damsous 329 Posted December 28, 2018 Just now, GEORGE FLOROS GR said: ######### SHIT Happens ! For some reason it was spawning beneath the ground , so now it's spawning above. Here is the fix : _Loot = createVehicle ["WeaponHolderSimulated",[_Loot_Pos select 0, _Loot_Pos select 1,(_Loot_Pos select 2) + 0.05], [], 0, "CAN_COLLIDE"]; Haha i was just thinking about that and receive your message before try :), thanks 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 28, 2018 Did you noticed anything else ? I check also for the first aid and they are spawn. 1 Share this post Link to post Share on other sites
damsous 329 Posted December 28, 2018 Yeah i just try with item only item its work, it was just spawning 1 item on 5 crashsite. after that no i didn't noticed other bug. Great script and thanks again 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 28, 2018 OK so , i will do some small fixes in order to update this ! 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 29, 2018 Changelog: v1.2 It is possible to spawn normal alive vehicles , with crew or not or just wrecks. NOTE : The normal vehicles , might also not spawn loot at all , due to the vehicle destuction. Fixes about spawning. Minor Fixes. Added more options. 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 24, 2019 The previous version GF Crashsite Script , is now stopped and this will be the working edit . Thanks ! 1 Share this post Link to post Share on other sites
TPM_Aus 137 Posted March 29, 2019 Hey again GF. Awesome script (which I have already mentioned a few times today). Posted a few pics below from my mission with your auto loot crash site scripts. I have one issue though. At night time the crash sites light up the jungle, however after the default time of the helos burning/cooking off (using RHS USAF/AFRF mods), the flames stop producing light, but still produce the animation. Reference Zeus Image 1 (Night), 2(NVGS) and 3 (Thermal). Zeus Image 1: Zeus Image 2: Zeus Image 3: As you can see, all 3 Zeus images are taken from the same spot. This happens about 60secs or so after the crash. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 29, 2019 3 hours ago, TPM_Aus said: As you can see, Thank you very much TPM_Aus ! + nice pictures ! The light from the 1st fire is from the standard destruction effect of the vehicle and there is also on random a fire after that and a random smoke as well , small , medium , big , the same for the fire effect , if i remember , medium and big. I'm going to check if i can do something about it ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 29, 2019 19 hours ago, TPM_Aus said: the flames stop producing light I found out how to fix this , so probably soon this will be updated. 2 Share this post Link to post Share on other sites
RZNUNKWN 354 Posted April 8, 2019 I'm using, or at least I'm trying to use your crash loot script. But somehow the script won't start at all, it shows that is 'initializing' but when I go into Zeus, I see no crash sites. I was wondering, can you take a look? Maybe I did something wrong, I'm using custom loot, and I deleted some arrays I don't need. Here: Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 29.12.18 _____________ /* ________________ GF Auto Loot Crashsites Script - Mod ________________ https://forums.bohemia.net/forums/topic/220928-gf-auto-loot-crashsites-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/ 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/ */ //________________ Settings ________________ //________________ Set true or false ________________ GF_ALC_Hintsilent_info = true; GF_ALC_Systemchat_info = true; GF_ALC_diag_log_info = true; GF_ALC_Debug = true; GF_ALC_Systemchat_info_count_Crashsites = true; GF_ALC_diag_log_info_count_Crashsites = true; //GF_ALC_Select --> 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only GF_ALC_Select = 4; // It is possible to spawn normal alive vehicles , with crew or not or just wrecks. // If yfalse it will spawn the vanilla wrecks for the 1/2/3 selection , // *** NOTE : The normal vehicles , might also not spawn loot at all , due to the vehicle destuction. *** GF_ALC_Spawn_Normal_Vehicles = false; GF_ALC_Spawn_Crew = false; GF_ALC_Number = 8; // Number of the Crashsites GF_ALC_Number_random = 4; // + random Crashsites GF_ALC_Spawned_Items = 15; // Number of the Spawned Items GF_ALC_Spawned_Items_random = 10; // + random GF_ALC_Blacklist_Zone_distance = 1000; // Add here the distance from the Blacklist Zones GF_ALC_Distanse_from_Players = 500; // Add here the distance from players GF_ALC_Spawn_Loot = true; // Create Loot at the Crashsites GF_ALC_Spawn_CraterLong = true; // Spawn CraterLong at the Crashsites GF_ALC_Spawn_CraterLong_small = true; // Spawn CraterLong_small at the Crashsites GF_ALC_Spawn_Craters = true; // Spawn Craters at the Crashsites GF_ALC_Spawn_Oil_Spill = true; // Spawn Oil Spill at the Crashsites GF_ALC_Spawn_Smoke_and_Fire_to_Oil = true; // Spawn Smoke and Fire to Oil GF_ALC_Spawn_Smoke_and_Fire_to_Vehicle = true; // Spawn Smoke and Fire to vehicle GF_ALC_Grass_Cutter = true; // Remove the grass around the Crashsites //________________ Set true or false ________________ GF_ALC_Create_Markers = false; // Create a Marker for the Crashsites GF_ALC_Spawn_Enemy = false; // Spawn Enemy at the site GF_ALC_Enemy_Side = east; // This is for Normal Spawn and EOS , NOT for the DAC units GF_ALC_Squad_Members = 5; // + floor random 5 below GF_ALC_Squad_Members_random = 5; GF_ALC_set_AiSkill = 0.50; GF_ALC_set_AiSkill_random = 0.50; GF_ALC_Patrol_distance = 100; // The distance for BIS_fnc_taskPatrol GF_ALC_Patrol_distance_random = 250; //________________ Add here your Blacklist Zones ( for more ) , these are included in the 3D editor to copy paste to your mission ________________ GF_ALC_Blacklist_Zone_1 = getMarkerPos "GF_ALC_Blacklist_Zone_1"; GF_ALC_Blacklist_Zone_2 = getMarkerPos "GF_ALC_Blacklist_Zone_2"; GF_ALC_Blacklist_Zone_3 = getMarkerPos "GF_ALC_Blacklist_Zone_3"; GF_ALC_Blacklist_Zone_4 = getMarkerPos "GF_ALC_Blacklist_Zone_4"; GF_ALC_Blacklist_Zone_5 = getMarkerPos "GF_ALC_Blacklist_Zone_5"; //________________ Enemy Array ________________ GF_ALC_Pool_Infantry = [ "O_G_officer_F","O_G_Soldier_SL_F","O_G_Soldier_TL_F","O_G_medic_F","O_G_engineer_F","O_G_Soldier_exp_F","O_G_Soldier_GL_F", "O_G_Soldier_M_F","O_G_Soldier_LAT_F","O_G_Soldier_A_F","O_G_Soldier_F","O_G_Soldier_lite_F","O_G_Sharpshooter_F", "O_G_Soldier_universal_F" ]; GF_ALC_allPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}}; GF_ALC_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"); GF_ALC_size = worldsize; if (GF_ALC_Systemchat_info) then { systemchat "GF Auto Loot Crashsites Script initializing"; }; if (GF_ALC_diag_log_info) then { diag_log "//________________ GF_Auto_Loot_Crashsites Script initializing ________________"; }; //________________ Array ________________ /* //________________ GF_ALC_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_ALC_Assignable_Items_Mod_Blacklist in case that the GF_ALC_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_ALC_Select copyToClipboard str GF_ALC_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_ALC_Binocular_and_Nvg_array_Mod_Blacklist = [ "mcc_sandbox_a3", "CUP_Weapons" // Example ]; //________________ GF_ALC_Assignable_Items_Mod_Blacklist ________________ GF_ALC_Vehicle_Mod_Blacklist = [ "mcc_sandbox_a3", "@CUP_Vehicles" // Example ]; //________________ case ________________ _Array_Loaded = false; _Select_items_Loaded = false; private ["_items_case"]; switch (GF_ALC_Select) do { case 1 : { //________________ Load every Mod + Bohemia items ________________ GF_ALC_primaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_secondaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_handgunWeapon_array = ("getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_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_ALC_Uniform_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Vests_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Headgear_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Backpacks_array = ("getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_ALC_Goggles_array = ("getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALC_Items_array = ("getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Attachments_array = ("getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_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_ALC_Binocular_and_Nvg_array; //________________ crashsite Vehicle ________________ GF_ALC_Vehicle_array = (" getNumber (_x >> 'scope') >= 1 && ((configName _x isKindof 'Helicopter') or (configName _x isKindof 'plane')) && (!(configName _x isKindof 'ParachuteBase')) && (!(configName _x isKindof 'UAV')) && (!(configName _x isKindof 'B_UAV_01_F')) && (!(configName _x isKindof 'O_UAV_01_F')) && (!(configName _x isKindof 'I_UAV_01_F')) && (!(configName _x isKindof 'B_T_UAV_03_F')) && (!(configName _x isKindof 'B_T_UAV_03_dynamicLoadout_F')) && (!(configName _x isKindof 'UAV_06_base_F')) && (!(configName _x isKindof 'C_IDAP_UAV_01_F')) " configClasses (configFile >> "CfgVehicles")) apply {configName _x}; // copyToClipBoard str GF_ALC_Vehicle_array; // uncomment to copy _items_case = "Load every Mod + Bohemia items"; _Select_items_Loaded = true; }; case 2 : { //________________ Load every Mod / No Bohemia items ________________ GF_ALC_primaryWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_secondaryWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_handgunWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Magazines_array = ("(!(getText( _x >> 'author' ) == '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_ALC_Uniform_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Vests_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Headgear_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Backpacks_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_ALC_Goggles_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALC_Items_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Attachments_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Binocular_and_Nvg_array = ( "(!(getText( _x >> 'author' ) == '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_ALC_Binocular_and_Nvg_array; //________________ crashsite Vehicle ________________ GF_ALC_Vehicle_array = (" (!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'scope') >= 1 && ((configName _x isKindof 'Helicopter') or (configName _x isKindof 'plane')) && (!(configName _x isKindof 'ParachuteBase')) && (!(configName _x isKindof 'UAV')) && (!(configName _x isKindof 'B_UAV_01_F')) && (!(configName _x isKindof 'O_UAV_01_F')) && (!(configName _x isKindof 'I_UAV_01_F')) && (!(configName _x isKindof 'B_T_UAV_03_F')) && (!(configName _x isKindof 'B_T_UAV_03_dynamicLoadout_F')) && (!(configName _x isKindof 'UAV_06_base_F')) && (!(configName _x isKindof 'C_IDAP_UAV_01_F')) " configClasses (configFile >> "CfgVehicles")) apply {configName _x}; // copyToClipBoard str GF_ALC_Vehicle_array; // uncomment to copy _items_case = "Load every Mod - No Bohemia items"; _Select_items_Loaded = true; }; case 3 : { //________________ Bohemia items Only ________________ GF_ALC_primaryWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_secondaryWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_handgunWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Magazines_array = ("getText( _x >> 'author' ) == '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_ALC_Uniform_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Vests_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Headgear_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Backpacks_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_ALC_Goggles_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALC_Items_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Attachments_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Binocular_and_Nvg_array = ( "getText( _x >> 'author' ) == 'Bohemia Interactive' && (!(getText( _x >> 'DLC' ) in GF_ALC_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_ALC_Binocular_and_Nvg_array; //________________ crashsite Vehicle ________________ GF_ALC_Vehicle_array = (" getText( _x >> 'author' ) == 'Bohemia Interactive' && (!(getText( _x >> 'DLC' ) in GF_ALC_Vehicle_Mod_Blacklist)) && getNumber (_x >> 'scope') >= 1 && ((configName _x isKindof 'Helicopter') or (configName _x isKindof 'plane')) && (!(configName _x isKindof 'ParachuteBase')) && (!(configName _x isKindof 'UAV')) && (!(configName _x isKindof 'B_UAV_01_F')) && (!(configName _x isKindof 'O_UAV_01_F')) && (!(configName _x isKindof 'I_UAV_01_F')) && (!(configName _x isKindof 'B_T_UAV_03_F')) && (!(configName _x isKindof 'B_T_UAV_03_dynamicLoadout_F')) && (!(configName _x isKindof 'UAV_06_base_F')) && (!(configName _x isKindof 'C_IDAP_UAV_01_F')) " configClasses (configFile >> "CfgVehicles")) apply {configName _x}; // copyToClipBoard str GF_ALC_Vehicle_array; // uncomment to copy _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_ALC_cfgArray = []; But then delete the arrays and their count below */ // add the classnames ex: GF_ALC_primaryWeapon_array = ["CUP_hgun_PB6P9","CUP_hgun_M9","CUP_hgun_Colt1911","hlc_rifle_ak74_dirty2","hlc_rifle_akm","hlc_rifle_ak47","CUP_srifle_CZ550","CUP_srifle_CZ550_rail","CUP_srifle_LeeEnfield","CUP_srifle_LeeEnfield_rail","rhs_weap_pya","rhs_weap_6p53","rhs_weap_pb_6p9","rhs_weap_makarov_pm","rhs_weap_savz61_folded"]; GF_ALC_secondaryWeapon_array = ["launch_RPG7_F"]; GF_ALC_Magazines_array = ["CUP_10x_303_M","CUP_5x_22_LR_17_HMR_M","CUP_8Rnd_9x18_Makarov_M","CUP_15Rnd_9x19_M9","rhs_mag_9x18_8_57N181S","rhs_18rnd_9x21mm_7N28","rhs_mag_9x19_17","rhsgref_20rnd_765x17_vz61","hlc_30Rnd_762x39_b_ak","hlc_30Rnd_545x39_B_AK","RPG7_F"]; GF_ALC_Items_array = ["FirstAidKit","ClaymoreDirectionalMine_Remote_Mag","rhs_mag_mk84","rhs_mag_m7a3_cs","rhs_mag_f1","rhs_mag_fakels","rhssaf_mag_brz_m88","rhs_mag_an_m14_th3","rhs_mag_an_m8hc","rhs_mag_plamyam","rhs_mag_rgn","rhssaf_mag_rshb_p98","rhs_mag_zarya2","rhsusf_m112x4_mag","rhssaf_mine_mrud_c_mag","rhs_mag_mine_pfm1","rhssaf_mine_pma3_mag","rhs_mag_mine_ptm1","rhssaf_tm500_mag","rhs_mine_pmn2_mag","rvg_plasticBottleEmpty","rvg_canteenEmpty","rvg_canOpener","rvg_plasticBottle","rvg_plasticBottlePurified","rvg_spirit","rvg_franta","rvg_beans","rvg_bacon","rvg_milk","rvg_rice","rvg_rustyCan","rvg_hose","rvg_guttingKnife","rvg_tire","rvg_purificationTablets","rvg_flare","rvg_matches","rvg_canisterFuel_Empty","rvg_canisterFuel","rvg_Geiger","rvg_docFolder","rvg_toolkit","rvg_antiRad","rvg_sleepingBag_Blue","rvg_foldedTent","rvg_docFolder","acc_flashlight","optic_LRPS","optic_MRCO","optic_KHS_old","optic_DMS","optic_Nightstalker","optic_KHS_blk","muzzle_snds_B","muzzle_snds_M","rhs_acc_dtk4short","rhs_acc_pbs1","rhs_acc_tgpa","rhsusf_acc_ACOG","bipod_02_F_blk","rhsusf_acc_RX01","hlc_optic_kobra","hlc_muzzle_Evo9","rhsusf_acc_nt4_black",HLC_Optic_PSO1"]; GF_ALC_Binocular_and_Nvg_array = ["NVGogglesB_blk_F",Laserdesignator_02"]; //________________ crashsite Vehicle Custom array ________________ GF_ALC_Vehicle_array = [ "Land_UWreck_MV22_F, "Land_Wreck_Plane_Transport_01_F", "BlackhawkWreck", "Mi8Wreck" ]; _items_case = "Custom items only"; _Select_items_Loaded = true; }; }; //________________ _Array_Loaded ________________ waituntil {_Select_items_Loaded}; _Array_Loaded = true; if (GF_ALC_Hintsilent_info) then { hintsilent format ["%1",_items_case]; }; if (GF_ALC_diag_log_info) then { diag_log format ["%1",_items_case]; }; GF_ALC_cfgArray = // ["arifle_MX_SW_F"]; // Test here an item Chemlight_green GF_ALC_primaryWeapon_array + GF_ALC_secondaryWeapon_array + GF_ALC_handgunWeapon_array + GF_ALC_Magazines_array + GF_ALC_Uniform_array + GF_ALC_Vests_array + GF_ALC_Headgear_array + GF_ALC_Backpacks_array + GF_ALC_Goggles_array + GF_ALC_Items_array + GF_ALC_Attachments_array + GF_ALC_Binocular_and_Nvg_array; waituntil {_Array_Loaded}; private ["_marker","_x","_a","_Pos"]; _x = 0; _a = 0; //________________ Number of the Crashsites ________________ for "_x" from 0 to GF_ALC_Number + random GF_ALC_Number_random do { _a = _a + 1; //________________ Find Crashsite Position ________________ _Found = false; while {!_Found} do { _Pos = [] call BIS_fnc_randomPos; _nearestRoad = [_Pos, 50] call BIS_fnc_nearestRoad; _nearest_House = nearestObject [_Pos, "House"]; _nearest_Building = nearestObject [_Pos, "Building"]; if ( //________________ Add Blacklist Distance from all Players ________________ (({((_Pos distance _x) <= GF_ALC_Distanse_from_Players)} count GF_ALC_allPlayers) isEqualTo 0) //________________ Add here your Blacklist Zones ( for more ) ________________ && ((_Pos distance GF_ALC_Blacklist_Zone_1) > GF_ALC_Blacklist_Zone_distance) && ((_Pos distance GF_ALC_Blacklist_Zone_2) > GF_ALC_Blacklist_Zone_distance) && ((_Pos distance GF_ALC_Blacklist_Zone_3) > GF_ALC_Blacklist_Zone_distance) && ((_Pos distance GF_ALC_Blacklist_Zone_4) > GF_ALC_Blacklist_Zone_distance) && ((_Pos distance GF_ALC_Blacklist_Zone_5) > GF_ALC_Blacklist_Zone_distance) //________________ uncomment to add Distance from _nearestRoad - House - Building ________________ // && ((_Pos distance _nearestRoad) > 50) // && ((_Pos distance _nearest_House) > 50) // && ((_Pos distance _nearest_Building) > 50) ) then { _Found = true; if (GF_ALC_Systemchat_info) then { systemchat format ["Crashsite Position Found %1",_Found]; }; }else{ _Found = false; if (GF_ALC_Systemchat_info) then { systemchat format ["Crashsite Position Found %1",_Found]; }; }; }; waituntil {_Found}; //________________ crashsite Vehicle ________________ if(GF_ALC_Spawn_Normal_Vehicles ) then { //________________ Normal_Vehicles ________________ GF_ALC_Vehicle = selectrandom GF_ALC_Vehicle_array; } else { //________________ Wrecks ________________ GF_ALC_Vehicle_array = [ "Plane_Fighter_03_wreck_F", "Land_UWreck_Heli_Attack_02_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" ]; GF_ALC_Vehicle = selectrandom GF_ALC_Vehicle_array; }; //________________ GF_ALC_Spawn_CraterLong ________________ _CraterLong = createVehicle ["CraterLong", _Pos, [], 0, "CAN_COLLIDE"]; //________________ CraterLong_small ________________ if(GF_ALC_Spawn_CraterLong_small) then { for "_x" from 1 to 2 + random 3 do { _Pos_Crater_small = _Pos getPos [random 5,random 360]; _Crater_small = createVehicle ["CraterLong_small", _Pos_Crater_small, [], 0, "CAN_COLLIDE"]; }; }; _height_of_drop = 2; _Vehicle = createVehicle [GF_ALC_Vehicle, _Pos, [], 0, "FLY"]; _Vehicle setPosATL [getPosATL _Vehicle select 0, getPosATL _Vehicle select 1, _height_of_drop]; if (GF_ALC_Spawn_Crew) then { createVehicleCrew _Vehicle; }; if(GF_ALC_Spawn_Normal_Vehicles ) then { _banked = selectrandom [0.50,-0.50]; _Vehicle setVectorUp [_banked,0,0]; //box is banked 90 degrees to the right }; waituntil{!isNull _Vehicle}; _Vehicle setDamage 0.5 + random 0.5; //________________ Crater ________________ if(GF_ALC_Spawn_Craters) then { for "_x" from 1 to 3 + random 7 do { _Pos_Crater = _Vehicle getPos [1 + random 10,random 360]; _Crater = createVehicle ["Crater", _Pos_Crater, [], 0, "CAN_COLLIDE"]; _Crater setdir random 360; }; }; //________________ Oil_Spill_F ________________ if(GF_ALC_Spawn_Oil_Spill) then { if (GF_ALC_Systemchat_info) then { systemchat "Spawn_Oil_Spill"; }; for "_x" from 1 to 3 + random 15 do { _Pos_Oil = _Vehicle getPos [3 + random 20,random 360]; _Oil = createVehicle ["Oil_Spill_F", _Pos_Oil, [], 0, "CAN_COLLIDE"]; _Oil setdir random 360; //________________ Smoke and fire attached to Oil_Spill_F ________________ if(GF_ALC_Spawn_Smoke_and_Fire_to_Oil) then { if (GF_ALC_Systemchat_info) then { systemchat "Smoke_and_Fire_to_Oil"; }; switch (floor random 3) do { case 0: { _Fire = "#particlesource" createVehicle (getPos _Oil); _Fire setParticleClass "SmallDestructionFire"; _Fire setParticleFire [0.3,1.5,0.1]; _Smoke = "#particlesource" createVehicle (getPos _Oil); _Smoke setParticleClass "SmallDestructionSmoke"; _Smoke setParticleFire [0.3,1.5,0.1]; }; case 1: { _Fire = "#particlesource" createVehicle (getPos _Oil); _Fire setParticleClass "MediumDestructionFire"; _Fire setParticleFire [0.3,1.5,0.1]; _Smoke = "#particlesource" createVehicle (getPos _Oil); _Smoke setParticleClass "MediumDestructionSmoke"; _Smoke setParticleFire [0.3,1.5,0.1]; }; case 2: { // Nothing }; }; }; }; }; //________________ Smoke and fire attached to vehicle ________________ if(GF_ALC_Spawn_Smoke_and_Fire_to_Vehicle) then { if (GF_ALC_Systemchat_info) then { systemchat "Smoke_and_Fire_to_Vehicle"; }; switch (floor random 3) do { case 0: { _Fire_Veh = "#particlesource" createVehicle (getPos _Vehicle); _Fire_Veh setParticleClass "SmallDestructionFire"; _Fire_Veh setParticleFire [0.3,1.5,0.1]; _Fire_Veh attachTo [_Vehicle,[0,0,0]]; _Smoke_Veh = "#particlesource" createVehicle (getPos _Vehicle); _Smoke_Veh setParticleClass "SmallDestructionSmoke"; _Smoke_Veh setParticleFire [0.3,1.5,0.1]; _Smoke_Veh attachTo [_Vehicle,[0,0,0]]; }; case 1: { _Fire_Veh = "#particlesource" createVehicle (getPos _Vehicle); _Fire_Veh setParticleClass "MediumDestructionFire"; _Fire_Veh setParticleFire [0.3,1.5,0.1]; _Fire_Veh attachTo [_Vehicle,[0,0,0]]; _Smoke_Veh = "#particlesource" createVehicle (getPos _Vehicle); _Smoke_Veh setParticleClass "MediumDestructionSmoke"; _Smoke_Veh setParticleFire [0.3,1.5,0.1]; _Smoke_Veh attachTo [_Vehicle,[0,0,0]]; }; case 2: { _Fire_Veh = "#particlesource" createVehicle (getPos _Vehicle); _Fire_Veh setParticleClass "BigDestructionFire"; _Fire_Veh setParticleFire [0.3,1.5,0.1]; _Fire_Veh attachTo [_Vehicle,[0,0,0]]; _Smoke_Veh = "#particlesource" createVehicle (getPos _Vehicle); _Smoke_Veh setParticleClass "BigDestructionSmoke"; _Smoke_Veh setParticleFire [0.3,1.5,0.1]; _Smoke_Veh attachTo [_Vehicle,[0,0,0]]; }; case 3: { // Nothing }; }; }; //________________ Cut the grass around the Crashsites ________________ if (GF_ALC_Grass_Cutter) then { if (GF_ALC_Systemchat_info) then { systemchat "Grass_Cutter"; }; for "_x" from 1 to random 4 do { _Pos_Cutter = _Vehicle getPos [2 + random 10,random 360]; createVehicle ["Land_ClutterCutter_large_F", _Pos_Cutter, [], 0, "CAN_COLLIDE"]; }; }; sleep 2; _Vehicle setPos _Pos; _Vehicle setPosATL [getPosATL _Vehicle select 0, getPosATL _Vehicle select 1, _height_of_drop]; //________________ Spawn Loot around the Crashsites ________________ if (GF_ALC_Spawn_Loot) then { for "_i" from 1 to GF_ALC_Spawned_Items + random GF_ALC_Spawned_Items_random do { //________________ Position of the loot at the Crashsite ________________ _Loot_Pos = _Pos getPos [ 6 + random 20, // distance random 360 ]; //________________ _Loot ________________ private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Text"]; _Item = selectRandom GF_ALC_cfgArray; _getText = getText (configFile >> "cfgVehicles" >> _Item >> "vehicleClass"); _Loot = createVehicle ["WeaponHolderSimulated",[_Loot_Pos select 0, _Loot_Pos select 1,(_Loot_Pos select 2) + 0.06], [], 0, "CAN_COLLIDE"]; _Color = "Default"; // https://community.bistudio.com/wiki/CfgMarkerColors_Arma_3 _Text = "Empty - ERROR"; // 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, //>> "Type" 101,201,301,302,401,501,601,602,603,604,605,607,611,616,617,620,701,801,901 //>> "ItemInfo" >> "type" ]; 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 { /* //>> "Type" WeaponSlotPrimary 1 WeaponSlotHandGun 2 WeaponSlotSecondary 4 WeaponSlotHandGunItem 16 WeaponSlotItem 256 WeaponSlotBinocular 4096 WeaponHardMounted 65536 WeaponSlotInventory 131072 //>> "ItemInfo" >> "type" DEFAULT_SLOT 0 MUZZLE_SLOT 101 OPTICS_SLOT 201 FLASHLIGHT_SLOT 301 BIPOD_SLOT 302 FIRSTAIDKIT_SLOT 401 FINS_SLOT 501 BREATHINGBOMB_SLOT 601 NVG_SLOT 602 GOGGLE_SLOT 603 SCUBA_SLOT 604 HEADGEAR_SLOT 605 FACTOR_SLOT 607 RADIO_SLOT 611 HMD_SLOT 616 BINOCULAR_SLOT 617 MEDIKIT_SLOT 619 TOOLKIT_SLOT 620 //added VEST_SLOT 701 UNIFORM_SLOT 801 BACKPACK_SLOT 901 */ //________________ Gear ________________ case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 101) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGrey";_Text = "Muzzles";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 201) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGrey";_Text = "Optics";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 301) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGrey";_Text = "Rail Attachments";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 302) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGrey";_Text = "Bipods";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 401) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorYellow";_Text = "FirstAidKit";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 501) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlack";_Text = "Fins";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 601) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlack";_Text = "BREATHINGBOMB";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 602) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlack";_Text = "Nvg";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 603) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlack";_Text = "Goggles";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 604) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlack";_Text = "Scuba";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 605) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGreen";_Text = "Headgear";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 607) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGreen";_Text = "Factor";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 611) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGreen";_Text = "Radio";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 616): { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlue";_Text = "Nvg";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 617): { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlue";_Text = "Binocular";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 619): { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlue";_Text = "Medikit";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 620): { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlue";_Text = "Toolkit";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 701) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorKhaki";_Text = "Vests";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 801) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGUER";_Text = "Uniforms";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 901) : { _Loot addBackPackCargoGlobal [ _Item, 1 ]; _Color = "ColorGUER";_Text = "Backpacks";}; 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") == 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") == 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") == 4) : { _Loot addWeaponCargoGlobal [ _Item, 1 ]; private _magazines = getArray (configFile >> "CfgWeapons" >> _Item >> "magazines"); private _Item_magazines = selectRandom _magazines; _Loot addMagazineCargoGlobal [_Item_magazines, round (1 + random 2)]; _Color = "ColorOrange";_Text = "WeaponsSecondary";}; case(isClass (configFile >> "CfgMagazines" >> _Item)) : { _Loot addMagazineCargoGlobal [ _Item, round (1 + random 2)]; _Color = "colorRed";_Text = "Mags";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") == 4096) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorWEST";_Text = "Items / Objects";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") == 131072) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorWhite";_Text = "Inventory Items";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") == 0) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "colorBLUFOR";_Text = "Inventory Items";}; }; } else { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "colorBLUFOR";_Text = "Inventory Items"; }; //________________ GF_ALC_Debug ________________ if (GF_ALC_Debug && {!(isNull _Loot)}) then { _Marker_Number = format ["%1",_Loot_Pos]; _Marker = createMarker [_Marker_Number,getpos _Loot]; _Marker setMarkerShape "ICON"; _Marker setMarkerType "mil_dot"; _Marker setMarkerColor _Color; _Marker setMarkerText _Text; _Marker setMarkerSize [0.6,0.6]; }; }; }; //________________ Spawn a Group at the Crashsite ________________ if (GF_ALC_Spawn_Enemy) then { if (GF_ALC_Systemchat_info) then { systemchat "GF_ALC_Spawn_Enemy"; }; _Pos_Spawn = [[[_Pos, 50 + random 250]],["water"]] call BIS_fnc_randomPos; _Group = createGroup GF_ALC_Enemy_Side; for "_x" from 0 to (GF_ALC_Squad_Members + floor random GF_ALC_Squad_Members_random) do { _unit = _Group createunit [selectRandom GF_ALC_Pool_Infantry,_Pos_Spawn,[],0,"None"]; [_unit] JoinSilent _Group; (leader _Group) setSkill GF_ALC_set_AiSkill + random GF_ALC_set_AiSkill_random; }; [_Group,_Pos,GF_ALC_Patrol_distance + random GF_ALC_Patrol_distance_random] call BIS_fnc_taskPatrol; }; //________________ GF_ALC_Debug ________________ if (GF_ALC_Create_Markers) then { _Marker_Number_Pos = format ["%1",_Pos]; _Marker_Pos = createMarker [_Marker_Number_Pos,_Pos]; _Marker_Pos setMarkerShape "ICON"; _Marker_Pos setMarkerType "mil_marker"; _Marker_Pos setMarkerColor "ColorYellow"; _Marker_Pos setMarkerText format ["Crashsite : %1",_a]; _Marker_Pos setMarkerSize [1,1]; }; if (GF_ALC_diag_log_info_count_Crashsites) then { diag_log format ["Crashsites : %1",_a]; }; if (GF_ALC_Systemchat_info_count_Crashsites) then { systemchat format ["Crashsites : %1",_a]; }; }; if (GF_ALC_Systemchat_info) then { systemchat "GF_Auto_Loot_Crashsites Script initialized"; }; if (GF_ALC_diag_log_info) then { diag_log "//________________ GF_Auto_Loot_Crashsites Script initialized ________________"; }; 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 8, 2019 Hold on , i'll check it now. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 8, 2019 The problem, is that you don't use probably an editor with highlightning. GF_ALC_Vehicle_array = [ "Land_UWreck_MV22_F, // <----------Here is the problem missing " line : 334 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 8, 2019 This is the notepad++ , On 12/21/2018 at 4:00 AM, GEORGE FLOROS GR said: notepad++https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems )http://www.armaholic.com/page.php?id=8680 or check Poseidon 1 Share this post Link to post Share on other sites
RZNUNKWN 354 Posted April 8, 2019 I'm using the Notepad++ of course! However, yes I added MV22 wreck, but when I tested in the editor no errors were reported. Going to check now. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 8, 2019 7 minutes ago, RZNUNKWN said: Notepad++ with the extra pluggings ? Have you add to show script error in the launcher settings ? 1 Share this post Link to post Share on other sites
RZNUNKWN 354 Posted April 8, 2019 No, I haven't I will do that too, I thought those were some other plugins not for the Notepad++ I will get them too! Thank you so much! 1 Share this post Link to post Share on other sites
RZNUNKWN 354 Posted April 8, 2019 Added the extra plugins, and corrected the missing quotes (found another one). But still no crash sites! I don't know what I'm doing wrong. No errors in the Editor when I start the scenario! Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 29.12.18 _____________ /* ________________ GF Auto Loot Crashsites Script - Mod ________________ https://forums.bohemia.net/forums/topic/220928-gf-auto-loot-crashsites-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/ 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/ */ //________________ Settings ________________ //________________ Set true or false ________________ GF_ALC_Hintsilent_info = true; GF_ALC_Systemchat_info = true; GF_ALC_diag_log_info = true; GF_ALC_Debug = true; GF_ALC_Systemchat_info_count_Crashsites = true; GF_ALC_diag_log_info_count_Crashsites = true; //GF_ALC_Select --> 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only GF_ALC_Select = 4; // It is possible to spawn normal alive vehicles , with crew or not or just wrecks. // If yfalse it will spawn the vanilla wrecks for the 1/2/3 selection , // *** NOTE : The normal vehicles , might also not spawn loot at all , due to the vehicle destuction. *** GF_ALC_Spawn_Normal_Vehicles = false; GF_ALC_Spawn_Crew = false; GF_ALC_Number = 8; // Number of the Crashsites GF_ALC_Number_random = 4; // + random Crashsites GF_ALC_Spawned_Items = 15; // Number of the Spawned Items GF_ALC_Spawned_Items_random = 10; // + random GF_ALC_Blacklist_Zone_distance = 1000; // Add here the distance from the Blacklist Zones GF_ALC_Distanse_from_Players = 500; // Add here the distance from players GF_ALC_Spawn_Loot = true; // Create Loot at the Crashsites GF_ALC_Spawn_CraterLong = true; // Spawn CraterLong at the Crashsites GF_ALC_Spawn_CraterLong_small = true; // Spawn CraterLong_small at the Crashsites GF_ALC_Spawn_Craters = true; // Spawn Craters at the Crashsites GF_ALC_Spawn_Oil_Spill = true; // Spawn Oil Spill at the Crashsites GF_ALC_Spawn_Smoke_and_Fire_to_Oil = true; // Spawn Smoke and Fire to Oil GF_ALC_Spawn_Smoke_and_Fire_to_Vehicle = true; // Spawn Smoke and Fire to vehicle GF_ALC_Grass_Cutter = true; // Remove the grass around the Crashsites //________________ Set true or false ________________ GF_ALC_Create_Markers = false; // Create a Marker for the Crashsites GF_ALC_Spawn_Enemy = false; // Spawn Enemy at the site GF_ALC_Enemy_Side = east; // This is for Normal Spawn and EOS , NOT for the DAC units GF_ALC_Squad_Members = 5; // + floor random 5 below GF_ALC_Squad_Members_random = 5; GF_ALC_set_AiSkill = 0.50; GF_ALC_set_AiSkill_random = 0.50; GF_ALC_Patrol_distance = 100; // The distance for BIS_fnc_taskPatrol GF_ALC_Patrol_distance_random = 250; //________________ Add here your Blacklist Zones ( for more ) , these are included in the 3D editor to copy paste to your mission ________________ GF_ALC_Blacklist_Zone_1 = getMarkerPos "GF_ALC_Blacklist_Zone_1"; GF_ALC_Blacklist_Zone_2 = getMarkerPos "GF_ALC_Blacklist_Zone_2"; GF_ALC_Blacklist_Zone_3 = getMarkerPos "GF_ALC_Blacklist_Zone_3"; GF_ALC_Blacklist_Zone_4 = getMarkerPos "GF_ALC_Blacklist_Zone_4"; GF_ALC_Blacklist_Zone_5 = getMarkerPos "GF_ALC_Blacklist_Zone_5"; //________________ Enemy Array ________________ GF_ALC_Pool_Infantry = [ "O_G_officer_F","O_G_Soldier_SL_F","O_G_Soldier_TL_F","O_G_medic_F","O_G_engineer_F","O_G_Soldier_exp_F","O_G_Soldier_GL_F", "O_G_Soldier_M_F","O_G_Soldier_LAT_F","O_G_Soldier_A_F","O_G_Soldier_F","O_G_Soldier_lite_F","O_G_Sharpshooter_F", "O_G_Soldier_universal_F" ]; GF_ALC_allPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}}; GF_ALC_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"); GF_ALC_size = worldsize; if (GF_ALC_Systemchat_info) then { systemchat "GF Auto Loot Crashsites Script initializing"; }; if (GF_ALC_diag_log_info) then { diag_log "//________________ GF_Auto_Loot_Crashsites Script initializing ________________"; }; //________________ Array ________________ /* //________________ GF_ALC_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_ALC_Assignable_Items_Mod_Blacklist in case that the GF_ALC_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_ALC_Select copyToClipboard str GF_ALC_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_ALC_Binocular_and_Nvg_array_Mod_Blacklist = [ "mcc_sandbox_a3", "CUP_Weapons" // Example ]; //________________ GF_ALC_Assignable_Items_Mod_Blacklist ________________ GF_ALC_Vehicle_Mod_Blacklist = [ "mcc_sandbox_a3", "@CUP_Vehicles" // Example ]; //________________ case ________________ _Array_Loaded = false; _Select_items_Loaded = false; private ["_items_case"]; switch (GF_ALC_Select) do { case 1 : { //________________ Load every Mod + Bohemia items ________________ GF_ALC_primaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_secondaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_handgunWeapon_array = ("getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_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_ALC_Uniform_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Vests_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Headgear_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Backpacks_array = ("getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_ALC_Goggles_array = ("getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALC_Items_array = ("getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Attachments_array = ("getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_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_ALC_Binocular_and_Nvg_array; //________________ crashsite Vehicle ________________ GF_ALC_Vehicle_array = (" getNumber (_x >> 'scope') >= 1 && ((configName _x isKindof 'Helicopter') or (configName _x isKindof 'plane')) && (!(configName _x isKindof 'ParachuteBase')) && (!(configName _x isKindof 'UAV')) && (!(configName _x isKindof 'B_UAV_01_F')) && (!(configName _x isKindof 'O_UAV_01_F')) && (!(configName _x isKindof 'I_UAV_01_F')) && (!(configName _x isKindof 'B_T_UAV_03_F')) && (!(configName _x isKindof 'B_T_UAV_03_dynamicLoadout_F')) && (!(configName _x isKindof 'UAV_06_base_F')) && (!(configName _x isKindof 'C_IDAP_UAV_01_F')) " configClasses (configFile >> "CfgVehicles")) apply {configName _x}; // copyToClipBoard str GF_ALC_Vehicle_array; // uncomment to copy _items_case = "Load every Mod + Bohemia items"; _Select_items_Loaded = true; }; case 2 : { //________________ Load every Mod / No Bohemia items ________________ GF_ALC_primaryWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_secondaryWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_handgunWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Magazines_array = ("(!(getText( _x >> 'author' ) == '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_ALC_Uniform_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Vests_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Headgear_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Backpacks_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_ALC_Goggles_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALC_Items_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Attachments_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Binocular_and_Nvg_array = ( "(!(getText( _x >> 'author' ) == '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_ALC_Binocular_and_Nvg_array; //________________ crashsite Vehicle ________________ GF_ALC_Vehicle_array = (" (!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'scope') >= 1 && ((configName _x isKindof 'Helicopter') or (configName _x isKindof 'plane')) && (!(configName _x isKindof 'ParachuteBase')) && (!(configName _x isKindof 'UAV')) && (!(configName _x isKindof 'B_UAV_01_F')) && (!(configName _x isKindof 'O_UAV_01_F')) && (!(configName _x isKindof 'I_UAV_01_F')) && (!(configName _x isKindof 'B_T_UAV_03_F')) && (!(configName _x isKindof 'B_T_UAV_03_dynamicLoadout_F')) && (!(configName _x isKindof 'UAV_06_base_F')) && (!(configName _x isKindof 'C_IDAP_UAV_01_F')) " configClasses (configFile >> "CfgVehicles")) apply {configName _x}; // copyToClipBoard str GF_ALC_Vehicle_array; // uncomment to copy _items_case = "Load every Mod - No Bohemia items"; _Select_items_Loaded = true; }; case 3 : { //________________ Bohemia items Only ________________ GF_ALC_primaryWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_secondaryWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_handgunWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Magazines_array = ("getText( _x >> 'author' ) == '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_ALC_Uniform_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Vests_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Headgear_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Backpacks_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_ALC_Goggles_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALC_Items_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Attachments_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALC_Binocular_and_Nvg_array = ( "getText( _x >> 'author' ) == 'Bohemia Interactive' && (!(getText( _x >> 'DLC' ) in GF_ALC_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_ALC_Binocular_and_Nvg_array; //________________ crashsite Vehicle ________________ GF_ALC_Vehicle_array = (" getText( _x >> 'author' ) == 'Bohemia Interactive' && (!(getText( _x >> 'DLC' ) in GF_ALC_Vehicle_Mod_Blacklist)) && getNumber (_x >> 'scope') >= 1 && ((configName _x isKindof 'Helicopter') or (configName _x isKindof 'plane')) && (!(configName _x isKindof 'ParachuteBase')) && (!(configName _x isKindof 'UAV')) && (!(configName _x isKindof 'B_UAV_01_F')) && (!(configName _x isKindof 'O_UAV_01_F')) && (!(configName _x isKindof 'I_UAV_01_F')) && (!(configName _x isKindof 'B_T_UAV_03_F')) && (!(configName _x isKindof 'B_T_UAV_03_dynamicLoadout_F')) && (!(configName _x isKindof 'UAV_06_base_F')) && (!(configName _x isKindof 'C_IDAP_UAV_01_F')) " configClasses (configFile >> "CfgVehicles")) apply {configName _x}; // copyToClipBoard str GF_ALC_Vehicle_array; // uncomment to copy _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_ALC_cfgArray = []; But then delete the arrays and their count below */ // add the classnames ex: GF_ALC_primaryWeapon_array = ["CUP_hgun_PB6P9","CUP_hgun_M9","CUP_hgun_Colt1911","hlc_rifle_ak74_dirty2","hlc_rifle_akm","hlc_rifle_ak47","CUP_srifle_CZ550","CUP_srifle_CZ550_rail","CUP_srifle_LeeEnfield","CUP_srifle_LeeEnfield_rail","rhs_weap_pya","rhs_weap_6p53","rhs_weap_pb_6p9","rhs_weap_makarov_pm","rhs_weap_savz61_folded"]; GF_ALC_secondaryWeapon_array = ["launch_RPG7_F"]; GF_ALC_Magazines_array = ["CUP_10x_303_M","CUP_5x_22_LR_17_HMR_M","CUP_8Rnd_9x18_Makarov_M","CUP_15Rnd_9x19_M9","rhs_mag_9x18_8_57N181S","rhs_18rnd_9x21mm_7N28","rhs_mag_9x19_17","rhsgref_20rnd_765x17_vz61","hlc_30Rnd_762x39_b_ak","hlc_30Rnd_545x39_B_AK","RPG7_F"]; GF_ALC_Items_array = ["FirstAidKit","ClaymoreDirectionalMine_Remote_Mag","rhs_mag_mk84","rhs_mag_m7a3_cs","rhs_mag_f1","rhs_mag_fakels","rhssaf_mag_brz_m88","rhs_mag_an_m14_th3","rhs_mag_an_m8hc","rhs_mag_plamyam","rhs_mag_rgn","rhssaf_mag_rshb_p98","rhs_mag_zarya2","rhsusf_m112x4_mag","rhssaf_mine_mrud_c_mag","rhs_mag_mine_pfm1","rhssaf_mine_pma3_mag","rhs_mag_mine_ptm1","rhssaf_tm500_mag","rhs_mine_pmn2_mag","rvg_plasticBottleEmpty","rvg_canteenEmpty","rvg_canOpener","rvg_plasticBottle","rvg_plasticBottlePurified","rvg_spirit","rvg_franta","rvg_beans","rvg_bacon","rvg_milk","rvg_rice","rvg_rustyCan","rvg_hose","rvg_guttingKnife","rvg_tire","rvg_purificationTablets","rvg_flare","rvg_matches","rvg_canisterFuel_Empty","rvg_canisterFuel","rvg_Geiger","rvg_docFolder","rvg_toolkit","rvg_antiRad","rvg_sleepingBag_Blue","rvg_foldedTent","rvg_docFolder","acc_flashlight","optic_LRPS","optic_MRCO","optic_KHS_old","optic_DMS","optic_Nightstalker","optic_KHS_blk","muzzle_snds_B","muzzle_snds_M","rhs_acc_dtk4short","rhs_acc_pbs1","rhs_acc_tgpa","rhsusf_acc_ACOG","bipod_02_F_blk","rhsusf_acc_RX01","hlc_optic_kobra","hlc_muzzle_Evo9","rhsusf_acc_nt4_black","HLC_Optic_PSO1"]; GF_ALC_Binocular_and_Nvg_array = ["NVGogglesB_blk_F",Laserdesignator_02"]; //________________ crashsite Vehicle Custom array ________________ GF_ALC_Vehicle_array = [ "Land_UWreck_MV22_F", "Land_Wreck_Plane_Transport_01_F", "BlackhawkWreck", "Mi8Wreck" ]; _items_case = "Custom items only"; _Select_items_Loaded = true; }; }; //________________ _Array_Loaded ________________ waituntil {_Select_items_Loaded}; _Array_Loaded = true; if (GF_ALC_Hintsilent_info) then { hintsilent format ["%1",_items_case]; }; if (GF_ALC_diag_log_info) then { diag_log format ["%1",_items_case]; }; GF_ALC_cfgArray = // ["arifle_MX_SW_F"]; // Test here an item Chemlight_green GF_ALC_primaryWeapon_array + GF_ALC_secondaryWeapon_array + GF_ALC_handgunWeapon_array + GF_ALC_Magazines_array + GF_ALC_Uniform_array + GF_ALC_Vests_array + GF_ALC_Headgear_array + GF_ALC_Backpacks_array + GF_ALC_Goggles_array + GF_ALC_Items_array + GF_ALC_Attachments_array + GF_ALC_Binocular_and_Nvg_array; waituntil {_Array_Loaded}; private ["_marker","_x","_a","_Pos"]; _x = 0; _a = 0; //________________ Number of the Crashsites ________________ for "_x" from 0 to GF_ALC_Number + random GF_ALC_Number_random do { _a = _a + 1; //________________ Find Crashsite Position ________________ _Found = false; while {!_Found} do { _Pos = [] call BIS_fnc_randomPos; _nearestRoad = [_Pos, 50] call BIS_fnc_nearestRoad; _nearest_House = nearestObject [_Pos, "House"]; _nearest_Building = nearestObject [_Pos, "Building"]; if ( //________________ Add Blacklist Distance from all Players ________________ (({((_Pos distance _x) <= GF_ALC_Distanse_from_Players)} count GF_ALC_allPlayers) isEqualTo 0) //________________ Add here your Blacklist Zones ( for more ) ________________ && ((_Pos distance GF_ALC_Blacklist_Zone_1) > GF_ALC_Blacklist_Zone_distance) && ((_Pos distance GF_ALC_Blacklist_Zone_2) > GF_ALC_Blacklist_Zone_distance) && ((_Pos distance GF_ALC_Blacklist_Zone_3) > GF_ALC_Blacklist_Zone_distance) && ((_Pos distance GF_ALC_Blacklist_Zone_4) > GF_ALC_Blacklist_Zone_distance) && ((_Pos distance GF_ALC_Blacklist_Zone_5) > GF_ALC_Blacklist_Zone_distance) //________________ uncomment to add Distance from _nearestRoad - House - Building ________________ // && ((_Pos distance _nearestRoad) > 50) // && ((_Pos distance _nearest_House) > 50) // && ((_Pos distance _nearest_Building) > 50) ) then { _Found = true; if (GF_ALC_Systemchat_info) then { systemchat format ["Crashsite Position Found %1",_Found]; }; }else{ _Found = false; if (GF_ALC_Systemchat_info) then { systemchat format ["Crashsite Position Found %1",_Found]; }; }; }; waituntil {_Found}; //________________ crashsite Vehicle ________________ if(GF_ALC_Spawn_Normal_Vehicles ) then { //________________ Normal_Vehicles ________________ GF_ALC_Vehicle = selectrandom GF_ALC_Vehicle_array; } else { //________________ Wrecks ________________ GF_ALC_Vehicle_array = [ "Plane_Fighter_03_wreck_F", "Land_UWreck_Heli_Attack_02_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" ]; GF_ALC_Vehicle = selectrandom GF_ALC_Vehicle_array; }; //________________ GF_ALC_Spawn_CraterLong ________________ _CraterLong = createVehicle ["CraterLong", _Pos, [], 0, "CAN_COLLIDE"]; //________________ CraterLong_small ________________ if(GF_ALC_Spawn_CraterLong_small) then { for "_x" from 1 to 2 + random 3 do { _Pos_Crater_small = _Pos getPos [random 5,random 360]; _Crater_small = createVehicle ["CraterLong_small", _Pos_Crater_small, [], 0, "CAN_COLLIDE"]; }; }; _height_of_drop = 2; _Vehicle = createVehicle [GF_ALC_Vehicle, _Pos, [], 0, "FLY"]; _Vehicle setPosATL [getPosATL _Vehicle select 0, getPosATL _Vehicle select 1, _height_of_drop]; if (GF_ALC_Spawn_Crew) then { createVehicleCrew _Vehicle; }; if(GF_ALC_Spawn_Normal_Vehicles ) then { _banked = selectrandom [0.50,-0.50]; _Vehicle setVectorUp [_banked,0,0]; //box is banked 90 degrees to the right }; waituntil{!isNull _Vehicle}; _Vehicle setDamage 0.5 + random 0.5; //________________ Crater ________________ if(GF_ALC_Spawn_Craters) then { for "_x" from 1 to 3 + random 7 do { _Pos_Crater = _Vehicle getPos [1 + random 10,random 360]; _Crater = createVehicle ["Crater", _Pos_Crater, [], 0, "CAN_COLLIDE"]; _Crater setdir random 360; }; }; //________________ Oil_Spill_F ________________ if(GF_ALC_Spawn_Oil_Spill) then { if (GF_ALC_Systemchat_info) then { systemchat "Spawn_Oil_Spill"; }; for "_x" from 1 to 3 + random 15 do { _Pos_Oil = _Vehicle getPos [3 + random 20,random 360]; _Oil = createVehicle ["Oil_Spill_F", _Pos_Oil, [], 0, "CAN_COLLIDE"]; _Oil setdir random 360; //________________ Smoke and fire attached to Oil_Spill_F ________________ if(GF_ALC_Spawn_Smoke_and_Fire_to_Oil) then { if (GF_ALC_Systemchat_info) then { systemchat "Smoke_and_Fire_to_Oil"; }; switch (floor random 3) do { case 0: { _Fire = "#particlesource" createVehicle (getPos _Oil); _Fire setParticleClass "SmallDestructionFire"; _Fire setParticleFire [0.3,1.5,0.1]; _Smoke = "#particlesource" createVehicle (getPos _Oil); _Smoke setParticleClass "SmallDestructionSmoke"; _Smoke setParticleFire [0.3,1.5,0.1]; }; case 1: { _Fire = "#particlesource" createVehicle (getPos _Oil); _Fire setParticleClass "MediumDestructionFire"; _Fire setParticleFire [0.3,1.5,0.1]; _Smoke = "#particlesource" createVehicle (getPos _Oil); _Smoke setParticleClass "MediumDestructionSmoke"; _Smoke setParticleFire [0.3,1.5,0.1]; }; case 2: { // Nothing }; }; }; }; }; //________________ Smoke and fire attached to vehicle ________________ if(GF_ALC_Spawn_Smoke_and_Fire_to_Vehicle) then { if (GF_ALC_Systemchat_info) then { systemchat "Smoke_and_Fire_to_Vehicle"; }; switch (floor random 3) do { case 0: { _Fire_Veh = "#particlesource" createVehicle (getPos _Vehicle); _Fire_Veh setParticleClass "SmallDestructionFire"; _Fire_Veh setParticleFire [0.3,1.5,0.1]; _Fire_Veh attachTo [_Vehicle,[0,0,0]]; _Smoke_Veh = "#particlesource" createVehicle (getPos _Vehicle); _Smoke_Veh setParticleClass "SmallDestructionSmoke"; _Smoke_Veh setParticleFire [0.3,1.5,0.1]; _Smoke_Veh attachTo [_Vehicle,[0,0,0]]; }; case 1: { _Fire_Veh = "#particlesource" createVehicle (getPos _Vehicle); _Fire_Veh setParticleClass "MediumDestructionFire"; _Fire_Veh setParticleFire [0.3,1.5,0.1]; _Fire_Veh attachTo [_Vehicle,[0,0,0]]; _Smoke_Veh = "#particlesource" createVehicle (getPos _Vehicle); _Smoke_Veh setParticleClass "MediumDestructionSmoke"; _Smoke_Veh setParticleFire [0.3,1.5,0.1]; _Smoke_Veh attachTo [_Vehicle,[0,0,0]]; }; case 2: { _Fire_Veh = "#particlesource" createVehicle (getPos _Vehicle); _Fire_Veh setParticleClass "BigDestructionFire"; _Fire_Veh setParticleFire [0.3,1.5,0.1]; _Fire_Veh attachTo [_Vehicle,[0,0,0]]; _Smoke_Veh = "#particlesource" createVehicle (getPos _Vehicle); _Smoke_Veh setParticleClass "BigDestructionSmoke"; _Smoke_Veh setParticleFire [0.3,1.5,0.1]; _Smoke_Veh attachTo [_Vehicle,[0,0,0]]; }; case 3: { // Nothing }; }; }; //________________ Cut the grass around the Crashsites ________________ if (GF_ALC_Grass_Cutter) then { if (GF_ALC_Systemchat_info) then { systemchat "Grass_Cutter"; }; for "_x" from 1 to random 4 do { _Pos_Cutter = _Vehicle getPos [2 + random 10,random 360]; createVehicle ["Land_ClutterCutter_large_F", _Pos_Cutter, [], 0, "CAN_COLLIDE"]; }; }; sleep 2; _Vehicle setPos _Pos; _Vehicle setPosATL [getPosATL _Vehicle select 0, getPosATL _Vehicle select 1, _height_of_drop]; //________________ Spawn Loot around the Crashsites ________________ if (GF_ALC_Spawn_Loot) then { for "_i" from 1 to GF_ALC_Spawned_Items + random GF_ALC_Spawned_Items_random do { //________________ Position of the loot at the Crashsite ________________ _Loot_Pos = _Pos getPos [ 6 + random 20, // distance random 360 ]; //________________ _Loot ________________ private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Text"]; _Item = selectRandom GF_ALC_cfgArray; _getText = getText (configFile >> "cfgVehicles" >> _Item >> "vehicleClass"); _Loot = createVehicle ["WeaponHolderSimulated",[_Loot_Pos select 0, _Loot_Pos select 1,(_Loot_Pos select 2) + 0.06], [], 0, "CAN_COLLIDE"]; _Color = "Default"; // https://community.bistudio.com/wiki/CfgMarkerColors_Arma_3 _Text = "Empty - ERROR"; // 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, //>> "Type" 101,201,301,302,401,501,601,602,603,604,605,607,611,616,617,620,701,801,901 //>> "ItemInfo" >> "type" ]; 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 { /* //>> "Type" WeaponSlotPrimary 1 WeaponSlotHandGun 2 WeaponSlotSecondary 4 WeaponSlotHandGunItem 16 WeaponSlotItem 256 WeaponSlotBinocular 4096 WeaponHardMounted 65536 WeaponSlotInventory 131072 //>> "ItemInfo" >> "type" DEFAULT_SLOT 0 MUZZLE_SLOT 101 OPTICS_SLOT 201 FLASHLIGHT_SLOT 301 BIPOD_SLOT 302 FIRSTAIDKIT_SLOT 401 FINS_SLOT 501 BREATHINGBOMB_SLOT 601 NVG_SLOT 602 GOGGLE_SLOT 603 SCUBA_SLOT 604 HEADGEAR_SLOT 605 FACTOR_SLOT 607 RADIO_SLOT 611 HMD_SLOT 616 BINOCULAR_SLOT 617 MEDIKIT_SLOT 619 TOOLKIT_SLOT 620 //added VEST_SLOT 701 UNIFORM_SLOT 801 BACKPACK_SLOT 901 */ //________________ Gear ________________ case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 101) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGrey";_Text = "Muzzles";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 201) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGrey";_Text = "Optics";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 301) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGrey";_Text = "Rail Attachments";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 302) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGrey";_Text = "Bipods";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 401) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorYellow";_Text = "FirstAidKit";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 501) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlack";_Text = "Fins";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 601) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlack";_Text = "BREATHINGBOMB";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 602) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlack";_Text = "Nvg";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 603) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlack";_Text = "Goggles";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 604) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlack";_Text = "Scuba";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 605) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGreen";_Text = "Headgear";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 607) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGreen";_Text = "Factor";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 611) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGreen";_Text = "Radio";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 616): { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlue";_Text = "Nvg";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 617): { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlue";_Text = "Binocular";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 619): { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlue";_Text = "Medikit";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 620): { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlue";_Text = "Toolkit";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 701) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorKhaki";_Text = "Vests";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 801) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGUER";_Text = "Uniforms";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 901) : { _Loot addBackPackCargoGlobal [ _Item, 1 ]; _Color = "ColorGUER";_Text = "Backpacks";}; 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") == 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") == 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") == 4) : { _Loot addWeaponCargoGlobal [ _Item, 1 ]; private _magazines = getArray (configFile >> "CfgWeapons" >> _Item >> "magazines"); private _Item_magazines = selectRandom _magazines; _Loot addMagazineCargoGlobal [_Item_magazines, round (1 + random 2)]; _Color = "ColorOrange";_Text = "WeaponsSecondary";}; case(isClass (configFile >> "CfgMagazines" >> _Item)) : { _Loot addMagazineCargoGlobal [ _Item, round (1 + random 2)]; _Color = "colorRed";_Text = "Mags";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") == 4096) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorWEST";_Text = "Items / Objects";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") == 131072) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorWhite";_Text = "Inventory Items";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") == 0) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "colorBLUFOR";_Text = "Inventory Items";}; }; } else { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "colorBLUFOR";_Text = "Inventory Items"; }; //________________ GF_ALC_Debug ________________ if (GF_ALC_Debug && {!(isNull _Loot)}) then { _Marker_Number = format ["%1",_Loot_Pos]; _Marker = createMarker [_Marker_Number,getpos _Loot]; _Marker setMarkerShape "ICON"; _Marker setMarkerType "mil_dot"; _Marker setMarkerColor _Color; _Marker setMarkerText _Text; _Marker setMarkerSize [0.6,0.6]; }; }; }; //________________ Spawn a Group at the Crashsite ________________ if (GF_ALC_Spawn_Enemy) then { if (GF_ALC_Systemchat_info) then { systemchat "GF_ALC_Spawn_Enemy"; }; _Pos_Spawn = [[[_Pos, 50 + random 250]],["water"]] call BIS_fnc_randomPos; _Group = createGroup GF_ALC_Enemy_Side; for "_x" from 0 to (GF_ALC_Squad_Members + floor random GF_ALC_Squad_Members_random) do { _unit = _Group createunit [selectRandom GF_ALC_Pool_Infantry,_Pos_Spawn,[],0,"None"]; [_unit] JoinSilent _Group; (leader _Group) setSkill GF_ALC_set_AiSkill + random GF_ALC_set_AiSkill_random; }; [_Group,_Pos,GF_ALC_Patrol_distance + random GF_ALC_Patrol_distance_random] call BIS_fnc_taskPatrol; }; //________________ GF_ALC_Debug ________________ if (GF_ALC_Create_Markers) then { _Marker_Number_Pos = format ["%1",_Pos]; _Marker_Pos = createMarker [_Marker_Number_Pos,_Pos]; _Marker_Pos setMarkerShape "ICON"; _Marker_Pos setMarkerType "mil_marker"; _Marker_Pos setMarkerColor "ColorYellow"; _Marker_Pos setMarkerText format ["Crashsite : %1",_a]; _Marker_Pos setMarkerSize [1,1]; }; if (GF_ALC_diag_log_info_count_Crashsites) then { diag_log format ["Crashsites : %1",_a]; }; if (GF_ALC_Systemchat_info_count_Crashsites) then { systemchat format ["Crashsites : %1",_a]; }; }; if (GF_ALC_Systemchat_info) then { systemchat "GF_Auto_Loot_Crashsites Script initialized"; }; if (GF_ALC_diag_log_info) then { diag_log "//________________ GF_Auto_Loot_Crashsites Script initialized ________________"; }; 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 8, 2019 7 hours ago, RZNUNKWN said: But still no crash sites! i will check it and tell you. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 8, 2019 7 hours ago, RZNUNKWN said: plugins the latest version is available in bis forums from Janez. check the topic. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 8, 2019 8 hours ago, RZNUNKWN said: No errors in the Editor GF_ALC_Binocular_and_Nvg_array = ["NVGogglesB_blk_F",Laserdesignator_02"]; missing a " Have you enable the script errors in the launcher ? Share this post Link to post Share on other sites
Vandeanson 1677 Posted April 8, 2019 On 3/29/2019 at 5:38 AM, TPM_Aus said: Posted a few pics Damnit this looks so good, very atmospheric. Gj @GEORGE FLOROS GR I also like the impact craters! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 8, 2019 Thank you very much Vandeanson ! Share this post Link to post Share on other sites
damsous 329 Posted September 11, 2019 It is possible to disable fire and smoke effect ? or at least make them temporary, cause im working on a mission and i got a minor performance issue after a certain amount of time im not sure if its the cause but im using a high amount of crashsite (not at the same time they pop up randomly after a amount of time) and i use dynamic sim for the patrol around crash, so the AI are not simulated. If i delete the part of this script ----Smoke and fire attached to Oil_Spill_F--- & ---Smoke and fire attached to vehicle--- the script will work ? I got an other question about the weapon holder, i saw you use "WeaponHolderSimulated", can i replace it by "groundweaponholder" without geting loot in Air ? Share this post Link to post Share on other sites