GEORGE FLOROS GR 4207 Posted January 25, 2019 Scripts Discussion Information : Feel free to share and discuss , about Scripts used alongside Ravage Mod. For anyone who has interest on scripting : I also suggest to follow , the BIS Forum Members below , who really help and share their work and knowledge : # the list is off course on random. https://forums.bohemia.net/profile/900806-pierremgi/ https://forums.bohemia.net/profile/770615-larrow/ https://forums.bohemia.net/profile/832107-grumpy-old-man/ https://forums.bohemia.net/profile/773718-hazj/ https://forums.bohemia.net/profile/842941-davidoss/ https://forums.bohemia.net/profile/906542-schatten/ https://forums.bohemia.net/profile/759255-mrcurry/ https://forums.bohemia.net/profile/792430-dedmen/ I thank personally and public , this members , for everything so far. An updated List will be available here : List : 1.GF Unit Spawner Script Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 31, 2019 Just now, GEORGE FLOROS GR said: This is a code that i posted To the Ravage Topic. This script is made to spawn a group , that will target a random player and hunt him , until the hunter or the hunted get killed. This was actually made , on how to create a Zombie spawner to work on the USS for ex. or anywhere. The position of the spawn work , - as it is wrote originaly - with a placed object on the editor: place an object at the editor i suggest UserTexture1m_F add a name ex : spawner_1 so by copy pasting ,it will change to spawner_2 # if you want to use this differently : Without place anything , just spawn the script as many times you want , an easy way to spawn the script more than once : for "_x" from 0 to (2+ random 2) do { [] spawn GF_Unit_Spawner_Stalk; }; Delete this lines : _object = _this select 0; _Pos = getPosATL _object; and add : _Pos = GF_Unit_Spawner_Pos; _Pos_Spawn = [[[_Pos, GF_Unit_Spawner_Distance]],["water"]] call BIS_fnc_randomPos; and then you can use any kind of code that you want for positions : for example : https://community.bistudio.com/wiki/BIS_fnc_randomPos https://community.bistudio.com/wiki/getPos https://community.bistudio.com/wiki/getMarkerPos example : GF_Unit_Spawner_Distance = 1500; // Meters away from pos // https://community.bistudio.com/wiki/getMarkerPos _pos = getMarkerPos "MarkerOne"; GF_Unit_Spawner_Pos = _pos ; for "_x" from 0 to (2+ random 2) do { [] spawn GF_Unit_Spawner_Stalk; }; GF Unit Spawner Script : Reveal hidden contents //________________ Author : GEORGE FLOROS [GR] ___________ 01.02.19 _____________ /* ________________ GF Unit Spawner Script - Mod ________________ // https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/?page=10&tab=comments#comment-3337087 Please keep the Credits or add them to your Diary https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ */ //________________ to use ________________ /* place an object at the editor i suggest UserTexture1m_F add a name ex : spawner_1 so by copy pasting ,it will change to spawner_2 */ //________________ to use this differently ________________ /* // https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/?page=10&tab=comments#comment-3337087 Without place anything , just spawn the script as many times you want , an easy way to spawn the script more than once : for "_x" from 0 to (2+ random 2) do { [] spawn GF_Unit_Spawner_Stalk; }; Delete this lines : _object = _this select 0; _Pos = getPosATL _object; and add : _Pos = GF_Unit_Spawner_Pos; _Pos_Spawn = [[[_Pos, GF_Unit_Spawner_Distance]],["water"]] call BIS_fnc_randomPos; and then you can use any kind of code that you want for positions : for example : https://community.bistudio.com/wiki/BIS_fnc_randomPos https://community.bistudio.com/wiki/getPos https://community.bistudio.com/wiki/getMarkerPos example : GF_Unit_Spawner_Distance = 1500; // Meters away from pos // https://community.bistudio.com/wiki/getMarkerPos _pos = getMarkerPos "MarkerOne"; GF_Unit_Spawner_Pos = _pos ; for "_x" from 0 to (2+ random 2) do { [] spawn GF_Unit_Spawner_Stalk; }; */ //________________ GF_Unit_Spawner options ________________ GF_Unit_Spawner_Systemchat_info = true; GF_Unit_Spawner_diag_log_info = true; GF_Unit_Spawner_Squad_Members = 5; GF_Unit_Spawner_Squad_Members_random = 5; // + random GF_Unit_Spawner_Enemy_Side = east; // the side GF_Unit_Spawner_set_AiSkill = 0.75; GF_Unit_Spawner_set_AiSkill_random = 0.25; GF_Unit_Spawner_Enemy_Pool = [ // Enemy Units classnames // Ravage zombies "zombie_bolter", "zombie_runner", "zombie_walker" ]; if (GF_Unit_Spawner_Systemchat_info) then { systemchat "GF Unit Spawner Script initializing"; }; if (GF_Unit_Spawner_diag_log_info) then { diag_log "//________________ GF_Unit_Spawner_Script.sqf ________________"; diag_log "//________________ GF Unit Spawner Script initializing ________________"; }; GF_Unit_Spawner_allPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}}; //________________ GF_Unit_Spawner_Stalk ________________ GF_Unit_Spawner_Stalk = { _object = _this select 0; _Pos = getPosATL _object; _Group = createGroup GF_Unit_Spawner_Enemy_Side; for "_x" from 0 to (GF_Unit_Spawner_Squad_Members + floor random GF_Unit_Spawner_Squad_Members_random) do { _unit = _Group createunit [selectrandom GF_Unit_Spawner_Enemy_Pool,_Pos,[],0,"None"]; [_unit] JoinSilent _Group; (leader _Group) setSkill GF_Unit_Spawner_set_AiSkill + floor random GF_Unit_Spawner_set_AiSkill_random; _unit setVariable ["Var_GF_Unit_Spawner_Spawn",true]; }; _stalked = selectrandom GF_Unit_Spawner_allPlayers; [_Group,group _stalked] spawn BIS_fnc_stalk; }; if (GF_Unit_Spawner_Systemchat_info) then { systemchat "GF Unit Spawner Script initialized"; }; if (GF_Unit_Spawner_diag_log_info) then { diag_log "//________________ GF Unit Spawner Script initialized ________________"; }; //________________ add below the spawners ________________ [spawner_1] spawn GF_Unit_Spawner_Stalk; [spawner_2] spawn GF_Unit_Spawner_Stalk; [spawner_3] spawn GF_Unit_Spawner_Stalk; Share this post Link to post Share on other sites
jimbob6661 20 Posted February 3, 2019 I have a question regarding Loot tables and scripts and have searched the main ravage topic and google extensively and can't find anything. My question is: Is there any way by script to blacklist certain ravage items from the loot lists? I am adding the modules to a MP mission that has it's own cash system in place and do not have a need for the bank notes, sleeping bags and tents for they are useless and will make people ask what they are for more times than I wish to answer. Any help is greatly appreciated. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 3, 2019 4 hours ago, jimbob6661 said: My question is: Is there any way by script to blacklist certain ravage items from the loot lists? Hello there jimbob ! I was checking the mission of bl2ck dog and noticed , as i understand that he is using a script for a custom list. If it's possible bl2ck dog , let us now. Here is the mission and the script that i notice. See if you can test and confirm jimbob as well. scripts\b2_ravage_loot.sqf Spoiler waitUntil {!isNil "lootworldObject_list"}; UIsleep 60; ///Vital Stuff lootVital_list = [ [ 0, [ // CIVIL "acc_flashlight", "acc_flashlight_pistol", "FirstAidKit", "ItemWatch", "rvg_bacon", "rvg_beans", "rvg_canOpener", "rvg_canteenEmpty", "rvg_foldedTent", "rvg_franta", "rvg_guttingKnife", "rvg_hose", "rvg_matches", "rvg_milk", "rvg_money", "rvg_plasticBottle", "rvg_plasticBottleEmpty", "rvg_rice", "rvg_rustyCan", "rvg_sleepingBag_Blue", "rvg_spirit", "SAN_Headlamp_v1", "SAN_Headlamp_v2" ]],[ 1, [ // MILITARY //Accessories "acc_flashlight", "acc_flashlight_pistol", "rhs_acc_2dpZenit", "rhs_acc_2dpZenit_ris", "rhsusf_acc_M952V", "rhsusf_acc_wmx", "rhsusf_acc_wmx_bk", "optic_NVS", "rhs_acc_uuk", "rhs_acc_ak5", "rhs_acc_dtk", "rhs_acc_dtk1", "rhs_acc_dtk1l", "rhs_acc_dtk2", "rhs_acc_dtk3", "rhs_acc_dtk4short", "rhs_acc_dtk4long", "rhs_acc_dtk4screws", "rhs_acc_pbs1", "rhs_acc_tgpa", "rhs_acc_1p63", "rhs_acc_pkas", "rhs_acc_1pn93_1", "rhs_acc_1pn93_2", "rhs_acc_1p87", "rhs_acc_grip_rk2", "rhs_acc_grip_rk6", "rhs_acc_grip_ffg2", "rhsusf_acc_harris_swivel", "rhsusf_acc_M2010S", "rhsusf_acc_M2010S_d", "rhsusf_acc_M2010S_sa", "rhsusf_acc_M2010S_wd", "rhsusf_acc_SR25S", "rhsusf_acc_rotex5_grey", "rhsusf_acc_rotex5_tan", "rhsusf_acc_nt4_black", "rhsusf_acc_nt4_tan", "rhsusf_acc_SF3P556", "rhsusf_acc_SFMB556", "rhsusf_acc_compm4", "rhsusf_acc_T1_high", "rhsusf_acc_T1_low", "rhsusf_acc_T1_low_fwd", "rhsusf_acc_eotech_552", "rhsusf_acc_eotech_552_d", "rhsusf_acc_EOTECH", "rhsusf_acc_eotech_xps3", "rhsusf_acc_SpecterDR", "rhsusf_acc_SpecterDR_D", "rhsusf_acc_SpecterDR_A", "rhsusf_acc_ACOG", "rhsusf_acc_ACOG_d", "rhsusf_acc_ACOG2", "rhsusf_acc_ACOG3", "rhsusf_acc_ACOG_RMR", "rhsusf_acc_ACOG_MDO", "rhsusf_acc_g33_xps3", "rhsusf_acc_g33_xps3_tan", "rhsusf_acc_g33_T1", "rhsusf_acc_harris_bipod", "rhsusf_acc_grip1", "rhsusf_acc_grip2", "rhsusf_acc_grip2_tan", "rhsusf_acc_grip3", "rhsusf_acc_grip3_tan", "rhsusf_acc_grip4", "FirstAidKit", "ItemCompass", "ItemGPS", "ItemWatch", "rhs_acc_2dpZenit", "rhs_acc_2dpZenit_ris", "rvg_canOpener", "rvg_canteenEmpty", "rvg_foldedTent", "rvg_plasticBottle", "rvg_plasticBottleEmpty", "rvg_sleepingBag_Blue", "SAN_Headlamp_v1", "SAN_Headlamp_v2", "TFAR_anprc152" ]],[ 2, [ // INDUSTRIAL "acc_flashlight", "rvg_canisterFuel", "rvg_canisterFuel_Empty", "rvg_canteenEmpty", "rvg_hose", "rvg_matches", "rvg_plasticBottle", "rvg_plasticBottleEmpty", "rvg_tire", "rvg_toolkit", "SAN_Headlamp_v1", "SAN_Headlamp_v2" ]],[ 3, [ // RESEARCH "acc_flashlight_pistol", //"AnomalyDetector", "FirstAidKit", //"JSHK_contam_detector", "Mask_M40", "Mask_M40_OD", "Mask_M50", "rvg_Geiger", "SAN_Headlamp_v1", "SAN_Headlamp_v2" ]]]; ///weapons lootWeapon_list = [ [ 0, [ // CIVIL "Binocular", "hgun_ACPC2_F", "hgun_P07_F", "rhs_weap_M590_5RD", "rhs_weap_M590_8RD", "rhsusf_weap_glock17g4", "rhsusf_weap_m1911a1", "rhsusf_weap_m9" ]], [ 1, [ // MILITARY "lerca_1200_black", "lerca_1200_tan", "rhsusf_lrf_Vector21", //RU Assault Rifles 1 "rhs_weap_ak103", "rhs_weap_ak104", "rhs_weap_ak105", "rhs_weap_ak74", "rhs_weap_ak74m", "rhs_weap_ak74m_2mag", "rhs_weap_ak74m_2mag_camo", "rhs_weap_ak74m_camo", "rhs_weap_ak74m_desert", "rhs_weap_ak74n", "rhs_weap_akm", "rhs_weap_akmn", "rhs_weap_akms", "rhs_weap_aks74", "rhs_weap_aks74n", "rhs_weap_aks74u", "rhs_weap_aks74un", "rhs_weap_pm63", //US Assault Rifles 1 "rhs_weap_m16a4_carryhandle", "rhs_weap_m16a4_carryhandle", "rhs_weap_m16a4_carryhandle", "rhs_weap_m16a4_carryhandle_pmag", "rhs_weap_m4", "rhs_weap_m4", "rhs_weap_m4_carryhandle", "rhs_weap_m4_carryhandle", "rhs_weap_m4a1", "rhs_weap_m4a1", "rhs_weap_m4a1_carryhandle", "rhs_weap_m4a1_carryhandle" ]], [ 2, [ // INDUSTRIAL "rhs_weap_M590_5RD", "rhs_weap_M590_8RD" ]], [ 3, [ // RESEARCH "hgun_ACPC2_F", "hgun_P07_F", "rhsusf_weap_glock17g4", "rhsusf_weap_m1911a1", "rhsusf_weap_m9" ]]]; ///magazines lootMagazine_list = [ [ 0, [ // CIVIL "Chemlight_blue", "Chemlight_red", "murshun_cigs_cigpack", "murshun_cigs_lighter", "murshun_cigs_matches", "rvg_baconEmpty", "rvg_beansEmpty", "rvg_flare", "rvg_frantaEmpty", "rvg_rustyCanEmpty", "rvg_spiritEmpty" ]],[ 1, [ // MILITARY "APERSBoundingMine_Range_Mag", "APERSMine_Range_Mag", "APERSTripMine_Wire_Mag", "ATMine_Range_Mag", "Chemlight_blue", "Chemlight_red", "HandGrenade", "murshun_cigs_cigpack", "murshun_cigs_lighter", "murshun_cigs_matches", "rvg_antiRad", "rvg_baconEmpty", "rvg_beansEmpty", "rvg_flare", "rvg_frantaEmpty", "rvg_rustyCanEmpty", "rvg_spiritEmpty", "SatchelCharge_Remote_Mag" ]],[ 2, [ // INDUSTRIAL "Chemlight_blue", "Chemlight_red", "murshun_cigs_cigpack", "murshun_cigs_lighter", "murshun_cigs_matches", "rvg_baconEmpty", "rvg_beansEmpty", "rvg_flare", "rvg_frantaEmpty", "rvg_rustyCanEmpty", "rvg_spiritEmpty" ]],[ 3, [ // RESEARCH "murshun_cigs_cigpack", "murshun_cigs_lighter", "murshun_cigs_matches", "rvg_antiRad", "rvg_baconEmpty", "rvg_beansEmpty", "rvg_frantaEmpty", "rvg_purificationTablets", "rvg_rustyCanEmpty", "rvg_spiritEmpty" ]]]; //let's let the engine fill the mag arrays for us : _civ = 0; _mil = 1; _ind = 2; { private _magazine = (getArray (configFile / "CfgWeapons" / _x / "magazines")) select 0; ((lootMagazine_list select _civ) select 1) pushBackUnique _magazine; } forEach [(lootWeapon_list select _civ) select 1]; { private _magazine = (getArray (configFile / "CfgWeapons" / _x / "magazines")) select 0; ((lootMagazine_list select _mil) select 1) pushBackUnique _magazine; } forEach [(lootWeapon_list select _mil) select 1]; { private _magazine = (getArray (configFile / "CfgWeapons" / _x / "magazines")) select 0; ((lootMagazine_list select _ind) select 1) pushBackUnique _magazine; } forEach [(lootWeapon_list select _ind) select 1]; //UNIFORMS, VESTS, GOGGLES, HEADGEAR/////////////////////////////////////////////////////////////// lootItem_list = [ [ 0, [ // CIVIL //Googgles "G_Bandanna_aviator", "g_Bandanna_beast", "G_Bandanna_blk", "g_Bandanna_khk", "g_Bandanna_oli", "g_Bandanna_shades", "G_Bandanna_sport", "g_Bandanna_tan", "PU_shemagh_GryBLK", "PU_shemagh_GryCLR", "PU_shemagh_GryO", "pu_shemagh_OD", "PU_shemagh_ODBLK", "PU_shemagh_ODCLR", "PU_shemagh_ODO", "pu_shemagh_Tan", "PU_shemagh_TanBLK", "PU_shemagh_TanCLR", "PU_shemagh_TanO", "PU_shemagh_White", "PU_shemagh_WhiteBLK", "PU_shemagh_WhiteCLR", "PU_shemagh_WhiteO", "rhs_scarf", "rhs_scarf", "rhs_scarf", "rhs_scarf", "rhs_scarf", "rhs_scarf", "rhs_scarf", "rhs_scarf", "rhsusf_shemagh2_gogg_grn", "rhsusf_shemagh2_gogg_od", "rhsusf_shemagh2_gogg_tan", "rhsusf_shemagh2_gogg_white", "rhsusf_shemagh2_grn", "rhsusf_shemagh2_od", "rhsusf_shemagh2_tan", "rhsusf_shemagh2_white", "rvg_bandana_1", "rvg_bandana_2", "rvg_bandana_3", "rvg_bandana_4", "rvg_bandanaAvi_1", "rvg_bandanaAvi_2", "rvg_bandanaAvi_3", "rvg_bandanaAvi_4", "rvg_bandanaShades_1", "rvg_bandanaShades_2", "rvg_bandanaShades_3", "rvg_bandanaShades_4", "rvg_bandanaSport_1", "rvg_bandanaSport_2", "rvg_bandanaSport_3", "rvg_bandanaSport_4", //Headgear "H_Bandanna_camo", "H_Bandanna_cbr", "H_Bandanna_gry", "H_Bandanna_khk", "H_Bandanna_sgg", "H_Booniehat_indp", "H_Cap_blk", "H_Cap_blu", "H_Cap_grn", "H_Cap_oli", "H_Cap_red", "H_MilCap_gry", "H_Shemag_khk", "H_TurbanO_blk", "H_Watchcap_blk", "H_Watchcap_khk", "H_Watchcap_sgg", "H_WirelessEarpiece_F", "rhs_beanie", "rhs_beanie_green", "rhsusf_protech_helmet", "rhsusf_protech_helmet_ess", "rvg_bandage_1", "rvg_bandage_2", "rvg_bandage_3", "rvg_safari_1", "rvg_safari_2", "rvg_safari_3", "rvg_skate_1", "rvg_skate_2", "rvg_skate_3", "TRYK_H_Bandana_H", "TRYK_H_Bandana_wig", "TRYK_H_Bandana_wig_g", "TRYK_H_wig", "TRYK_H_woolhat", "TRYK_H_woolhat_br", "TRYK_H_woolhat_cu", "TRYK_Kio_Balaclava", "TRYK_R_CAP_BLK", "TRYK_r_cap_blk_Glasses", "TRYK_r_cap_od_Glasses", "TRYK_R_CAP_OD_US", //Uniform "TRYK_shirts_BLK_PAD_BK", "TRYK_shirts_BLK_PAD_BL", "TRYK_shirts_BLK_PAD_BLU3", "TRYK_shirts_BLK_PAD_BLW", "TRYK_shirts_BLK_PAD_YEL", "TRYK_shirts_DENIM_BK", "TRYK_shirts_DENIM_BL", "TRYK_shirts_DENIM_BWH", "TRYK_shirts_DENIM_od", "TRYK_shirts_DENIM_WHB", "TRYK_shirts_DENIM_ylb", "TRYK_shirts_OD_PAD_BK", "TRYK_shirts_OD_PAD_BL", "TRYK_shirts_OD_PAD_BLU3", "TRYK_shirts_OD_PAD_BLW", "TRYK_shirts_OD_PAD_YEL", "TRYK_shirts_TAN_PAD_BK", "TRYK_shirts_TAN_PAD_BL", "TRYK_shirts_TAN_PAD_BLU3", "TRYK_shirts_TAN_PAD_BLW", "TRYK_shirts_TAN_PAD_YEL", "TRYK_U_B_PCUGs_BLK", "TRYK_U_B_PCUGs_BLK_R", "TRYK_U_B_PCUGs_gry", "TRYK_U_B_PCUGs_gry_R", "TRYK_U_B_PCUGs_OD", "TRYK_U_B_PCUGs_OD_R", "TRYK_U_denim_hood_3c", "TRYK_U_denim_hood_blk", "TRYK_U_denim_hood_mc", "TRYK_U_denim_hood_nc", "TRYK_U_denim_jersey_blk", "TRYK_U_denim_jersey_blk", "TRYK_U_denim_jersey_blk", "TRYK_U_denim_jersey_blu", "TRYK_U_denim_jersey_blu", "TRYK_U_denim_jersey_blu", "TRYK_U_pad_j", "TRYK_U_pad_j_blk", "U_BG_Guerilla2_1", "U_BG_Guerilla2_2", "U_BG_Guerilla2_3", "U_BG_Guerilla3_1", "U_BG_Guerrilla_6_1", "U_C_HunterBody_grn", //Backpacks "B_AssaultPack_mcamo", "B_AssaultPack_rgr", "B_AssaultPack_sgg", "B_FieldPack_cbr", "B_FieldPack_khk", "B_FieldPack_oli", "B_Kitbag_cbr", "B_Kitbag_rgr", "rvg_field", "rvg_kitbag", "rvg_legstrappack_1", "rvg_legstrappack_2", "rvg_legstrappack_3", "rvg_legstrappack_4" ]],[ 1, [ // MILITARY //Googles "PU_shemagh_GryBLK", "PU_shemagh_GryCLR", "PU_shemagh_GryO", "pu_shemagh_OD", "PU_shemagh_ODBLK", "PU_shemagh_ODCLR", "PU_shemagh_ODO", "pu_shemagh_Tan", "PU_shemagh_TanBLK", "PU_shemagh_TanCLR", "PU_shemagh_TanO", "PU_shemagh_White", "PU_shemagh_WhiteBLK", "PU_shemagh_WhiteCLR", "PU_shemagh_WhiteO", "rhs_scarf", "rhs_scarf", "rhs_scarf", "rhs_scarf", "rhs_scarf", "rhs_scarf", "rhs_scarf", "rhs_scarf", "rhsusf_shemagh2_gogg_grn", "rhsusf_shemagh2_gogg_od", "rhsusf_shemagh2_gogg_tan", "rhsusf_shemagh2_gogg_white", "rhsusf_shemagh2_grn", "rhsusf_shemagh2_od", "rhsusf_shemagh2_tan", "rhsusf_shemagh2_white", "rvg_balaclava_1", "rvg_balaclava_2", "rvg_balaclava_3", "rvg_balaclava_4", "rvg_balaclava_5", "rvg_balaclavaCombat_1", "rvg_balaclavaCombat_2", "rvg_balaclavaCombat_3", "rvg_balaclavaCombat_4", "rvg_balaclavaCombat_5", "rvg_balaclavaLow_1", "rvg_balaclavaLow_2", "rvg_balaclavaLow_3", "rvg_balaclavaLow_4", "rvg_balaclavaLow_5", //Headgear "H_Cap_brn_SPECOPS", "H_Cap_grn", "H_Cap_oli", "H_HelmetB_light_black", "H_HelmetIA", "H_HelmetSpecB_paint2", "H_MilCap_mcamo", "H_Watchcap_blk", "H_Watchcap_khk", "H_Watchcap_sgg", "rhs_altyn", "rhs_beanie", "rhs_beanie_green", "rhs_Booniehat_digi", "rhs_Booniehat_flora", "rhs_Booniehat_m81", "rhs_Booniehat_ocp", "rhs_Booniehat_ucp", "rhs_booniehat2_marpatd", "rhs_booniehat2_marpatwd", "rhs_fieldcap_digi", "rhs_fieldcap_digi2", "rhs_tsh4", "rhs_tsh4_bala", "rhsusf_ach_helmet_M81", "rhsusf_ach_helmet_ocp", "rhsusf_ach_helmet_ucp", "rhsusf_Bowman", "rhsusf_bowman_cap", "rhsusf_mich_bare_norotos_arc_tan", "rhsusf_mich_bare_norotos_tan", "rhsusf_mich_bare_tan", "rhsusf_opscore_fg", "rhsusf_opscore_mar_fg", "rhsusf_opscore_mar_ut", "rhsusf_opscore_paint", "rhsusf_opscore_rg_cover", "rhsusf_opscore_ut", "rhsusf_patrolcap_ocp", "rhsusf_patrolcap_ucp", "TRYK_H_Booniehat_3CD", "TRYK_H_Booniehat_AOR1", "TRYK_H_Booniehat_CC", "TRYK_H_headsetcap_blk", "TRYK_H_headsetcap_blk_Glasses", "TRYK_H_headsetcap_od", "TRYK_H_headsetcap_od_Glasses", "TRYK_H_PASGT_COYO", "TRYK_H_PASGT_TAN", "TRYK_H_woolhat", "TRYK_H_woolhat_br", "TRYK_H_woolhat_cu", "TRYK_Kio_Balaclava", "TRYK_R_CAP_BLK", "TRYK_r_cap_blk_Glasses", "TRYK_r_cap_od_Glasses", "TRYK_R_CAP_OD_US", //Uniform "milgp_u_fleece_grey_g3_field_pants_mc", "milgp_u_fleece_khk_g3_field_pants_mc", "milgp_u_fleece_rgr_g3_field_pants_mc", "milgp_u_g3_field_set_rolled_mc", "milgp_u_pcu_g3_field_pants_mc", "rhs_uniform_acu_ucp", "rhs_uniform_cu_ocp", "rhs_uniform_cu_ucp", "rhs_uniform_emr_des_patchless", "rhs_uniform_emr_patchless", "rhs_uniform_flora_patchless", "rhs_uniform_flora_patchless_alt", "rhs_uniform_FROG01_wd", "rhs_uniform_g3_m81", "rhs_uniform_g3_mc", "rhs_uniform_g3_rgr", "rhs_uniform_gorka_r_g", "rhs_uniform_gorka_r_y", "rhs_uniform_mvd_izlom", "TRYK_hoodie_3c", "TRYK_hoodie_Blk", "TRYK_hoodie_FR", "TRYK_hoodie_Wood", "TRYK_shirts_PAD_BK", "TRYK_shirts_PAD_BL", "TRYK_shirts_PAD_BLU3", "TRYK_shirts_PAD_BLW", "TRYK_shirts_PAD_YEL", "TRYK_U_B_BLK_tan_Rollup_CombatUniform", "TRYK_U_B_GRY_PCUs", "TRYK_U_B_GRY_PCUs_R", "TRYK_U_B_PCUGs", "TRYK_U_B_PCUODs", "TRYK_U_B_PCUs", "TRYK_U_B_PCUs_R", "TRYK_U_B_UCP_PCUs", "TRYK_U_B_UCP_PCUs_R", "TRYK_U_B_Wood_PCUs", "TRYK_U_B_Wood_PCUs_R", "TRYK_U_Bts_GRYGRY_PCUs", "TRYK_U_Bts_PCUGs", "TRYK_U_Bts_PCUODs", "TRYK_U_Bts_PCUs", "TRYK_U_Bts_UCP_PCUs", "TRYK_U_Bts_Wood_PCUs", "TRYK_U_hood_mc", "TRYK_U_hood_nc", "TRYK_U_nohoodPcu_gry", "TRYK_U_pad_hood_BKT2", "TRYK_U_pad_hood_Blk", "TRYK_U_pad_hood_Blod", "TRYK_U_pad_hood_Cl", "TRYK_U_pad_hood_Cl_blk", "TRYK_U_pad_hood_CSATBlk", "TRYK_U_pad_hood_odBK", "TRYK_U_pad_hood_tan", //Backpacks "B_Bergen_mcamo", "B_BergenC_red", "B_BergenG", "B_Carryall_cbr", "B_Carryall_khk", "B_Carryall_oli", "B_FieldPack_ocamo", "B_FieldPack_oli", "B_FieldPack_oucamo", "B_Kitbag_cbr", "B_Kitbag_mcamo", "B_Kitbag_rgr", "B_Kitbag_sgg", "B_Respawn_TentDome_F", "B_TacticalPack_blk", "B_TacticalPack_mcamo", "B_TacticalPack_ocamo", "B_TacticalPack_oli", "B_TacticalPack_rgr", "rhs_assault_umbts", "rhsusf_assault_eagleaiii_coy", "rhsusf_assault_eagleaiii_ocp", "rhsusf_assault_eagleaiii_ucp", "rvg_tactical" ]],[ 2, [ // INDUSTRIAL //Goggles "rvg_respirator_3", "rvg_respirator_4", "rvg_respirator_5", //Headgear "H_Construction_basic_orange_F", "H_Construction_basic_red_F", "H_Construction_basic_yellow_F", "H_Construction_earprot_orange_F", "H_Construction_earprot_red_F", "H_Construction_earprot_yellow_F", "H_Construction_headset_orange_F", "H_Construction_headset_red_F", "H_Construction_headset_yellow_F", "H_HeadSet_orange_F", "H_HeadSet_red_F", "H_HeadSet_yellow_F", "H_WirelessEarpiece_F", //Uniform "U_C_ConstructionCoverall_Black_F", "U_C_ConstructionCoverall_Blue_F", "U_C_ConstructionCoverall_Red_F", "U_C_ConstructionCoverall_Vrana_F", "U_C_WorkerCoveralls", "U_C_WorkerCoverallsBandit", "U_C_WorkerCoverallsBlack", "U_C_WorkerCoverallsCamo", //Backpacks "B_AssaultPack_mcamo", "B_AssaultPack_rgr", "B_AssaultPack_sgg", "B_FieldPack_cbr", "B_FieldPack_khk", "B_FieldPack_oli", "rhs_assault_umbts_engineer_empty", "rvg_assault", "rvg_legstrappack_1", "rvg_legstrappack_2", "rvg_legstrappack_3", "rvg_legstrappack_4" ]],[ 3, [ // RESEARCH //Goggles "rvg_respirator_1", "rvg_respirator_2", //Headgear "H_Construction_basic_vrana_F", "H_Construction_basic_white_F", "H_Construction_earprot_vrana_F", "H_Construction_earprot_white_F", "H_Construction_headset_vrana_F", "H_Construction_headset_white_F", "H_HeadSet_black_F", "H_HeadSet_white_F", "H_WirelessEarpiece_F", //Uniform "rds_uniform_assistant", "rds_uniform_doctor", "U_C_Paramedic_01_F", "U_C_Scientist", //Backpacks "B_Carryall_cbr", "B_Carryall_khk", "B_Carryall_oli", "B_TacticalPack_mcamo", "B_TacticalPack_ocamo", "B_TacticalPack_rgr", "rhs_medic_bag", "rvg_bergan", "rvg_carryall_1", "rvg_carryall_2", "rvg_tactical", "TRYK_B_Medbag", "TRYK_B_Medbag_BK", "TRYK_B_Medbag_OD", "TRYK_B_Medbag_ucp" ]]]; //STATIC OBJECTS/////////////////////////////////////////////////////////////////////////////////// lootworldObject_list = [ [ 0, [ // CIVIL "Land_Bucket_clean_F", "Land_Bucket_F", "Land_Bucket_painted_F", "Land_CanisterPlastic_F", "Land_ExtensionCord_F", "Land_FireExtinguisher_F", "Land_HumanSkeleton_F", "Land_Shovel_F" ]],[ 1, [ // MILITARY "Land_Axe_fire_F", "Land_Bucket_clean_F", "Land_Bucket_F", "Land_Bucket_painted_F", "Land_CanisterPlastic_F", "Land_ExtensionCord_F", "Land_FireExtinguisher_F", "Land_HumanSkeleton_F" ]],[ 2, [ // INDUSTRIAL "Land_Axe_F", "Land_Axe_fire_F", "Land_BarrelTrash_grey_F", "Land_Bucket_clean_F", "Land_Bucket_F", "Land_Bucket_painted_F", "Land_CanisterPlastic_F", "Land_ExtensionCord_F", "Land_FireExtinguisher_F", "Land_HumanSkeleton_F", "Land_Sacks_heap_F", "Land_Shovel_F", "Land_TinContainer_F" ]],[ 3, [ // RESEARCH "Land_Bucket_clean_F", "Land_Bucket_F", "Land_Bucket_painted_F", "Land_CanisterPlastic_F", "Land_ExtensionCord_F", "Land_FireExtinguisher_F", "Land_HumanSkeleton_F", "Land_MetalWire_F" ]]]; //to be run server side : {publicVariable _x} forEach ["lootVital_list","lootWeapon_list","lootMagazine_list","lootItem_list","lootBackpack_list","lootworldObject_list"]; systemchat "B2 Ravage Loot Initialized"; Share this post Link to post Share on other sites
jimbob6661 20 Posted February 4, 2019 (edited) 12 hours ago, GEORGE FLOROS GR said: Here is the mission and the script Reveal hidden contents Thank you George, I'll dig in and see if he's blocking any ravage loot from there. I did figure out that I'd keep the tents but sleeping bags and the cash are in my way hahaha. EDIT: Oh I see, this is basically overriding the lslists (or w/e is used in the mod, I read somewhere it's based on ls spawner) this may work. Don't you have a custom loot script in your collection as well George? I'll go look. 😄 EDIT2: So after a bit of digging and cross referencing His script is calling the lootworldObject_list in the ravage.pbo, I see how this is working, I should be able to get ls loots in my mission to grab that no prob. Thank you and Mr. bl2ck dog your website is down. Edited February 4, 2019 by jimbob6661 Revelations! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 4, 2019 13 hours ago, jimbob6661 said: Thank you George, Once i can i'll check this as well jimbob ! 13 hours ago, jimbob6661 said: Don't you have a custom loot script in your collection as well George? I'll go look. 😄 I have two actually here : Share this post Link to post Share on other sites
HereIsJones 20 Posted February 14, 2021 Is there a way to programmatically spawn a ZedBlacklist zone via script? I found init_zedBlackList, but I don't know the method to call it, or params it might need. Right now I'm spawning bandit groups at roadblocks/camps that are dynamically generated, and I'd like a zedBlacklist around them, even if it's using the default params like 350m etc. Thanks for your help! Share this post Link to post Share on other sites
EO 11275 Posted March 2, 2021 @HereIsJones Not a scripted solution as you asked for but you can create a ZedBlacklist Zone with a trigger.... Hope it helps. 1 Share this post Link to post Share on other sites
HereIsJones 20 Posted April 21, 2021 Does anyone know how to access Ravage objects in code? I'm trying to COUNT how many objects are in a player's inventory, and for vanilla items I get a returned number, but for Ravage items I get 0. I've tried rvg_guttingKnife, rvg_Chicken_Meat, rvg_baconEmpty using: {"rvg_baconEmpty" == _x} count (items player); It seems to work for vanilla (i.e. FirstAidKit), but not Rvg. Thanks! EDIT - for anyone who needs this, it's {_x == "rvg_baconEmpty"} count (magazines player); Share this post Link to post Share on other sites
RedChopper 0 Posted July 16 Hello! Please tell me if there is a standard in Ravage mod way to place EH on emerging AI units. By analogy with row in zombie module: "on init...on killed..." Share this post Link to post Share on other sites