-
Content Count
4230 -
Joined
-
Last visited
-
Medals
Posts posted by GEORGE FLOROS GR
-
-
Hello there to everyone !
First off all , i would like to thank everyone in this forum.
I can't really name all the people who helped me and they were here for me with a lot of private messages as @Gunter Severloh back in time that i was ill , having testicular cancer for two times actually , in both testicles.
It was a bad experience , but everything is going well so far and i managed also to have a child after the first time ( removal surgeon and chemo-therapies ).
I'm now back to work and the time is limited in order to follow the forum.
I'm really happy in my life and it's a great feeling to grow up a child.
I could really write a lot of stuff for being absent and also to say bye , but i wish to get back again someday , maybe in arma 4 !
Thanks for everything !
See you Guys !
- 19
- 1
- 2
-
9 hours ago, fin_soldier said:I thought so, but I don't seem to get it working:
I'll try to check it for tomorrow ok !
- 1
-
This mission is a nice idea , but as said , i can't do anything on right now.
You can try though to edit this and use also the functions of the script.
- 1
-
On 5/29/2020 at 10:28 PM, fin_soldier said:Where is this suppose to be put?
Description, Init, or a separate SQF?
Hello @fin_soldier !
In the init.sqf
- 1
-
Sounds great @wogz !
Keep up the good work !
- 1
-
16 minutes ago, zagr said:well i'll try to fix it by myself then 🙂 thanks anyway.
Sorry again @Zagr but arma is not in my priorities for now. You can also add your solution here to share it with the others if you want.
- 4
- 1
-
I don't think that without reediting the script is doable ,
the most of my scripts are broken and i 'm not doing anything with arma lately.
So i can't give you any help with this.
- 1
-
Hello there @zagr !
I thought that this script was broken!
I haven't include this kind of option but there is a time out included.
- 1
-
On 5/15/2020 at 4:11 PM, almanzo said:mortar
Hello there @almanzo !
Have you tried this ?
- 2
-
Hello there @BikerJoe !
// press number 5 // https://community.bistudio.com/wiki/DIK_KeyCodes []spawn{ waitUntil {!isNull (findDisplay 46)}; disableSerialization; (findDisplay 46) displayAddEventHandler ["KeyDown", { params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"]; if((_key isEqualto 0x06))exitWith {["Initialize", [player]] call BIS_fnc_EGSpectator;} }]; }; // or //player addAction ["Spectator", {["Initialize", [player]] call BIS_fnc_EGSpectator;}]; // press esc to exit [] spawn { while{true}do{ waitUntil {!isNull findDisplay 49}; ["Terminate"] call BIS_fnc_EGSpectator; uisleep 3; }; };
check also this :
- 5
-
1 hour ago, Desperta Ferro said:It works!! Thank you, you are the best 😁
Thank you very much @Desperta Ferro and since you like it you can click a like there up !
- 1
-
Spoiler//________________ Author : GEORGE FLOROS [GR] ___________ 23.12.18 _____________ /* ________________ GF Auto Loot Airdrops Script - Mod ________________ https://forums.bohemia.net/forums/topic/220962-gf-auto-loot-airdrops-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_Airdrops initializing _____________"; //________________ Settings ________________ //________________ Set true or false ________________ GF_ALA_Systemchat_info = true; GF_ALA_Hintsilent_info = true; GF_ALA_diag_log_info = true; GF_ALA_Debug = true; GF_ALA_next_drop_in_sec = 20; GF_ALA_height_of_drop = 500; GF_ALA_Number = 5; // Number of the Airdrops GF_ALA_Number_random = 5; // + random 5 Airdrops GF_ALA_Spawned_Items_Number = 10; GF_ALA_Spawned_Items_Number_random = 10; //GF_ALA_Select --> 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only GF_ALA_Select = 1; GF_ALA_Distanse_from_Players = 100; // Add here the distance from players GF_ALA_Create_Markers = true; // Create a Marker for the Airdrops GF_ALA_Spawn_Enemy = true; // Spawn Enemy at the site GF_ALA_Enemy_Side = east; // This is for Normal Spawn and EOS , NOT for the DAC units GF_ALA_Squad_Members = 5; // + floor random 5 below GF_ALA_Squad_Members_random = 5; GF_ALA_set_AiSkill = 0.50; GF_ALA_set_AiSkill_random = 0.50; GF_ALA_Patrol_distance = 100; // The distance for BIS_fnc_taskPatrol GF_ALA_Patrol_distance_random = 250; // Type_of_Cargo_array - can be any object or vehicle Type_of_Cargo_array = [ "B_supplyCrate_F", "I_CargoNet_01_ammo_F" ]; //________________ Enemy Array ________________ GF_ALA_Pool_Infantry = [ "O_G_officer_F","O_G_Soldier_SL_F","O_G_Soldier_TL_F","O_G_medic_F","O_G_engineer_F","O_G_Soldier_exp_F","O_G_Soldier_GL_F", "O_G_Soldier_M_F","O_G_Soldier_LAT_F","O_G_Soldier_A_F","O_G_Soldier_F","O_G_Soldier_lite_F","O_G_Sharpshooter_F", "O_G_Soldier_universal_F" ]; if (GF_ALA_Systemchat_info) then { systemchat "GF Auto Loot Airdrops Script initializing"; }; GF_ALA_allPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}}; GF_ALA_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"); GF_ALA_size = worldsize; //________________ Array ________________ /* //________________ GF_ALA_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_ALA_Assignable_Items_Mod_Blacklist in case that the GF_ALA_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_ALA_Select copyToClipboard str GF_ALA_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_ALA_Binocular_and_Nvg_array_Mod_Blacklist = [ "mcc_sandbox_a3", "CUP_Weapons" // Example ]; //________________ GF_ALA_Assignable_Items_Mod_Blacklist ________________ GF_ALA_Vehicle_array_Mod_Blacklist = [ "mcc_sandbox_a3", "@CUP_Vehicles" // Example ]; //________________ case ________________ _Array_Loaded = false; _Select_items_Loaded = false; private ["_items_case"]; switch (GF_ALA_Select) do { case 1 : { //________________ Load every Mod + Bohemia items ________________ GF_ALA_primaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_secondaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_handgunWeapon_array = ("getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_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_ALA_Uniform_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Vests_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Headgear_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Backpacks_array = ("getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_ALA_Goggles_array = ("getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALA_Items_array = ("getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Attachments_array = ("getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_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_ALA_Binocular_and_Nvg_array; //________________ Airdrops Vehicle ________________ GF_ALA_Vehicle = (" getNumber (_x >> 'scope') >= 1 && ((configName _x isKindof 'Helicopter') or (configName _x isKindof 'plane')) && (!(configName _x isKindof 'ParachuteBase')) && (!(configName _x isKindof 'UAV')) && (!(configName _x isKindof 'B_UAV_01_F')) && (!(configName _x isKindof 'O_UAV_01_F')) && (!(configName _x isKindof 'I_UAV_01_F')) && (!(configName _x isKindof 'B_T_UAV_03_F')) && (!(configName _x isKindof 'B_T_UAV_03_dynamicLoadout_F')) && (!(configName _x isKindof 'UAV_06_base_F')) && (!(configName _x isKindof 'C_IDAP_UAV_01_F')) " configClasses (configFile >> "CfgVehicles")) apply {configName _x}; // copyToClipBoard str GF_ALA_Vehicle; // uncomment to copy _items_case = "Load every Mod + Bohemia items"; _Select_items_Loaded = true; }; case 2 : { //________________ Load every Mod / No Bohemia items ________________ GF_ALA_primaryWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_secondaryWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_handgunWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_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_ALA_Uniform_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Vests_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Headgear_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_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_ALA_Goggles_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALA_Items_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Attachments_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_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_ALA_Binocular_and_Nvg_array; //________________ Airdrops Vehicle ________________ GF_ALA_Vehicle = (" (!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'scope') >= 1 && ((configName _x isKindof 'Helicopter') or (configName _x isKindof 'plane')) && (!(configName _x isKindof 'ParachuteBase')) && (!(configName _x isKindof 'UAV')) && (!(configName _x isKindof 'B_UAV_01_F')) && (!(configName _x isKindof 'O_UAV_01_F')) && (!(configName _x isKindof 'I_UAV_01_F')) && (!(configName _x isKindof 'B_T_UAV_03_F')) && (!(configName _x isKindof 'B_T_UAV_03_dynamicLoadout_F')) && (!(configName _x isKindof 'UAV_06_base_F')) && (!(configName _x isKindof 'C_IDAP_UAV_01_F')) " configClasses (configFile >> "CfgVehicles")) apply {configName _x}; // copyToClipBoard str GF_ALA_Vehicle; // uncomment to copy _items_case = "Load every Mod - No Bohemia items"; _Select_items_Loaded = true; }; case 3 : { //________________ Bohemia items Only ________________ GF_ALA_primaryWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_secondaryWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_handgunWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_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_ALA_Uniform_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Vests_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Headgear_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_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_ALA_Goggles_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALA_Items_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Attachments_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Binocular_and_Nvg_array = ( "getText( _x >> 'author' ) == 'Bohemia Interactive' && (!(getText( _x >> 'DLC' ) in GF_ALA_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_ALA_Binocular_and_Nvg_array; //________________ Airdrops Vehicle ________________ GF_ALA_Vehicle = (" getText( _x >> 'author' ) == 'Bohemia Interactive' && (!(getText( _x >> 'DLC' ) in GF_ALA_Vehicle_array_Mod_Blacklist)) && getNumber (_x >> 'scope') >= 1 && ((configName _x isKindof 'Helicopter') or (configName _x isKindof 'plane')) && (!(configName _x isKindof 'ParachuteBase')) && (!(configName _x isKindof 'UAV')) && (!(configName _x isKindof 'B_UAV_01_F')) && (!(configName _x isKindof 'O_UAV_01_F')) && (!(configName _x isKindof 'I_UAV_01_F')) && (!(configName _x isKindof 'B_T_UAV_03_F')) && (!(configName _x isKindof 'B_T_UAV_03_dynamicLoadout_F')) && (!(configName _x isKindof 'UAV_06_base_F')) && (!(configName _x isKindof 'C_IDAP_UAV_01_F')) " configClasses (configFile >> "CfgVehicles")) apply {configName _x}; // copyToClipBoard str GF_ALA_Vehicle; // uncomment to copy _items_case = "Load Bohemia items Only"; _Select_items_Loaded = true; }; case 4 : { /* //________________ Custom items only ________________ It is posible to add everything to one array and the code below will manage the spawn , GF_ALA_cfgArray = []; But then delete the arrays and their count below */ // add the classnames ex: GF_ALA_primaryWeapon_array = ["arifle_MX_SW_F"]; GF_ALA_secondaryWeapon_array = ["launch_NLAW_F"]; GF_ALA_handgunWeapon_array = ["hgun_P07_F"]; GF_ALA_Magazines_array = ["100Rnd_65x39_caseless_mag","16Rnd_9x21_Mag"]; GF_ALA_Uniform_array = ["U_B_CombatUniform_mcam_tshirt"]; GF_ALA_Vests_array = ["V_PlateCarrier2_rgr"]; GF_ALA_Headgear_array = ["H_HelmetB_grass"]; GF_ALA_Backpacks_array = ["B_AssaultPack_mcamo"]; GF_ALA_Goggles_array = ["G_Combat"]; GF_ALA_Items_array = ["FirstAidKit"]; GF_ALA_Attachments_array = ["acc_pointer_IR"]; GF_ALA_Binocular_and_Nvg_array = ["NVGoggles"]; //________________ Airdrops Vehicle Custom array ________________ // If you want the wreck models , search for the line below , to comment the following : // _Vehicle setVectorUp [_banked,0,0]; //box is banked 90 degrees to the right GF_ALA_Vehicle = [ "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" ]; _items_case = "Custom items only"; _Select_items_Loaded = true; }; }; //________________ _Array_Loaded ________________ waituntil {_Select_items_Loaded}; _Array_Loaded = true; if (GF_ALA_Hintsilent_info) then { hintsilent format ["%1",_items_case]; }; if (GF_ALA_diag_log_info) then { diag_log format ["%1",_items_case]; }; GF_ALA_cfgArray = GF_ALA_primaryWeapon_array + GF_ALA_secondaryWeapon_array + GF_ALA_handgunWeapon_array + GF_ALA_Magazines_array + GF_ALA_Uniform_array + GF_ALA_Vests_array + GF_ALA_Headgear_array + GF_ALA_Backpacks_array + GF_ALA_Goggles_array + GF_ALA_Items_array + GF_ALA_Attachments_array + GF_ALA_Binocular_and_Nvg_array; waituntil {_Array_Loaded}; private ["_marker","_x","_a","_Pos"]; _x = 0; _a = 0; //________________ Number of the Airdrops ________________ for "_x" from 0 to GF_ALA_Number + random GF_ALA_Number_random do { _drop_in_sec = time + GF_ALA_next_drop_in_sec; waitUntil {time > _drop_in_sec}; _a = _a + 1; //________________ Find Airdrops Position ________________ GF_ALA_allPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}}; GF_ALA_allPlayer_Random = selectrandom GF_ALA_allPlayers; _Pos = [[[position GF_ALA_allPlayer_Random, GF_ALA_Distanse_from_Players]],[]] call BIS_fnc_randomPos; //________________ Sound of plane flying above ________________ // https://community.bistudio.com/wiki/Arma_3:_SoundFiles // playSound3D ["A3\Sounds_F\ambient\battlefield\battlefield_jet1.wss", _Cargo]; _Plane_sound = [ "GF_ALA_Plane_1","GF_ALA_Plane_2","GF_ALA_Plane_3" ]call BIS_fnc_selectRandom; publicVariable _Plane_sound; _Plane_sound remoteExec ["playSound"]; //________________ Cargo ________________ _parachute = createVehicle ["B_Parachute_02_F",_Pos, [], 0, "FLY"]; waituntil{!isNull _parachute}; _parachute setPosATL [getPosATL _parachute select 0, getPosATL _parachute select 1, GF_ALA_height_of_drop]; _Cargo_array = selectRandom Type_of_Cargo_array; _Cargo = createVehicle [_Cargo_array, position _parachute, [], 0, 'NONE']; waituntil{!isNull _Cargo}; _Cargo attachTo [_parachute,[0,0,0]]; _Cargo enableSimulation false; //________________ clear _Cargo ________________ clearItemCargoGlobal _Cargo; clearWeaponCargoGlobal _Cargo; clearMagazineCargoGlobal _Cargo; //________________ Spawn Loot ________________ for "_i" from 1 to GF_ALA_Spawned_Items_Number + random GF_ALA_Spawned_Items_Number_random do { private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Text"]; //________________ _Loot ________________ private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Text"]; _Item = selectRandom GF_ALA_cfgArray; _getText = getText (configFile >> "cfgVehicles" >> _Item >> "vehicleClass"); _Loot = _Cargo; _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"; }; }; //________________ Type of Chemlight and Smoke ________________ _Chemlight1 = "Chemlight_red" createVehicle (position _Cargo); _Chemlight1 attachTo [_Cargo, [0,0.5,-0.4]]; _Chemlight2 = "Chemlight_red" createVehicle (position _Cargo); _Chemlight2 attachTo [_Cargo, [0,-0.5,-0.4]]; _Smoke = "SmokeShellRed" createVehicle (position _Cargo); _Smoke attachTo [_Cargo, [0,0,0]]; waitUntil {getPos _Cargo select 2 < 4}; _vel = velocity _Cargo; _Cargo setVelocity _vel; waitUntil {getPos _Cargo select 2 < 0}; playSound3D ["a3\sounds_f\weapons\Flare_Gun\flaregun_1_shoot.wss",_Cargo]; detach _Cargo; _parachute disableCollisionWith _Cargo; _time = time + 6; waitUntil {time > _time}; if (!isNull _parachute) then {deleteVehicle _parachute}; _Cargo enableSimulation true; //________________ Spawn a Group at the Airdrops ________________ if (GF_ALA_Spawn_Enemy) then { // systemchat "GF_ALA_Spawn_Enemy"; _Pos_Spawn = [[[_Pos, 50 + random 250]],["water"]] call BIS_fnc_randomPos; _Group = createGroup GF_ALA_Enemy_Side; for "_x" from 0 to (GF_ALA_Squad_Members + floor random GF_ALA_Squad_Members_random) do { _unit = _Group createunit [selectRandom GF_ALA_Pool_Infantry,_Pos_Spawn,[],0,"None"]; [_unit] JoinSilent _Group; (leader _Group) setSkill GF_ALA_set_AiSkill + random GF_ALA_set_AiSkill_random; }; [_Group,_Pos,GF_ALA_Patrol_distance + random GF_ALA_Patrol_distance_random] call BIS_fnc_taskPatrol; }; //________________ GF_ALA_Debug ________________ if (GF_ALA_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 "ColorUNKNOWN"; _Marker_Pos setMarkerText format ["Airdrop : %1",_a]; _Marker_Pos setMarkerSize [1,1]; }; }; if (GF_ALA_Systemchat_info) then { systemchat "GF_Auto_Loot_Airdrops Script initialized"; }; diag_log "//________________ GF_Auto_Loot_Airdrop Script initialized ________________";
-
OK , i 'll try to check this for today.
-
37 minutes ago, Desperta Ferro said:want to spawn the airdrop near the players.
Try :
Spoiler//________________ Author : GEORGE FLOROS [GR] ___________ 23.12.18 _____________ /* ________________ GF Auto Loot Airdrops Script - Mod ________________ https://forums.bohemia.net/forums/topic/220962-gf-auto-loot-airdrops-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_Airdrops initializing _____________"; //________________ Settings ________________ //________________ Set true or false ________________ GF_ALA_Systemchat_info = true; GF_ALA_Hintsilent_info = true; GF_ALA_diag_log_info = true; GF_ALA_Debug = true; GF_ALA_next_drop_in_sec = 900; GF_ALA_height_of_drop = 500; GF_ALA_Number = 5; // Number of the Airdrops GF_ALA_Number_random = 5; // + random 5 Airdrops GF_ALA_Spawned_Items_Number = 10; GF_ALA_Spawned_Items_Number_random = 10; //GF_ALA_Select --> 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only GF_ALA_Select = 1; GF_ALA_Distanse_from_Players = 300; // Add here the distance from players GF_ALA_Create_Markers = true; // Create a Marker for the Airdrops GF_ALA_Spawn_Enemy = true; // Spawn Enemy at the site GF_ALA_Enemy_Side = east; // This is for Normal Spawn and EOS , NOT for the DAC units GF_ALA_Squad_Members = 5; // + floor random 5 below GF_ALA_Squad_Members_random = 5; GF_ALA_set_AiSkill = 0.50; GF_ALA_set_AiSkill_random = 0.50; GF_ALA_Patrol_distance = 100; // The distance for BIS_fnc_taskPatrol GF_ALA_Patrol_distance_random = 250; // Type_of_Cargo_array - can be any object or vehicle Type_of_Cargo_array = [ "B_supplyCrate_F", "I_CargoNet_01_ammo_F" ]; //________________ Enemy Array ________________ GF_ALA_Pool_Infantry = [ "O_G_officer_F","O_G_Soldier_SL_F","O_G_Soldier_TL_F","O_G_medic_F","O_G_engineer_F","O_G_Soldier_exp_F","O_G_Soldier_GL_F", "O_G_Soldier_M_F","O_G_Soldier_LAT_F","O_G_Soldier_A_F","O_G_Soldier_F","O_G_Soldier_lite_F","O_G_Sharpshooter_F", "O_G_Soldier_universal_F" ]; if (GF_ALA_Systemchat_info) then { systemchat "GF Auto Loot Airdrops Script initializing"; }; GF_ALA_allPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}}; GF_ALA_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"); GF_ALA_size = worldsize; //________________ Array ________________ /* //________________ GF_ALA_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_ALA_Assignable_Items_Mod_Blacklist in case that the GF_ALA_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_ALA_Select copyToClipboard str GF_ALA_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_ALA_Binocular_and_Nvg_array_Mod_Blacklist = [ "mcc_sandbox_a3", "CUP_Weapons" // Example ]; //________________ GF_ALA_Assignable_Items_Mod_Blacklist ________________ GF_ALA_Vehicle_array_Mod_Blacklist = [ "mcc_sandbox_a3", "@CUP_Vehicles" // Example ]; //________________ case ________________ _Array_Loaded = false; _Select_items_Loaded = false; private ["_items_case"]; switch (GF_ALA_Select) do { case 1 : { //________________ Load every Mod + Bohemia items ________________ GF_ALA_primaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_secondaryWeapon_array = ("getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_handgunWeapon_array = ("getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_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_ALA_Uniform_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Vests_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Headgear_array = ("getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Backpacks_array = ("getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; GF_ALA_Goggles_array = ("getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALA_Items_array = ("getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Attachments_array = ("getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_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_ALA_Binocular_and_Nvg_array; //________________ Airdrops Vehicle ________________ GF_ALA_Vehicle = (" getNumber (_x >> 'scope') >= 1 && ((configName _x isKindof 'Helicopter') or (configName _x isKindof 'plane')) && (!(configName _x isKindof 'ParachuteBase')) && (!(configName _x isKindof 'UAV')) && (!(configName _x isKindof 'B_UAV_01_F')) && (!(configName _x isKindof 'O_UAV_01_F')) && (!(configName _x isKindof 'I_UAV_01_F')) && (!(configName _x isKindof 'B_T_UAV_03_F')) && (!(configName _x isKindof 'B_T_UAV_03_dynamicLoadout_F')) && (!(configName _x isKindof 'UAV_06_base_F')) && (!(configName _x isKindof 'C_IDAP_UAV_01_F')) " configClasses (configFile >> "CfgVehicles")) apply {configName _x}; // copyToClipBoard str GF_ALA_Vehicle; // uncomment to copy _items_case = "Load every Mod + Bohemia items"; _Select_items_Loaded = true; }; case 2 : { //________________ Load every Mod / No Bohemia items ________________ GF_ALA_primaryWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_secondaryWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_handgunWeapon_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_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_ALA_Uniform_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Vests_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Headgear_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_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_ALA_Goggles_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALA_Items_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Attachments_array = ("(!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_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_ALA_Binocular_and_Nvg_array; //________________ Airdrops Vehicle ________________ GF_ALA_Vehicle = (" (!(getText( _x >> 'author' ) == 'Bohemia Interactive')) && getNumber (_x >> 'scope') >= 1 && ((configName _x isKindof 'Helicopter') or (configName _x isKindof 'plane')) && (!(configName _x isKindof 'ParachuteBase')) && (!(configName _x isKindof 'UAV')) && (!(configName _x isKindof 'B_UAV_01_F')) && (!(configName _x isKindof 'O_UAV_01_F')) && (!(configName _x isKindof 'I_UAV_01_F')) && (!(configName _x isKindof 'B_T_UAV_03_F')) && (!(configName _x isKindof 'B_T_UAV_03_dynamicLoadout_F')) && (!(configName _x isKindof 'UAV_06_base_F')) && (!(configName _x isKindof 'C_IDAP_UAV_01_F')) " configClasses (configFile >> "CfgVehicles")) apply {configName _x}; // copyToClipBoard str GF_ALA_Vehicle; // uncomment to copy _items_case = "Load every Mod - No Bohemia items"; _Select_items_Loaded = true; }; case 3 : { //________________ Bohemia items Only ________________ GF_ALA_primaryWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 1 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_secondaryWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_handgunWeapon_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 2 && getNumber (_x>> 'scope') isEqualTo 2" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_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_ALA_Uniform_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 801 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Vests_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 701 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Headgear_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'itemInfo' >> 'type') isEqualTo 605 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_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_ALA_Goggles_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; GF_ALA_Items_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 4096 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Attachments_array = ("getText( _x >> 'author' ) == 'Bohemia Interactive' && getNumber (_x >> 'type') isEqualTo 131072 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; GF_ALA_Binocular_and_Nvg_array = ( "getText( _x >> 'author' ) == 'Bohemia Interactive' && (!(getText( _x >> 'DLC' ) in GF_ALA_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_ALA_Binocular_and_Nvg_array; //________________ Airdrops Vehicle ________________ GF_ALA_Vehicle = (" getText( _x >> 'author' ) == 'Bohemia Interactive' && (!(getText( _x >> 'DLC' ) in GF_ALA_Vehicle_array_Mod_Blacklist)) && getNumber (_x >> 'scope') >= 1 && ((configName _x isKindof 'Helicopter') or (configName _x isKindof 'plane')) && (!(configName _x isKindof 'ParachuteBase')) && (!(configName _x isKindof 'UAV')) && (!(configName _x isKindof 'B_UAV_01_F')) && (!(configName _x isKindof 'O_UAV_01_F')) && (!(configName _x isKindof 'I_UAV_01_F')) && (!(configName _x isKindof 'B_T_UAV_03_F')) && (!(configName _x isKindof 'B_T_UAV_03_dynamicLoadout_F')) && (!(configName _x isKindof 'UAV_06_base_F')) && (!(configName _x isKindof 'C_IDAP_UAV_01_F')) " configClasses (configFile >> "CfgVehicles")) apply {configName _x}; // copyToClipBoard str GF_ALA_Vehicle; // uncomment to copy _items_case = "Load Bohemia items Only"; _Select_items_Loaded = true; }; case 4 : { /* //________________ Custom items only ________________ It is posible to add everything to one array and the code below will manage the spawn , GF_ALA_cfgArray = []; But then delete the arrays and their count below */ // add the classnames ex: GF_ALA_primaryWeapon_array = ["arifle_MX_SW_F"]; GF_ALA_secondaryWeapon_array = ["launch_NLAW_F"]; GF_ALA_handgunWeapon_array = ["hgun_P07_F"]; GF_ALA_Magazines_array = ["100Rnd_65x39_caseless_mag","16Rnd_9x21_Mag"]; GF_ALA_Uniform_array = ["U_B_CombatUniform_mcam_tshirt"]; GF_ALA_Vests_array = ["V_PlateCarrier2_rgr"]; GF_ALA_Headgear_array = ["H_HelmetB_grass"]; GF_ALA_Backpacks_array = ["B_AssaultPack_mcamo"]; GF_ALA_Goggles_array = ["G_Combat"]; GF_ALA_Items_array = ["FirstAidKit"]; GF_ALA_Attachments_array = ["acc_pointer_IR"]; GF_ALA_Binocular_and_Nvg_array = ["NVGoggles"]; //________________ Airdrops Vehicle Custom array ________________ // If you want the wreck models , search for the line below , to comment the following : // _Vehicle setVectorUp [_banked,0,0]; //box is banked 90 degrees to the right GF_ALA_Vehicle = [ "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" ]; _items_case = "Custom items only"; _Select_items_Loaded = true; }; }; //________________ _Array_Loaded ________________ waituntil {_Select_items_Loaded}; _Array_Loaded = true; if (GF_ALA_Hintsilent_info) then { hintsilent format ["%1",_items_case]; }; if (GF_ALA_diag_log_info) then { diag_log format ["%1",_items_case]; }; GF_ALA_cfgArray = GF_ALA_primaryWeapon_array + GF_ALA_secondaryWeapon_array + GF_ALA_handgunWeapon_array + GF_ALA_Magazines_array + GF_ALA_Uniform_array + GF_ALA_Vests_array + GF_ALA_Headgear_array + GF_ALA_Backpacks_array + GF_ALA_Goggles_array + GF_ALA_Items_array + GF_ALA_Attachments_array + GF_ALA_Binocular_and_Nvg_array; waituntil {_Array_Loaded}; private ["_marker","_x","_a","_Pos"]; _x = 0; _a = 0; //________________ Number of the Airdrops ________________ for "_x" from 0 to GF_ALA_Number + random GF_ALA_Number_random do { _drop_in_sec = time + GF_ALA_next_drop_in_sec; waitUntil {time > _drop_in_sec}; _a = _a + 1; //________________ Find Airdrops Position ________________ GF_ALA_allPlayers = []; {if (isPlayer _x) then{GF_ALA_allPlayers pushBack _x;};}forEach playableUnits; GF_ALA_allPlayer_Random = selectrandom GF_ALA_allPlayers; _Pos = [[[position GF_ALA_allPlayer_Random, 50]],[]] call BIS_fnc_randomPos; //________________ Sound of plane flying above ________________ // https://community.bistudio.com/wiki/Arma_3:_SoundFiles // playSound3D ["A3\Sounds_F\ambient\battlefield\battlefield_jet1.wss", _Cargo]; _Plane_sound = [ "GF_ALA_Plane_1","GF_ALA_Plane_2","GF_ALA_Plane_3" ]call BIS_fnc_selectRandom; publicVariable _Plane_sound; _Plane_sound remoteExec ["playSound"]; //________________ Cargo ________________ _parachute = createVehicle ["B_Parachute_02_F",_Pos, [], 0, "FLY"]; waituntil{!isNull _parachute}; _parachute setPosATL [getPosATL _parachute select 0, getPosATL _parachute select 1, GF_ALA_height_of_drop]; _Cargo_array = selectRandom Type_of_Cargo_array; _Cargo = createVehicle [_Cargo_array, position _parachute, [], 0, 'NONE']; waituntil{!isNull _Cargo}; _Cargo attachTo [_parachute,[0,0,0]]; _Cargo enableSimulation false; //________________ clear _Cargo ________________ clearItemCargoGlobal _Cargo; clearWeaponCargoGlobal _Cargo; clearMagazineCargoGlobal _Cargo; //________________ Spawn Loot ________________ for "_i" from 1 to GF_ALA_Spawned_Items_Number + random GF_ALA_Spawned_Items_Number_random do { //________________ Position of the loot at the Airdrops ________________ _Loot_Pos = _Pos getPos [ 4 + random 20, // distance random 360 ]; private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Text"]; //________________ _Loot ________________ private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Text"]; _Item = selectRandom GF_ALA_cfgArray; _getText = getText (configFile >> "cfgVehicles" >> _Item >> "vehicleClass"); _Loot = _Cargo; _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"; }; }; //________________ Type of Chemlight and Smoke ________________ _Chemlight1 = "Chemlight_red" createVehicle (position _Cargo); _Chemlight1 attachTo [_Cargo, [0,0.5,-0.4]]; _Chemlight2 = "Chemlight_red" createVehicle (position _Cargo); _Chemlight2 attachTo [_Cargo, [0,-0.5,-0.4]]; _Smoke = "SmokeShellRed" createVehicle (position _Cargo); _Smoke attachTo [_Cargo, [0,0,0]]; waitUntil {getPos _Cargo select 2 < 4}; _vel = velocity _Cargo; _Cargo setVelocity _vel; waitUntil {getPos _Cargo select 2 < 0}; playSound3D ["a3\sounds_f\weapons\Flare_Gun\flaregun_1_shoot.wss",_Cargo]; detach _Cargo; _parachute disableCollisionWith _Cargo; _time = time + 6; waitUntil {time > _time}; if (!isNull _parachute) then {deleteVehicle _parachute}; _Cargo enableSimulation true; //________________ Spawn a Group at the Airdrops ________________ if (GF_ALA_Spawn_Enemy) then { // systemchat "GF_ALA_Spawn_Enemy"; _Pos_Spawn = [[[_Pos, 50 + random 250]],["water"]] call BIS_fnc_randomPos; _Group = createGroup GF_ALA_Enemy_Side; for "_x" from 0 to (GF_ALA_Squad_Members + floor random GF_ALA_Squad_Members_random) do { _unit = _Group createunit [selectRandom GF_ALA_Pool_Infantry,_Pos_Spawn,[],0,"None"]; [_unit] JoinSilent _Group; (leader _Group) setSkill GF_ALA_set_AiSkill + random GF_ALA_set_AiSkill_random; }; [_Group,_Pos,GF_ALA_Patrol_distance + random GF_ALA_Patrol_distance_random] call BIS_fnc_taskPatrol; }; //________________ GF_ALA_Debug ________________ if (GF_ALA_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 "ColorUNKNOWN"; _Marker_Pos setMarkerText format ["Airdrop : %1",_a]; _Marker_Pos setMarkerSize [1,1]; }; }; if (GF_ALA_Systemchat_info) then { systemchat "GF_Auto_Loot_Airdrops Script initialized"; }; diag_log "//________________ GF_Auto_Loot_Airdrop Script initialized ________________";
-
Hello @Desperta Ferro !
Is it working generally , or just when you edited this ? because i think that so else it doesn't work properly due to the "waituntil" update , as the most of my scripts.
-
3 hours ago, smashingcatfood said:with no mods installed? 🙂
Hello there @smashingcatfood !
I would suggest also to remove all the scripts and try this in MP and then try to add one at the time or try to run the scripts with no mods in a test mission, in order to find the issue.
When i started writing codes for the first time, i had forgot to add sleep in some while true codes and it was ok for the SP but stuck in MP as you said.
also what is this in your init ?
_EndSplashScreen = { for "_x" from 1 to 4 do { endLoadingScreen; sleep 3; }; }; [] spawn _EndSplashScreen;
- 2
-
Hello to you too @NunesSergio !
Thank you very much also and welcome to BI Forums !
It doesn't work when the player is incapacitaded state , it can still be done this , but then we are talking about a different script.
- 1
-
3 hours ago, Mildly_Interested said:Alright, all posted!
Thank you very much !
-
Sure no problem and add a link here for everyone !
-
On 5/4/2020 at 5:48 PM, Mildly_Interested said:Awesome scripts by the way.
Thank you very much but everything generally is outdated- broken and i'm not doing anything with arma generally.
So i won't do for now any updates.
On 5/4/2020 at 5:48 PM, Mildly_Interested said:GF_Auto_Population_Zombie
This is the latest version , maybe if i remember not published :
+GF_Zombie_Spawner.Stratis.zip
Size: 20.87 KB | Expires: 29 Days | Uploaded: 06 May 2020 | Public
It should work.
The most of the code is rewoked.
- 1
-
Hello there @jarni !
This is a way for your script to load in SP/MP.
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#Loaded
ex:
addMissionEventHandler ["Loaded", { params ["_saveType"]; If(_saveType isEqualto "continue") then{ [] execVM "GF_Earplugs\GF_Earplugs.sqf"; }; }]; [] execVM "GF_Earplugs\GF_Earplugs.sqf";
- 4
-
Hello there @Mildly_Interested and welcome also to BI Forums !
The waituntil broke the most of the scripts generally and everything needs update!
In order to fix this , you can just use while true instead with a uisleep for mp or sleep for sp.
https://community.bistudio.com/wiki/while
-
7 hours ago, LSValmont said:PS2: I can't wait for some of you guys to convert this Dogs into menacing Wolves, Boars, Bears, Velociraptors, Monsters or even better, ALIENS! 🤑
That would be great !
Keep on the good work @LSValmont !
- 1
-
18 hours ago, Steel_Dragon said:thanks very much
- 1
Compilation List of my GF Scripts - Mods
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
So far everything is going good and i really wish everything to stop there.
Every problem in our life if it has an end or can be solved , it's fine as long as everyone can handle it.
There is always something to learn and become a better person.
I just wanted to share it here and say to everyone to take care themselves as they can , after all we only live once.
I'm really happy with everything so far in my life and it's good to be able to carry on without having bad thoughts etc.
Life is good and after all we are still fine and being a parent is great !
Thank you @Gunter Severloh from my heart , take care of you and your family.
Thanks again everyone !