into an AIO pbo.A one-stop script mart.Just a suggestion. 1 Share this post Link to post Share on other sites
Marius U 12 Posted July 17, 2019 thanks for the reply man, and the help unfortunately its a massive MASSIVE resource hog...lost about 30+ fps from the game that only gives me 40 to begin with... thanks for the effort though 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 17, 2019 On 7/16/2019 at 2:25 AM, miasdad said: George,you should package all your scripts into an AIO pbo.A one-stop script mart.Just a suggestion. Thanks miasdad ! I had this in mind to be honest and i started doing it , but didn't finished and i forgot this actually. I need sometime to check about it ! 17 hours ago, Marius U said: unfortunately its a massive MASSIVE resource hog...lost about 30+ fps Thanks might this be because of settings etc ? because i haven't got any report ever about it. 1 Share this post Link to post Share on other sites
Marius U 12 Posted July 18, 2019 I was wondering....if there's a way to not have the items visible on the map...so that players dont see them or their location. Also...i want the standard arma 3 and cup items to spawn (the free stuff)...but i dont want anything from a paid DLC....is one of your 4 options for that? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 18, 2019 18 hours ago, Marius U said: I was wondering....if there's a way to not have the items visible on the map... The debug is enabled by default , just turn it of from the settings ! For the spawned items of the bohemia you need to edit the code further as i have the examples in the script and add the dlc that you don't want. Share this post Link to post Share on other sites
Flybikes Bmx 3 Posted August 3, 2019 Hi! First of all, awesome job! 😄 There is any way, to hide the loot position from the map? Basically I would like to blind search the loot. Thank you! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted August 3, 2019 1 hour ago, Flybikes Bmx said: Thank you! Hello there Flybikes Bmx and thank you very much ! You just need to turn of the debug from the settings of the script. 1 Share this post Link to post Share on other sites
Flybikes Bmx 3 Posted August 3, 2019 It worked! Thank you 😄 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted August 3, 2019 3 hours ago, Flybikes Bmx said: It worked! Thank you 😄 You're welcome ! and welcome also to Bis Forums ! 1 Share this post Link to post Share on other sites
TPM_Aus 137 Posted July 6, 2023 I know this is an old thread and GF isn't around any more, but wondering if anyone is able to help me out. I have a mission that is using GFs Auto Loot script which works fine on my PC in single player and when hosting from my PC. However, when I run my mission on my server, it closes and returns to the mission selection screen. Lines from when my mission loads on the server 11:55:14 Mission [Ravage]Encerrados_en_V25.prei_khmaoch_luong: Number of roles (22) is different from 'description.ext::Header::maxPlayer' (16) 11:55:18 Starting mission: 11:55:18 Mission file: [Ravage]Encerrados_en_V25 (__cur_mp) 11:55:18 Mission world: prei_khmaoch_luong 11:55:18 Mission directory: mpmissions\__cur_mp.prei_khmaoch_luong\ 11:55:18 Warning Message: No entry 'bin\config.bin/CfgWorlds.prei_khmaoch_luong'. 11:55:18 Warning Message: No entry 'bin\config.bin/CfgWorlds.prei_khmaoch_luong'. 11:55:18 Warning Message: No entry '.gridNumbersOverLines'. 11:55:18 Warning Message: '/' is not a value 11:55:18 Warning Message: No entry '.centerPosition'. 11:55:18 Warning Message: []: '/' not an array 11:55:18 Cannot evaluate '' - no file 11:55:18 Warning Message: []: '/' not an array 11:55:18 Cannot evaluate '' - no file 11:55:18 Warning Message: No entry 'bin\config.bin/CfgWorlds.prei_khmaoch_luong'. 11:55:18 Warning Message: No entry 'bin\config.bin/CfgWorlds.prei_khmaoch_luong'. 11:55:18 Warning Message: No entry '.gridNumbersOverLines'. 11:55:18 Warning Message: '/' is not a value 11:55:18 Warning Message: No entry '.centerPosition'. 11:55:18 Warning Message: []: '/' not an array 11:55:18 Cannot evaluate '' - no file 11:55:18 Warning Message: []: '/' not an array 11:55:18 Cannot evaluate '' - no file 11:55:18 Warning Message: No entry 'bin\config.bin/CfgWorlds.prei_khmaoch_luong'. 11:55:18 [CBA] (xeh) INFO: [6121,140.976,0] PreInit started. v3.15.8.220912 11:55:18 [CBA] (xeh) WARNING: One or more children of class CAManBase do not support Extended Event Handlers. Fall back to loop. 11:55:18 [CBA] (settings) INFO: Reading settings from settings file. 11:55:18 [CBA] (settings) INFO: Finished reading settings from settings file. 11:55:19 [ACE] (common) INFO: Parsed Settings Configs [1.0 ms] 11:55:19 [CBA] (settings) WARNING: Value true is invalid for setting ace_cookoff_enable. 11:55:19 [CBA] (xeh) INFO: [6121,141.388,0] PreInit finished. 11:55:19 Warning Message: No entry 'bin\config.bin/CfgWorlds.prei_khmaoch_luong'. 11:55:19 Warning Message: No entry '.gridNumbersOverLines'. 11:55:19 Warning Message: '/' is not a value 11:55:19 Warning Message: No entry '.centerPosition'. 11:55:19 Warning Message: []: '/' not an array 11:55:19 Cannot evaluate '' - no file 11:55:19 Warning Message: []: '/' not an array 11:55:19 Cannot evaluate '' - no file 11:55:19 Warning Message: No entry 'bin\config.bin/CfgWorlds.prei_khmaoch_luong'. 11:55:20 Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 11:55:20 Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 11:55:20 mainturret - unknown animation source mainturret 11:55:20 maingun - unknown animation source maingun 11:55:20 leg_01 - unknown animation source fold_legs 11:55:20 leg_02 - unknown animation source fold_legs 11:55:20 leg_03 - unknown animation source fold_legs 11:55:20 hidetube - unknown animation source damage 11:55:20 mainturret - unknown animation source mainturret 11:55:20 maingun - unknown animation source maingun 11:55:20 leg_01 - unknown animation source fold_legs 11:55:20 leg_02 - unknown animation source fold_legs 11:55:20 leg_03 - unknown animation source fold_legs 11:55:20 hidetube - unknown animation source damage 11:55:20 Strange convex component24 in a3\structures_f\households\house_small02\u_house_small_02_v1_dam_f.p3d:geometryView 11:55:22 Unexpected stringtable format inside <Text ID="STR_ATM_Main"><Key> 11:55:22 Unexpected stringtable format inside <Text ID="STR_ATM_Main"><Key> 11:55:22 Unsupported language English in stringtable 11:55:22 ➥ Context: Operation_Zues.brf_sumava.pbo 11:55:22 Unexpected stringtable format inside <Text ID="STR_ATM_Main"><Key> 11:55:22 Unexpected stringtable format inside <Text ID="STR_ATM_Main"><Key> 11:55:22 Unsupported language English in stringtable 11:55:22 ➥ Context: Valr_Zeus.NorthTakistan.pbo 11:55:22 Unexpected stringtable format inside <Text ID="STR_ATM_Main"><Key> 11:55:22 Unexpected stringtable format inside <Text ID="STR_ATM_Main"><Key> 11:55:22 Unsupported language English in stringtable 11:55:22 ➥ Context: VSOG_Sumava_Zeus_Mission.brf_sumava.pbo 11:55:24 Creation of object L Multiplayer:2 failed, state LOGGED IN 11:55:24 Client: Nonnetwork object 4ee477e0. 11:55:24 Creation of object L Zeus:2 failed, state LOGGED IN 11:55:24 Client: Nonnetwork object 4ee47ce0. 11:55:25 Creation of object L Remnant:2 failed, state LOGGED IN 11:55:25 Client: Nonnetwork object 4ee472e0. 11:55:25 Creation of object L Remnant:3 failed, state LOGGED IN 11:55:25 Client: Nonnetwork object 4ee47e20. 11:55:25 Creation of object L Remnant:4 failed, state LOGGED IN 11:55:25 Client: Nonnetwork object 4ee47ba0. 11:55:25 Creation of object L Remnant:5 failed, state LOGGED IN 11:55:25 Client: Nonnetwork object 4ee479c0. 11:55:25 Creation of object L Remnant:6 failed, state LOGGED IN 11:55:25 Client: Nonnetwork object 4ee47560. 11:55:25 Creation of object L Remnant:7 failed, state LOGGED IN 11:55:25 Client: Nonnetwork object 4ee47880. 11:55:25 Creation of object L Remnant:8 failed, state LOGGED IN 11:55:25 Client: Nonnetwork object 4ee46de0. 11:55:25 "rvg : AI spawn initialised: 147.644" 11:55:25 Error in expression <tem\mission_routine.sqf"; rvg_locals = nearestLocations [_center, ["Namelocal"]> 11:55:25 Error position: <nearestLocations [_center, ["Namelocal"]> 11:55:25 Error 0 elements provided, 3 expected 11:55:25 File ravage\code\scripts\system\mission_init.sqf..., line 161 11:55:25 Trying to call RemoteExec(Call) with 0 targets for func 'werthles_fnc_whkdebughint'. Maximum is 1000 11:55:25 Error in expression <}; rvg_dynamicWrecks = []; _locals = nearestLocations [_center, ["Namelocal"]> 11:55:25 Error position: <nearestLocations [_center, ["Namelocal"]> 11:55:25 Error 0 elements provided, 3 expected 11:55:25 File ravage\code\scripts\system\wrecks_init.sqf..., line 134 11:55:28 [CBA] (xeh) INFO: [6340,150.261,0] PostInit started. MISSIONINIT: missionName=[Ravage]Encerrados_en_V25, missionVersion=54, worldName=prei_khmaoch_luong, isMultiplayer=true, isServer=true, isDedicated=true, CBA_isHeadlessClient=false, hasInterface=false, didJIP=false 11:55:28 [CBA] (versioning) INFO: [6340,150.332,0] VERSIONING:cba=3.15.8.220912, zen=1.14.0.34, ace=3.15.2.69 11:55:28 [ACE] (common) INFO: ACE is version 3.15.2.69 - CBA is version 3.15.8.220912 (min required 3.15.7) 11:55:28 [CBA] (xeh) INFO: [6340,150.495,0] PostInit finished. 11:55:28 [ACE] (common) INFO: Settings initialized. 11:55:28 [ACE] (common) INFO: 10 delayed functions running. 11:55:28 "//________________ GF_Fog_Change_spotDistance.sqf _____________" 11:55:29 RHS_Mi8MTV3_vvs: mi8_hook_hide - unknown animation source mi8_hook_hide 11:55:29 RHS_Mi8MTV3_vvs: reardoors_hide - unknown animation source reardoors_hide 11:55:29 RHS_Mi8MTV3_vvs: reardoors_hide_left - unknown animation source reardoors_hide 11:55:29 Creation of object O Alpha 1-1 failed, state LOGGED IN 11:55:29 Creation of object O Alpha 1-1:<Empty main subgroup> failed, state LOGGED IN 11:55:29 Client: Nonnetwork object 4f4a6520. 11:55:29 Client: Nonnetwork object 4f494900. 11:55:29 Ref to nonnetwork object O Alpha 1-1:1 11:55:29 Creation of object O Alpha 1-1:1 failed, state LOGGED IN 11:55:29 Client: Nonnetwork object 4f494900. 11:55:29 Ref to nonnetwork object O Alpha 1-1:2 11:55:29 Creation of object O Alpha 1-1:2 failed, state LOGGED IN 11:55:29 Ref to nonnetwork object O Alpha 1-1:3 11:55:29 Creation of object O Alpha 1-1:3 failed, state LOGGED IN 11:55:29 Ref to nonnetwork object O Alpha 1-1:4 11:55:29 Creation of object O Alpha 1-1:4 failed, state LOGGED IN 11:55:29 Ref to nonnetwork object O Alpha 1-1:5 11:55:29 Creation of object O Alpha 1-1:5 failed, state LOGGED IN 11:55:29 Ref to nonnetwork object O Alpha 1-1:1 11:55:29 Ref to nonnetwork object O Alpha 1-1:2 11:55:29 Ref to nonnetwork object O Alpha 1-1:3 11:55:29 Ref to nonnetwork object O Alpha 1-1:4 11:55:29 Ref to nonnetwork object O Alpha 1-1:5 11:55:29 "//________________ GF_AL_Distance_Check initializing ________________" 11:55:29 "//______________________ GF_AL_Distance_Check initialized ___________________" 11:55:29 Error in expression <k _x;};}forEach allUnits; _Buildings = nearestObjects [GF_AL_centerPosition, ["> 11:55:29 Error position: <nearestObjects [GF_AL_centerPosition, ["> 11:55:29 Error 0 elements provided, 3 expected 11:55:29 File mpmissions\__cur_mp.prei_khmaoch_luong\GF_Auto_Loot\GF_Auto_Loot.sqf..., line 586 line 586 and 587 from GF_Auto_Loot.sqf script: _Buildings = nearestObjects [GF_AL_centerPosition, ["House", "Building"], GF_AL_size]; _a = 0; Share this post Link to post Share on other sites