GEORGE FLOROS GR 4207 Posted December 24, 2018 GF Auto Loot Vehicles Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Vehicles Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission.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/ Notes: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. This is the new reedited version of the previous GF_Vehicles_Configurable_Loot script. More information inside the GF_Auto_Loot_Vehicles.sqf There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40318 Armaholic GF Auto Loot Vehicles Script - Mod 1 Share this post Link to post Share on other sites
miasdad 94 Posted December 24, 2018 Hey GR,does this script depend on third party vehicle spawns,editor placed or does it spawn vehicles itself? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 24, 2018 2 hours ago, miasdad said: this script Hello miasdad ! This script has no requirements or dependencies . It will change the items of the inventory , for every vehicle type , spawned or placed in the editor. It's ideal , for a survival gameplay. 1 Share this post Link to post Share on other sites
miasdad 94 Posted December 24, 2018 thanks,George 1 Share this post Link to post Share on other sites
sniperb 26 Posted July 24, 2019 On 12/24/2018 at 1:26 AM, GEORGE FLOROS GR said: GF Auto Loot Vehicles Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Vehicles Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission.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/ Notes: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. This is the new reedited version of the previous GF_Vehicles_Configurable_Loot script. More information inside the GF_Auto_Loot_Vehicles.sqf There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40318 Armaholic GF Auto Loot Vehicles Script - Mod This is exactly what I was looking for! Thank you so much for this! One issue I am having though is I set the custom loot but it still spawns loot from all mods. I would like to only have basic guns, food and aid items to spawn as loot if possible 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 24, 2019 57 minutes ago, sniperb said: I would like to only have basic guns, food and aid items to spawn as loot if possible Hello there sniperb ! There is this option available and //GF_ALV_Select --> 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only GF_ALV_Select = 1; you can also filter this : //________________ It is possible to add here your custom array ________________ GF_ALV_cfgArray = GF_ALV_primaryWeapon_array + GF_ALV_secondaryWeapon_array + GF_ALV_handgunWeapon_array + GF_ALV_Magazines_array + GF_ALV_Uniform_array + GF_ALV_Vests_array + GF_ALV_Headgear_array + GF_ALV_Backpacks_array + GF_ALV_Goggles_array + GF_ALV_Items_array + GF_ALV_Attachments_array + GF_ALV_Binocular_and_Nvg_array; like ex. only primary weapons and items : //________________ It is possible to add here your custom array ________________ GF_ALV_cfgArray = GF_ALV_primaryWeapon_array + GF_ALV_Items_array; If you want any help further i'm here also check this script because the code there is the same + updated : 1 Share this post Link to post Share on other sites
sniperb 26 Posted July 24, 2019 3 hours ago, GEORGE FLOROS GR said: Hello there sniperb ! There is this option available and //GF_ALV_Select --> 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only GF_ALV_Select = 1; you can also filter this : //________________ It is possible to add here your custom array ________________ GF_ALV_cfgArray = GF_ALV_primaryWeapon_array + GF_ALV_secondaryWeapon_array + GF_ALV_handgunWeapon_array + GF_ALV_Magazines_array + GF_ALV_Uniform_array + GF_ALV_Vests_array + GF_ALV_Headgear_array + GF_ALV_Backpacks_array + GF_ALV_Goggles_array + GF_ALV_Items_array + GF_ALV_Attachments_array + GF_ALV_Binocular_and_Nvg_array; like ex. only primary weapons and items : //________________ It is possible to add here your custom array ________________ GF_ALV_cfgArray = GF_ALV_primaryWeapon_array + GF_ALV_Items_array; If you want any help further i'm here also check this script because the code there is the same + updated : Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 24.12.18 _____________ /* ________________ GF Auto Loot Vehicles 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/ */ diag_log "//________________ GF_Auto_Loot_Vehicles initializing _____________"; //________________ Settings ________________ //________________ Set true or false ________________ GF_ALV_Systemchat_info = false; GF_ALV_Hintsilent_info = false; GF_ALV_diag_log_info = true; GF_ALV_Debug = true; GF_ALV_Clear_Items = true; GF_ALV_Spawned_Items_Number = 3; GF_ALV_Spawned_Items_Number_random = 3; //GF_ALV_Select --> 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only GF_ALV_Select = 4; if (GF_ALV_Systemchat_info) then { systemchat "GF Auto Loot Vehicles Script initializing"; }; //________________ Array ________________ /* //________________ GF_ALV_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_ALV_Assignable_Items_Mod_Blacklist in case that the GF_ALV_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_ALV_Select copyToClipboard str GF_ALV_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_ALV_Binocular_and_Nvg_array_Mod_Blacklist = [ "mcc_sandbox_a3", "CUP_Weapons" // Example ]; //________________ GF_ALV_Assignable_Items_Mod_Blacklist ________________ GF_ALV_Vehicle_array_Mod_Blacklist = [ "mcc_sandbox_a3", "@CUP_Vehicles" // Example ]; //________________ case ________________ _Array_Loaded = false; _Select_items_Loaded = false; private ["_items_case"]; switch (GF_ALV_Select) do { case 1 : { //________________ Load every Mod + Bohemia items ________________ GF_ALV_primaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_secondaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_handgunWeapon_array = ("getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_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_ALV_Uniform_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_Vests_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_Headgear_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_Backpacks_array = ("getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_ALV_Goggles_array = ("getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALV_Items_array = ("getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_Attachments_array = ("getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_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_ALV_Binocular_and_Nvg_array; _items_case = "Load every Mod + Bohemia items"; _Select_items_Loaded = true; }; case 2 : { //________________ Load every Mod / No Bohemia items ________________ GF_ALV_primaryWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_secondaryWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_handgunWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_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_ALV_Uniform_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_Vests_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_Headgear_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_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_ALV_Goggles_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALV_Items_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_Attachments_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_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_ALV_Binocular_and_Nvg_array; _items_case = "Load every Mod - No Bohemia items"; _Select_items_Loaded = true; }; case 3 : { //________________ Bohemia items Only ________________ GF_ALV_primaryWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_secondaryWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_handgunWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_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_ALV_Uniform_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_Vests_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_Headgear_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_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_ALV_Goggles_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALV_Items_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_Attachments_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALV_Binocular_and_Nvg_array = ( "getText( _x >> 'author' ) == 'Bohemia Interactive' && (!(getText( _x >> 'DLC' ) in GF_ALV_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_ALV_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_ALV_cfgArray = []; But then delete the arrays and their count below */ // add the classnames ex: GF_ALV_primaryWeapon_array = [""]; GF_ALV_secondaryWeapon_array = [""]; GF_ALV_handgunWeapon_array = [""]; GF_ALV_Magazines_array = ["",""]; GF_ALV_Uniform_array = [""]; GF_ALV_Vests_array = [""]; GF_ALV_Headgear_array = [""]; GF_ALV_Backpacks_array = [""]; GF_ALV_Goggles_array = [""]; GF_ALV_Items_array = ["Exile_Item_Catfood","Exile_Item_Cheathas","Exile_Item_ChristmasTinner","Exile_Item_GloriousKnakworst","Exile_Item_InstantCoffee","Exile_Item_MacasCheese","Exile_Item_Moobar","Exile_Item_Noodles","Exile_Item_Raisins","Exile_Item_SausageGravy","Exile_Item_SeedAstics","Exile_Item_Surstromming","DDR_Item_Apple_Red","DDR_Item_Apple","DDR_Item_Apple_Green","DDR_Item_Blueberry","DDR_Item_Redberry","DDR_Item_Banana","DDR_Item_Tomato","DDR_Item_Pear","DDR_Item_Strawberry","DDR_Item_Potato","DDR_Item_Melon","DDR_Item_Beet","DDR_Item_Pomegranate","DDR_Item_Passion_Fruit","DDR_Item_Cucumber","DDR_Item_Pineapple","DDR_Item_Orange","DDR_Item_Pumpkin","DDR_Item_Carrot","DDR_Item_Rice","Exile_Item_Bandage","Exile_Item_Heatpack","Exile_Item_Vishpirin","DDR_Item_Purificationtablets","DDR_Item_Bakedbeans"]; GF_ALV_Attachments_array = [""]; GF_ALV_Binocular_and_Nvg_array = [""]; _items_case = "Custom items only"; _Select_items_Loaded = true; }; }; //________________ _Array_Loaded ________________ waituntil {_Select_items_Loaded}; _Array_Loaded = true; if (GF_ALV_Hintsilent_info) then { hintsilent format ["%1",_items_case]; }; if (GF_ALV_diag_log_info) then { diag_log format ["%1",_items_case]; }; //________________ It is possible to add here your custom array ________________ GF_ALV_cfgArray = GF_ALV_primaryWeapon_array + GF_ALV_handgunWeapon_array + GF_ALV_Magazines_array + GF_ALV_Uniform_array + GF_ALV_Items_array + GF_ALV_Attachments_array; // copyToClipBoard str GF_ALV_cfgArray; // uncomment to copy waituntil {_Array_Loaded}; GF_ALV = { _this setVariable ["Var_GF_ALV",true]; //________________ Clear Vehicle's items ________________ if (GF_ALV_Clear_Items) then { clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; clearItemCargoGlobal _this; clearBackpackCargoGlobal _this; }; //________________ Spawn Loot ________________ for "_i" from 1 to GF_ALV_Spawned_Items_Number + random GF_ALV_Spawned_Items_Number_random do { //________________ _Loot ________________ private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Text"]; _Item = selectRandom GF_ALV_cfgArray; _getText = getText (configFile >> "cfgVehicles" >> _Item >> "vehicleClass"); _Loot = _this; _Color = "Default"; // https://community.bistudio.com/wiki/CfgMarkerColors_Arma_3 _Text = "Empty"; // https://forums.bohemia.net/forums/topic/193019-can-i-detect-all-pistols-from-cfgweapons/?tab=comments#comment-3072020 _type = [0,1,2,4,16,256,4096,131072]; if ( (getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") in _type) or (getNumber (configFile >> "CfgWeapons" >> _item >> "type") in _type) or (getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") in [ 0 , 616 ]) or (isClass (configFile >> "CfgGlasses" >> _Item)) or (isClass (configFile >> "CfgMagazines" >> _Item)) ) then { switch true do { //________________ Gear ________________ case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 801) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorGUER";_Text = "Uniforms";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 701) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorKhaki";_Text = "Vests";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "ItemInfo" >> "type") == 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") == 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 >> "ItemInfo" >> "type") == 616): { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorBlue";_Text = "Nvg";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") == 4096) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorWEST";_Text = "Items";}; case(getNumber (configFile >> "CfgWeapons" >> _item >> "type") == 131072) : { _Loot addItemCargoGlobal [ _Item, 1 ]; _Color = "ColorWhite";_Text = "Weapon Attachments";}; 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"; }; }; }; [] spawn { while {true} do { { if ( ((alive _x)) && (!(_x getVariable ["Var_GF_ALV",false])) && ((_x isKindOf "LandVehicle") or (_x isKindOf "Air") or (_x isKindOf "Ship")) ) then { _x call GF_ALV; }; {waitUntil ({!alive _x} or (damage _x == 1) or {!canMove _x}); _x setVariable ["Var_GF_ALV",false]; }; }forEach vehicles; sleep 5; }; }; if (GF_ALV_Systemchat_info) then { systemchat "GF_Auto_Loot_Vehicles Script initialized"; }; diag_log "//________________ GF_Auto_Loot_Vehicles Script initialized ________________"; ^^My config file. Maybe I'm missing something, it wont work for me. I still get launchers spawning 😞 I have also tried the other loot script, It is very good but doesn't seem to spawn loot in vehicles for me. The loot restrictions worked perfectly though. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 24, 2019 11 hours ago, sniperb said: ^^My config file. Maybe I'm missing something, it wont work for me. I'll check this as soon as possible sniperb ! PS: you don't really need to quote everything ! 😄 Share this post Link to post Share on other sites
sniperb 26 Posted July 24, 2019 Thanks but I got it fixed in the end and sorry about that haha 😛 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 25, 2019 10 hours ago, sniperb said: haha 😛 No problem sniperb ! I'm here if you want anything ! Share this post Link to post Share on other sites