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GEORGE FLOROS GR

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Posts posted by GEORGE FLOROS GR


  1. 9 hours ago, Gunter Severloh said:

    an experience 

    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 !

     

    Spoiler

     

     

    • Like 13
    • Thanks 3

  2. 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 !

     

    • Like 19
    • Thanks 1
    • Sad 2

  3. 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 :

     

     

    • Like 5

  4. 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 ________________";

     


  5. 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 ________________";

     

     


  6. 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;

     

    • Like 2

  7. 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.

    • Like 1
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