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Chuc

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Posts posted by Chuc


  1. heres is an editable unit loadout script. Its set up for RHS, Ravage, Bnae and BB mods. Its sort of civilian with no automatics or military hardware

     

    Spoiler

    //Add into units init  [this] execVM "Loadout.sqf";

     

    private ["_unit"];

    _unit    = _this select 0;

     

        removeAllWeapons _unit;
        removeAllItems _unit;
        removeAllAssignedItems _unit;
        removeUniform _unit;
        removeVest _unit;
        removeBackpack _unit;
        removeHeadgear _unit;
        removeGoggles _unit;

     

    _food = [
              "rvg_plasticBottle",
              "rvg_plasticBottlePurified",
              "rvg_canOpener",
              "rvg_spirit",
              "rvg_franta",
              "rvg_beans",
              "rvg_bacon",
              "rvg_milk",
              "rvg_rice",
              "rvg_plasticBottleEmpty",
              "rvg_canteenEmpty",
              "rvg_plasticBottle",
              "rvg_plasticBottlePurified",
              "rvg_spirit",
              "rvg_franta",
              "rvg_beans",
              "rvg_bacon",
              "rvg_milk",
              "rvg_rice"
           ];

    _array_clothing = [
                "U_C_Journalist",
                "U_C_Poloshirt_blue",
                "U_C_Poloshirt_burgundy",
                "U_C_Poloshirt_salmon",
                "U_C_Poloshirt_stripped",
                "U_C_Poloshirt_tricolour",
                "U_C_Poor_1",
                "U_C_Poor_2",
                "U_C_Poor_shorts_1",
                "U_C_Scientist",
                "U_OrestesBody",
                "U_Rangemaster",
                "U_NikosAgedBody",
                "U_NikosBody",
                "U_Competitor",
                "U_I_G_resistanceLeader_F",
                "U_C_man_sport_1_F",
                "U_C_man_sport_2_F",
                "U_C_man_sport_3_F",
                "U_C_Man_casual_1_F",
                "U_C_Man_casual_2_F",
                "U_C_Man_casual_3_F",
                "U_C_Man_casual_4_F",
                "U_C_Man_casual_5_F",
                "U_C_Man_casual_6_F"
                ];
    _clothing = selectRandom _array_clothing;

     

    _array_HeadGear = [
                    //Head Gear
                    "rhs_Booniehat_ocp",
                    "rhs_Booniehat_marpatd",
                    "H_Helmet_Skate"
                    ];
    _HeadGear = selectRandom _array_HeadGear;

     

    _array_Vests = [
                   "V_Rangemaster_belt",
                   "rhs_vest_commander",
                   "rhs_vest_pistol_holster",
                   "Vest_V_Press_F",
                   "rhs_6sh46",
                   "dgr_coat5",
                   "dgr_coat6",
                   "dgr_coat7",
                 "dgr_coat8"
                   ];
    _Vests = selectRandom _array_Vests;

     

    _array_Pistols=    [
                //Pistols
                "bnae_r1_virtual",
                "bnae_r1_c_virtual",
                "bnae_r1_e_virtual",
                "bnae_r1_t_virtual",
                "bnae_saa_virtual",
                "bnae_saa_c_virtual",
                "bnae_l35_virtual",
                "bnae_l35_c_virtual",
                "BP_SW45"
                ]call BIS_fnc_selectRandom;

    _array_Rifles= [
                "bnae_mk1_virtual",
                "bnae_m97_virtual",
                "bnae_spr220_virtual",
                "ryan_ruger77",
                "BP_CZ455s",
                "BP_LeeEnfield_DES",
                "BP_LuparaS",
                "BP_Garand",
                "BP_LeeEnfield_old2",
                "BP_Rem870",
                "BP_Crossbow",
                "BP_Rem6",
                "BP_Ruger",
                "BP_M1903",
                "BP_1866",
                "BP_1886S"
                ]call BIS_fnc_selectRandom;

     

    _array_Backpack = [
                "B_AssaultPack_rgr",
                "B_Kitbag_rgr",
                "B_TacticalPack_rgr",
                "B_Respawn_Sleeping_bag_blue_F",
                "B_Respawn_Sleeping_bag_brown_F",
                "B_Respawn_TentDome_F",
                "B_Respawn_Sleeping_bag_F",
                "B_Respawn_TentA_F",
                "rhs_sidor",
                "B_Carryall_cbr",
                "B_Carryall_khk",
                "B_Carryall_mcamo",
                "B_Carryall_ocamo",
                "B_Carryall_oli",
                "B_Carryall_oucamo"
                ];
    _Backpack = selectRandom _array_Backpack;

     

    _unit addHeadgear _HeadGear;
    _unit addVest _Vests;
    _unit addBackpack _Backpack;
    _unit forceAddUniform _clothing;

     

    //_vest    = vestContainer _unit;
    _uniform    = uniformContainer _unit;
    _backpack   = backpackContainer _unit;

     

    // Spawn sideweapon's mag
    _magazines = getArray (configFile / "CfgWeapons" / _array_Pistols / "magazines");
    _magazineClass = _magazines call Bis_fnc_selectRandom;


    // Spawn primary mag
    _magazines_Rifles = getArray (configFile / "CfgWeapons" / _array_Rifles / "magazines");
    _magazineClass_Rifles = _magazines_Rifles call Bis_fnc_selectRandom;

     

    _unit addItemCargoGlobal [selectRandom _food, 1];
    _unit addItemCargoGlobal [selectRandom _food, round(random 2)];

    _uniform addMagazineCargoGlobal [_magazineClass, 1 + (random 3)];
    _uniform addMagazineCargoGlobal [_magazineClass_Rifles, 1 + (random 3)];

    _unit addWeaponGlobal _array_Pistols;


    _uniform addItemCargoGlobal        ["FirstAidKit", 1];
    _uniform addItemCargoGlobal        ["ItemMap", 1];
    //_uniform addItemCargoGlobal     ["rvg_money",10];
    _unit assignItem "ItemMap";


    //_unit addBackpack "B_Carryall_cbr";

     

    _unit addWeaponGlobal _array_Rifles;

     

    Just something i made learning and thought id share it

    • Thanks 1

  2. @haleks the weapons added to the equipment pool seem to work with spawned AI and shops but the shops still have other weapons for sale. Also the rvg_fnc_equip seems to ignore the equipment pool

     

     

    Some of the breaking bad weapons come with 500 round mags that one shot zombies even in the leg


  3. 15 hours ago, haleks said:

    Yep, it will, without a doubt. Same deal for rvg_Apex obviously : Tanoa is required.

     

    Need a bit of help. When you go into your inventory and see your health, food and water, i dont get a radiation one. I do get the red note at the bottom when im dying or have rad poisoning. If it wasnt for GF script that brings up the bar at the bottom of the screen i would never know how much radiation i would have


  4. 3 hours ago, gokitty1199 said:

    after making this post i realized that it is possible to lock yourself inside of the building without a way of getting out......nailed it.

     I was going to ask you this in the other thread but apparently you noticed. Could you have 2 laptops spawn in? one on inside and one on out side?

     

    Other than that this is great, good job. I tried to use the dialogs once and i had no luck.

     

    I use  a program called IntelliJidea for my scripting. You need to get the arma 3 plugin for it buut it has an option in it to turn a script into a module. I have never used it before but it may give youu an idea how to do it

    • Like 1

  5. heres a quick script that spawns player randomly on map with a camp and supplies. Even has its own respawn marker,

    Spoiler

    pos = [] call BIS_fnc_randomPos;

     

    _Starting_Point = "Land_HelipadEmpty_F" createVehicle pos;

     

    _Start_Pos = _Starting_Point getRelPos [0,0];
    _Fire_LC = _Starting_Point getRelPos [0,5];
    _Table_LC = _Starting_Point getRelPos [0,7];
    _Chair_LC = _Starting_Point getRelPos [0,6];
    _Box_1 = _Starting_Point getRelPos [0,3];
    //_Box_2 = _Starting_Point getRelPos [0,8];

     

    _Tent = "Land_TentDome_F" createVehicle _Start_Pos;
    _Table = "Land_CampingTable_F" createVehicle _Table_LC;
    _Fire = "FirePlace_burning_F" createVehicle _Fire_LC;
    _Chair = "Land_CampingChair_V1_F" createVehicle _Chair_LC;
    _Container = "rvg_basic_box_F" createVehicle _Table_LC;
    _Spawn = "Land_HelipadEmpty_F" createVehicle _Start_Pos;
    _Container_1 = "Land_MetalCase_01_small_F" createVehicle _Box_1;

     

    _Container_1 attachTo [_Table, [0,0,.5]];


    player setPos (getPos _Spawn);

     

    _marker = createMarker ["StartingPoint",getPos _Starting_Point];
    _marker setMarkerType "mil_dot";
    _marker setMarkerSize [1,1];
    _marker setMarkerColor "ColorBlack";
    _marker setMarkerText "Starting Point";

     

    _Respawn_marker = createMarker ["Respawn_west",getPos _Spawn];
    _Respawn_marker setMarkerType "empty";


     

     

    execute it from your init.sqf with 

     

    execVM "WhatEverYouWant.sqf";

    • Like 3

  6. You should be able to. I was thinking about the same thing myself. I decided to drop HG shops and use ravage because i liked the idea of having cash on me and not just virtual. I found this code inside a script but havnt looked into it any further atm. Going to the ravage thread and asking there you will probably get more\better help.

     

    ravage page

     

    this is a snippet out of a different script that looks for how much rvg money you have on you

     

    _money = {_x isEqualTo "rvg_money"} count magazines player;

     

    i guess you could use this to get a your recruitment started and maybe a shop. As i said i havnt looked into it yet was going to today but i have a screaming baby atm so i may not get time

     


  7. updated my radiation script to use all rvg gas masks

     

    Radiation_Zone.sqf

    Spoiler

    //Spawns over Kavala in Altis. To move it just change the grid numbers to wear you want  [3753.826, 12999.547,0].

     

    _Rad_Zone_1 = createTrigger ["EmptyDetector", [3753.826, 12999.547,0]];
    _Rad_Zone_1 setTriggerArea [1100, 1100, 0, false];
    _Rad_Zone_1 setTriggerActivation ["ANY", "PRESENT", true];

    _Rad_Zone_1 setTriggerStatements

        [
          "this",
          "
          {
                     [_x,thisTrigger] spawn
                    {
                      _unit = _this select 0;
                      _trg  = _this select 1;             

      

                      private ['_timer','_dmg','_GasMask'];

                      _GasMask = ['Mask_M40_OD','Mask_M40','Mask_M50'];

     

                      while {alive _unit && local _unit} do
                      {
                          waitUntil {sleep 0.5; _unit inArea _trg && !(goggles _unit in _GasMask)};

                           if (isPlayer _unit) then
                             {
                                 hint parseText format['<t size=""1.10"" font=""PuristaMedium"" color=""#F0133C"">Radiation hazard! Check your equipment</t>'];
                                  _unit setVariable ['radiat', ppEffectCreate ['ChromAberration', 200]];
                                  (_unit getVariable 'radiat') ppEffectEnable true;
                                  (_unit getVariable 'radiat') ppEffectAdjust [0.03, 0.03, true];
                                  (_unit getVariable 'radiat') ppEffectCommit 10;

                                  _unit setVariable ['radiat2', ppEffectCreate ['ColorInversion', 500]];
                                  (_unit getVariable 'radiat2') ppEffectEnable true;
                                  (_unit getVariable 'radiat2') ppEffectAdjust [0.0, 0.0, 0.2];
                                  (_unit getVariable 'radiat2') ppEffectCommit 10;
                             };

                        _dmg   = getDammage _unit;
                        _timer = diag_tickTime;

                        _dmgTick = 0.2;


                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 3 or (goggles _unit in _GasMask)};
                      if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)};

                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 6 or (goggles _unit in _GasMask)};
                      if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)};

                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 9 or (goggles _unit in _GasMask)};
                      if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)};

                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 12 or (goggles _unit in _GasMask)};
                      if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)};

                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 15 or (goggles _unit in _GasMask)};
                       if (diag_tickTime > _timer + 15) exitWith {_unit setDamage 1};

                       if (isPlayer _unit) then
                       {
                          hint parseText format['<t size=""1.10"" font=""PuristaMedium"" color=""#13F03C"">You are out of contamination</t>'];
                                  _unit setVariable ['noradiat', ppEffectCreate ['ChromAberration', 200]];
                                  (_unit getVariable 'noradiat') ppEffectEnable true;
                                  (_unit getVariable 'noradiat') ppEffectAdjust [0.0, 0.0, true];
                                  (_unit getVariable 'noradiat') ppEffectCommit 10;

                                  _unit setVariable ['noradiat2', ppEffectCreate ['ColorInversion', 500]];
                                  (_unit getVariable 'noradiat2') ppEffectEnable true;
                                  (_unit getVariable 'noradiat2') ppEffectAdjust [0, 0, 0];
                                  (_unit getVariable 'noradiat2') ppEffectCommit 10;
                       };
                      }
                    }
                 } forEach allUnits;",
            ""
         ];

    _Radiation = _Rad_Zone_1 getRelPos [0,0];
    _Rad_Obj_1 = "Land_HelipadEmpty_F" createVehicle _Radiation;

    _Warning_Marker = createMarker ["Warning_Marker_1", getPos _Rad_Obj_1];
    _Warning_Marker setMarkerShape "ELLIPSE";
    _Warning_Marker setMarkerColor "ColorRed";
    _Warning_Marker setMarkerSize [1100, 1100];
    _Warning_Marker setMarkerBrush "DIAGGRID";

     

    _City_marker = createMarker ["Kavala", [3753.826, 12999.547,0]];
    _City_marker setMarkerType "hd_warning";
    _City_marker setMarkerSize [1,1];
    _City_marker setMarkerColor "ColorYellow";
    _City_marker setMarkerText "Warning";
     

     

    Or if you want you can place a trigger on the map then add this in the onAct

    Spoiler

    {
                     [_x,thisTrigger] spawn
                    {
                      _unit = _this select 0;
                      _trg  = _this select 1;             

      

                      private ['_timer','_dmg','_GasMask'];

                      _GasMask = ['Mask_M40_OD','Mask_M40','Mask_M50'];

     

                      while {alive _unit && local _unit} do
                      {
                          waitUntil {sleep 0.5; _unit inArea _trg && !(goggles _unit in _GasMask)};

                           if (isPlayer _unit) then
                             {
                                 hint parseText format['<t size=""1.10"" font=""PuristaMedium"" color=""#F0133C"">Radiation hazard! Check your equipment</t>'];
                                  _unit setVariable ['radiat', ppEffectCreate ['ChromAberration', 200]];
                                  (_unit getVariable 'radiat') ppEffectEnable true;
                                  (_unit getVariable 'radiat') ppEffectAdjust [0.03, 0.03, true];
                                  (_unit getVariable 'radiat') ppEffectCommit 10;

                                  _unit setVariable ['radiat2', ppEffectCreate ['ColorInversion', 500]];
                                  (_unit getVariable 'radiat2') ppEffectEnable true;
                                  (_unit getVariable 'radiat2') ppEffectAdjust [0.0, 0.0, 0.2];
                                  (_unit getVariable 'radiat2') ppEffectCommit 10;
                             };

                        _dmg   = getDammage _unit;
                        _timer = diag_tickTime;

                        _dmgTick = 0.2;


                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 3 or (goggles _unit in _GasMask)};
                      if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)};

                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 6 or (goggles _unit in _GasMask)};
                      if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)};

                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 9 or (goggles _unit in _GasMask)};
                      if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)};

                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 12 or (goggles _unit in _GasMask)};
                      if (diag_tickTime > _timer + 3) then {_unit setDamage ((damage _unit) + _dmgTick)};

                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 15 or (goggles _unit in _GasMask)};
                       if (diag_tickTime > _timer + 15) exitWith {_unit setDamage 1};

                       if (isPlayer _unit) then
                       {
                          hint parseText format['<t size=""1.10"" font=""PuristaMedium"" color=""#13F03C"">You are out of contamination</t>'];
                                  _unit setVariable ['noradiat', ppEffectCreate ['ChromAberration', 200]];
                                  (_unit getVariable 'noradiat') ppEffectEnable true;
                                  (_unit getVariable 'noradiat') ppEffectAdjust [0.0, 0.0, true];
                                  (_unit getVariable 'noradiat') ppEffectCommit 10;

                                  _unit setVariable ['noradiat2', ppEffectCreate ['ColorInversion', 500]];
                                  (_unit getVariable 'noradiat2') ppEffectEnable true;
                                  (_unit getVariable 'noradiat2') ppEffectAdjust [0, 0, 0];
                                  (_unit getVariable 'noradiat2') ppEffectCommit 10;
                       };
                      }
                    }
                 } forEach allUnits;

    You can even make multiple Radiation Zones by just copy and pasting the trigger around your map

     

    • Like 1
    • Thanks 1

  8. 12 hours ago, socs said:

    I appreciate this, also, I was looking but didnt see a currency or shop system? Where can I use the shop at... I pick up banknotes all the time and it was annoying as shit not knowing what they were for lol... Also, i kinda found an issue and dont know if its just me but, ever since ravage updated last, I see rice and water and banknotes all over the ground... No clue as to why theyre there but I didnt know if maybe you used ravage and mightve known... Thanks !

     

    There was a drop loot script made to drop loot on the ground once a man or zombie had died, maybe @haleks add it into the new version. There are roaming traders that walk around in groups, there should be 3 types gear, weapons and items. If you make your own mission you can add your own traders into it with a comand into there init

    Spoiler

    Supply Trader

    this setVariable ["isTrader", "rvg_supplies_s", true];

     

    Gear Trader

    this setVariable ["isTrader", "rvg_gear_s", true];

     

    Arms trader

    this setVariable ["isTrader", "rvg_arms_s", true];

     


  9. 11 hours ago, HazJ said:

    @Chuc - I don't need it. Also, I don't tend to use any third party stuff. I make everything myself. I also don't play Ravage mod. :grinning:

     

     

    yeah fair enough. As i said good job on that script you made. I havnt tested it yet was to tied to play last night.

     

    That other stuff was for the OP because he was going to use the HG shops and since i have used them alot i thought i would post what i have picked up along the way.


  10. On 5/23/2018 at 8:19 AM, socs said:

    If you get a chance... I might use this as a money system if I can't find a decent one... http://www.armaholic.com/page.php?id=32600

    Its seems pretty cool from when I was in game looking and playing with it... If you do get a chance to see through it, maybe I could find a way to maybe combine the two? Although this has no killreward type of system which i do need...

     

     

    I got this to give you kill rewards when you kill a ravage zombie for the HG shops system

    Spoiler

    /// Ambient Zombie HG Rewards
    ["zombie", "init", {(_this select 0) call HG_fnc_aiUnitSetup}, true, [], true] call CBA_fnc_addClassEventHandler;

     

    Also one for AI but i never used it

    Spoiler

    /// Any Ai that spawns into game HG Rewards
    //["man", "init", {(_this select 0) call HG_fnc_aiUnitSetup}, true, [], true] call CBA_fnc_addClassEventHandler;

     

    You just set up how much cash you want inside the HG_Config.h file where it had kill reward. You can also set it up per lvl as well, so the higher your lvl the more cash you get

    • Like 1

  11. so i went to test my mission last night. So i believe i rushed it abit because i had a heap of errors and half my scripts/modules didnt load. But the mission was still working. So i thought i'd just play and see what would happen. 

     

    Zombies attacked in full force straight away and i had to ditch my car and run for it. With only a little bit of ammo left, and not much of the right ammo spawning (script error), i managed to find 2 survivors (not where they were meant to be). So i thought i would save them and take them with me. I had been on my own for over an hour and wanted the company. We left the building and the first zombie we see as a group starts walking down the road towards us. We get ready. I take aim. Then im dead. One of the AI i saved shot me in the back of the head.

     

    Gotta love Arma AI

    • Like 1
    • Haha 1

  12. Spoiler


    // Kill Altis Town Kavala

     

    _City_Trig_1 = createTrigger ["EmptyDetector", [3753.826, 12999.547,0]];
    _City_Trig_1 setTriggerArea [1100, 1100, 0, false];
    _City_Trig_1 setTriggerActivation ["ANY", "PRESENT", true];

    _City_Trig_1 setTriggerStatements ["this", "enableEnvironment false;", "enableEnvironment true;"];

    _City = _City_Trig_1 getRelPos [0,0];
    _City_Object = "Land_HelipadEmpty_F" createVehicle _City;

    //_vehicles = "LandVehicle";

    if (isServer) then
    {
        {
            _x hideObject true;
        }
        forEach nearestTerrainObjects
        [
            [3753.826, 12999.547],
            ["Tree","Bush"],
            1000,
            true
        ];
    };

    sleep 1;

    _buildings = (getPos _City_Object) nearObjects ["ALL",1000];
    {_x setDamage 1} forEach _buildings;

     

    Goes well with my radiation script. This destroys everything and hides trees and bushes in Kavala

    • Like 1

  13. A easy to use radiation script that will kill you after 15 seconds if not wearing the M40 gas mask.

     

    Radiation_Zone.sqf

    Spoiler

    //Spawns over Kavala in Altis. Works well if a setDamage script/trigger to make it like a nuke hit. To move it just change the grid numbers to wear you want  [3753.826, 12999.547,0].

     

    _Rad_Zone_1 = createTrigger ["EmptyDetector", [3753.826, 12999.547,0]];
    _Rad_Zone_1 setTriggerArea [1100, 1100, 0, false];
    _Rad_Zone_1 setTriggerActivation ["ANY", "PRESENT", true];

    _Rad_Zone_1 setTriggerStatements

        [
          "this",
          "enableEnvironment false;
          {
                     [_x,thisTrigger] spawn
                    {
                      _unit = _this select 0;
                      _trg  = _this select 1;

                      private ['_timer','_dmg'];

                      while {alive _unit && local _unit} do
                      {
                          waitUntil {sleep 0.5; _unit inArea _trg && {goggles _unit != 'Mask_M40'}};

                           if (isPlayer _unit) then
                             {
                                 hint parseText format['<t size=""1.10"" font=""PuristaMedium"" color=""#F0133C"">Radiation hazard! Check your equipment</t>'];
                                  _unit setVariable ['radiat', ppEffectCreate ['ChromAberration', 200]];
                                  (_unit getVariable 'radiat') ppEffectEnable true;
                                  (_unit getVariable 'radiat') ppEffectAdjust [0.03, 0.03, true];
                                  (_unit getVariable 'radiat') ppEffectCommit 10;

                                  _unit setVariable ['radiat2', ppEffectCreate ['ColorInversion', 500]];
                                  (_unit getVariable 'radiat2') ppEffectEnable true;
                                  (_unit getVariable 'radiat2') ppEffectAdjust [0.0, 0.0, 0.2];
                                  (_unit getVariable 'radiat2') ppEffectCommit 10;
                             };

                        _dmg   = getDammage _unit;
                        _timer = diag_tickTime;


                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 3 or {goggles _unit == 'Mask_M40'}};
                       if (diag_tickTime > _timer + 3) then {if (_dmg < .2) then {_unit setDamage .2}};

                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 6 or {goggles _unit == 'Mask_M40'}};
                       if (diag_tickTime > _timer + 6) then {if (_dmg < .4) then {_unit setDamage .4}};

                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 9 or {goggles _unit == 'Mask_M40'}};
                       if (diag_tickTime > _timer + 9) then {if (_dmg < .6) then {_unit setDamage .6}};

                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 12 or {goggles _unit == 'Mask_M40'}};
                       if (diag_tickTime > _timer + 12) then {if (_dmg < .8) then {_unit setDamage .8}};

                       waitUntil {sleep 0.5; !(_unit inArea _trg) or diag_tickTime > _timer + 15 or {goggles _unit == 'Mask_M40'}};
                       if (diag_tickTime > _timer + 15) exitWith {_unit setDamage 1};

                       if (isPlayer _unit) then
                       {
                          hint parseText format['<t size=""1.10"" font=""PuristaMedium"" color=""#13F03C"">You are out of contamination</t>'];
                                  _unit setVariable ['noradiat', ppEffectCreate ['ChromAberration', 200]];
                                  (_unit getVariable 'noradiat') ppEffectEnable true;
                                  (_unit getVariable 'noradiat') ppEffectAdjust [0.0, 0.0, true];
                                  (_unit getVariable 'noradiat') ppEffectCommit 10;

                                  _unit setVariable ['noradiat2', ppEffectCreate ['ColorInversion', 500]];
                                  (_unit getVariable 'noradiat2') ppEffectEnable true;
                                  (_unit getVariable 'noradiat2') ppEffectAdjust [0, 0, 0];
                                  (_unit getVariable 'noradiat2') ppEffectCommit 10;
                       };
                      }
                    }
                 } forEach allUnits;",
            "enableEnvironment true;"
         ];

    _Radiation = _Rad_Zone_1 getRelPos [0,0];
    _Rad_Obj_1 = "Land_HelipadEmpty_F" createVehicle _Radiation;

    _Warning_Marker = createMarker ["Warning_Marker_1", getPos _Rad_Obj_1];
    _Warning_Marker setMarkerShape "ELLIPSE";
    _Warning_Marker setMarkerColor "ColorRed";
    _Warning_Marker setMarkerSize [1100, 1100];
    _Warning_Marker setMarkerBrush "DIAGGRID";

     

    _City_marker = createMarker ["Kavala", [3753.826, 12999.547,0]];
    _City_marker setMarkerType "hd_warning";
    _City_marker setMarkerSize [1,1];
    _City_marker setMarkerColor "ColorYellow";
    _City_marker setMarkerText "Warning";
     

    Not sure how it works with more than one person but i run it form onPlayerRespawn.sqf so it will work after i respawn. You will also have to add the 'noradiat' parts into your onPlayerRespawn.sqf.

     

    In the process of trying to add ravage radiation to it. Still cant figure out how to add the other masks to it.

    • Like 2

  14. nah no good cant work it out. Spent over 3 hours trying to work it out and i just cant seem to get it done.

     

    All ravage cars spawned with the module only get backpack loot.

     

    This is probably gonna keep me up all night. 

    • Like 1

  15. 2 hours ago, GEORGE FLOROS GR said:

     

    You need to set a variable for the car that has added loot and what is not 

    and loop the script to fill the inventory of the car if the variable is false.

     

    So after around 2 hours i managed to get the script to loop, for every vehicle. So i was getting full inventory. The car i placed in the editor is a gun nuts heaven. 

     

    So i thought i would go look for a ravage vehicle to see if they were going through the same thing. Well they were, but only backpacks. Alot of backpacks and respawn camps.

     

    I went though heaps of code to figure out how to do it but it is apparently over my head at this time. Considering the way i got it to work shouldn of taken me this long to figure out. All in all i know more about scripting now, after reading so damn much about it.

     

    Any help you could give me would be appreciated. 

     

    All i did in the end was add an  extra { before the pistol loot and then added }forEach ["all the custom cars i added to the vehicle module"] after the CBA function.

     

    So i couldnt figure out how to "set a variable for the car that has added loot and what is not". I understand what is means but i just couldnt figure it out.

     

    giving it one more go, i had an idea

    • Like 1
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