GEORGE FLOROS GR 4207 Posted February 2, 2019 GF Auto Loot Road Crash Script - Mod by GEORGE FLOROS [GR] Description: Spawn Random Road Crash , will detect the enabled Mods , without editing lists,for loot and vehicles. 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 Road Crash Script - Mod 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/ ArmA 3 | Notepad ++ SQF tutorialhttps://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems )http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner :https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: Spawn Random Road Crash , will detect the enabled Mods , without editing lists,for loot and vehicles. 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. 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. There are Blacklist Zones available , 5 from default and a safe distanse from players. It is possible to spawn an Enemy Patrol group , with custom units. More information inside the GF_Auto_Loot_Road_Crash.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=40354 Armaholic GF Auto Loot Road Crash Script - Mod 3 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 3, 2019 GF Auto Loot Road Crash Script - Mod v1.0 1 1 Share this post Link to post Share on other sites
JohnKalo 657 Posted February 3, 2019 Well if this script production continues all left for the editors will be to create the tasks and the briefings. The mission environment will be ready 👍 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 3, 2019 41 minutes ago, JohnKalo said: The mission environment will be ready 👍 Good to hear this John ! I'll be waiting to see your creations ! Ps : I think this is only a greek phrase ! # If everything goes well Do they english talking countries use it ? Can someone confirm ? - Just curious ! 43 minutes ago, JohnKalo said: if this script production continues all left 1 Share this post Link to post Share on other sites
jonipetteri 11 Posted February 11, 2019 Rock'n roll! I've been a bit busy last week but did some quick testing and works like a charm, without any errors. Thank you so much once again George! Although one thing came to my mind: It would be nice if mission makers could define an area(s), with 3den markers, where crashes are meant to be spawned. I know there is this "blacklist-markers"-setup, but IMO it would be simpler and easier to do with "spawning-area-marker-thing"... For example, if I want to make some battle scars only in certain city/village and on to the way between this city/village and starting position of the mission. My dev-wishlist in short: 1.Possibility to make area markers for the spawn 2.Possibility to define amount of crashes in area marker You know what I'm trying to say...? 🙂 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 15, 2019 On 2/11/2019 at 10:23 AM, jonipetteri said: My dev-wishlist in short: 1.Possibility to make area markers for the spawn 2.Possibility to define amount of crashes in area marker You know what I'm trying to say...? 🙂 Hello there jonipetteri ! I just got out from one whole week in hospital and just logged in ! It is possible and easy what you want , just in order not to make changes in the actual script , here is what you need to do : after : line 390 : waituntil {_Array_Loaded}; Spoiler GF_ALC_Spawn = { 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]; }; }; }; So next : ex. 1 : get the markersize , you need to create a marker with the certain size ( this will count only the one size ! ) [getmarkerpos "marker_1",getmarkerSize "marker_1" select 0] spawn GF_ALC_Spawn; ex. 2 : add the radius , just add a marker without adjusting [getmarkerpos "marker_1",400] spawn GF_ALC_Spawn; Try and tell me because it's not tested , it should be fine though ! 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