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spawner [Release] Vandeanson's Apocalypse - the Mod:
steam-76561198063590739 replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is my init... //extra missions execVM "debug\blckClient.sqf"; //Supply Drop Alert Event "SDROP_Alert" addPublicVariableEventHandler { hint parseText format["%1", _this select 1]; }; //IGNATZ-STUFF if (hasInterface) then { [] execVM "addons\Ignatz_EarPlugs.sqf"; [] execVM "addons\Ignatz_Statusbar.sqf"; Ignatz_Client_DoorOpener = compilefinal preprocessfilelinenumbers "addons\Ignatz_Client_DoorOpener.sqf"; }; //BANDIT CAMP [] execVM "banditcamp.sqf"; Basically I put 6 markers together on an island, and nothing ever spawned. Since I am new to this, I will ask, I only loaded mission.sqm into my editor and made the markers from the instructions given. Is that correct? Once I know it will spawn camps, then I will see if someone in the Epoch community can help spawn in AI. using A3EAI -
steam-76561198063590739 started following [Release] Vandeanson's Apocalypse - the Mod:
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spawner [Release] Vandeanson's Apocalypse - the Mod:
steam-76561198063590739 replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can someone help me please. I am trying to get this script to eventualkly work with Epoch, I am using the CUPS version. Right now, I ahve stripped all of section 7 out of the script, and changed any Ravage specific items to Epoch items. I made 6 markers on a small Island near Altis' Capital CIty, but no camps will spawn at all. Can't reallyu find any error messages. Can someone use the script as I have it on a test server, or look it over and tell me why it wouldn't spawn any camps at all? <spoiler> //////////////////////////////////////// //LOOPER//////// //////////////////////////////////////// while {true} do {// THIS LOOPS THE SCRIPT ///////////////////////////////////////////////////////////////////// //1. ARRAY OF MARKERS THAT NEED TO BE PLACED ON THE MAP. /////////// //EACH MARKER STANDS FOR A POSSIBLE CAMP LOCATION// //THE MARKERS HERE AND THE MARKERS ON THE MAP INGAME NEED TO CORRESPOND// //E.G. IF YOU ADD A MARKER HERE, ADD IT IN THE EDITOR INGAME AS WELL AND VICE VERCA//////////// ///////////////////////////////////////////////////////////////////// _mark = ["mrkrA_1","mrkrA_2","mrkrA_3","mrkrA_4","mrkrA_5","mrkrA_6"] call BIS_fnc_selectRandom; // THIS SELECTS ONE OF THE MARKER. GOING FORWARD, _mark WILL REFER TO THE MARKER SELECTED HERE //1.1 SOME DETAILS THAT CAN BE CONFIGURED: _activationRadius = 4000; // (REFERENCE FOR CODE UNDER ITEM 2) SETS THE RADIUS AROUND THE FIRST MARKER, WHERE THE SCRIPT IS ACTIVE. WHEN THE PLAYER IS OUTSIDE THIS RADIUS, THE SCRIPT WILL PAUSE TO SAVE FPS _despawnSleepRnd = 3600; // (REFERENCE FOR CODE UNDER ITEM 8)SETS THE TIMER IN SECONDS FOR THE CAMPT TO DESPAWN, WILL SELECT A RANDOM NUMBER (E.G. 3600: IT WILL SELECT A RANDOM NUMBER BETWEEN 1 AND 3600) _despawnSleepFix = 1000;// (REFERENCE FOR CODE UNDER ITEM 8)SETS A FIX TIMER IN SECONDS THAT WILL RUN AFTER THE RANDOM TIMER _despanPauseProxy = 200;// (REFERENCE FOR CODE UNDER ITEM 9)SETS A RADIUS AROUND THE CAMP POSITION.WHEN THE PLAYER IS WITHIN THIS RADIUS, DESPAWNING IS PAUSED ////////////////////// //2 PROXIMITY CHECK/// //- CHECKS IF THE PLAYER IS CLOSE ENOUGH TO THE MAIN MARKER.// ///////////////////////////////////////////////////////// WaitUntil {player distance (GetMarkerPos "mrkrA_1") < _activationRadius}; ///THE MARKER, IN THIS CASE "mrkrA_1" MUST ALWAYS BE IN THE CENTER OF A 4000 METERS RADIOS AND ALL ADDITIONAL MARKERS MUST BE WITHIN THIS RADIUS. CHANGE THE NUMBER TO INCREASE OR DECREASE THE RADIUS ///////////////////////////////////////////////////////////////////// //3. ARRAYS OF OBJECTS, STRUCTURES AND ITEMS THAT WILL SPAWN///////// ///////////////////////////////////////////////////////////////////// //3.1. LOOTABLE OBJECTS AND WRECKS _lootableObjectArray = ["Land_Sack_F","Land_BarrelTrash_F","Land_Sacks_goods_F"]; _objectsArray = ["Land_Sack_F","Land_BarrelTrash_F","Land_Sacks_goods_F","Land_CratesWooden_F","Land_Cages_F","Land_GarbagePallet_F","Land_GarbageBarrel_01_F","Land_Pallets_F","Land_Garbage_square5_F","Land_CratesShabby_F","Land_CanisterPlastic_F","Land_Garbage_line_F","Land_WoodenBox_F","Land_Sacks_heap_F","Land_PaperBox_closed_F","Land_GarbageBags_F"]; _objectsArray1 = ["TargetP_Zom_F","Land_Sack_F","Land_BarrelTrash_F","Land_Sacks_goods_F","Land_CratesWooden_F","Land_Cages_F","Land_GarbagePallet_F","Land_GarbageBarrel_01_F","Land_Pallets_F","Land_Garbage_square5_F","Land_CratesShabby_F","Land_CanisterPlastic_F","Land_Garbage_line_F","Land_WoodenBox_F","Land_Sacks_heap_F","Land_PaperBox_closed_F","Land_GarbageBags_F"]; _objectsArray2 = ["Land_WoodPile_large_F","Land_WoodPile_F","Land_Sack_F","Land_BarrelTrash_F","Land_Sacks_goods_F","Land_CratesWooden_F","Land_Cages_F","Land_GarbagePallet_F","Land_GarbageBarrel_01_F","Land_Pallets_F","Land_Garbage_square5_F","Land_CratesShabby_F","Land_CanisterPlastic_F","Land_Garbage_line_F","Land_WoodenBox_F","Land_Sacks_heap_F","Land_PaperBox_closed_F","Land_GarbageBags_F"]; _objectsArray3 = ["Land_TentA_F","Land_TentDome_F","Land_Sack_F","Land_BarrelTrash_F","Land_Sacks_goods_F","Land_CratesWooden_F","Land_Cages_F","Land_GarbagePallet_F","Land_GarbageBarrel_01_F","Land_Pallets_F","Land_Garbage_square5_F","Land_CratesShabby_F","Land_CanisterPlastic_F","Land_Garbage_line_F","Land_WoodenBox_F","Land_Sacks_heap_F","Land_PaperBox_closed_F","Land_GarbageBags_F"]; _objectsArray4 = ["CamoNet_OPFOR_open_F","CamoNet_INDP_open_F","CamoNet_BLUFOR_open_F","CamoNet_OPFOR_open_F","CamoNet_INDP_open_F","CamoNet_BLUFOR_open_F","CamoNet_OPFOR_open_F","CamoNet_INDP_open_F","CamoNet_BLUFOR_open_F","Land_Sack_F","Land_BarrelTrash_F","Land_Sacks_goods_F","Land_CratesWooden_F","Land_Cages_F","Land_GarbagePallet_F","Land_GarbageBarrel_01_F","Land_Pallets_F","Land_Garbage_square5_F","Land_CratesShabby_F","Land_CanisterPlastic_F","Land_Garbage_line_F","Land_WoodenBox_F","Land_Sacks_heap_F","Land_PaperBox_closed_F"]; _wreckArray = ["Mi8Wreck","BlackhawkWreck","Land_Wreck_Heli_Attack_01_F","Land_ScrapHeap_1_F","Land_ScrapHeap_2_F","Land_Scrap_MRAP_01_F","Land_WoodenCart_F","Land_Wreck_Car2_F","Land_Wreck_Truck_dropside_F","Land_Wreck_Ural_F","Land_Wreck_Heli_Attack_02_F","Land_Wreck_HMMWV_F"]; //3.2. STRUCTURES SUCH AS TENTS, HOUSES,... _tents = ["Camp","Land_tent_east"]; _tents2 = ["Land_tent_east","Land_tent2_west"]; _tents3 = ["Land_tent_west","CampEast"]; _tents4 = ["Camp","Land_tent_east","CampEast"]; _camonets = ["CamoNet_BLUFOR_big_F","Land_GarbageBarrel_01_F"]; _campfire = ["Campfire_burning_F","MetalBarrel_burning_F"]; ///////////////////////////////////////////////////////////////////// //4. ARRAYS OF ITEMS THAT WILL SPAWN///////// ///////////////////////////////////////////////////////////////////// //TIP: THE MORE OFTEN AN ITEM APPEARS IN AN ARRAY, THE MORE LIKELY IT IS THAT THIS ITEM WILL SPAWN. HENCE, YOU COULD ENTER COMMON ITEMS 4 TIMES AND RARE ITEMS ONLY ONCE //4.1 EXAMPLE, PUT IN SOMETHING THAT YOU WANT TO SPAWN MULTIPLE TIME AND WHERE YOU WANT TO BE SURE ONLY THIS ITEM DROPS _itemArray = ["Krypto"]; //4.2. EXAMPLE, PUT IN COMMON ITEMS THAT YOU WANT TO SPAWN _itemArray2 =[ "ItemBriefcaseSilver100oz", "ItemCopperBar10oz", "ChainSaw", "ItemSafe", "WhiskeyNoodle", "jerrycan_epoch", "lighter_epoch", "lighter_epoch", "Pumpkin", "meatballs_epoch", "TacticalBacon", "CookedSheep_EPOCH", "ItemSeaBassCooked", "FoodWalkNSons", "ItemVitamins", "CUP_NVG_PVS7", "muzzle_snds_B", "muzzle_snds_L", "acc_flashlight_pistol", "CUP_optic_CompM4", "optic_DMS", "CUP_H_RUS_6B27_olive", "CUP_V_CDF_6B3_3_FST", "CUP_U_B_CDF_FST_2", "CUP_V_CDF_6B3_3_FST" ]; //4.3. EXAMPLE, PUT IN COMMON ITEMS THAT YOU WANT TO SPAWN _itemArray3 =[ "CUP_NVG_PVS7", "muzzle_snds_B", "muzzle_snds_L", "acc_flashlight_pistol", "CUP_optic_CompM4", "optic_DMS", "CUP_H_RUS_6B27_olive", "CUP_V_CDF_6B3_3_FST", "CUP_U_B_CDF_FST_2", "CUP_V_CDF_6B3_3_FST" ]; //4.4. EXAMPLE ARRAY OF WEAPONS YOU WANT TO SPAWN. _WeaponArray = [ "CUP_hgun_Makarov", "CUP_hgun_TaurusTracker455", "CUP_hgun_Colt1911", "CUP_srifle_CZ550", "CUP_srifle_LeeEnfield_rail", "CUP_hgun_Makarov", "CUP_hgun_TaurusTracker455", "CUP_hgun_Colt1911", "CUP_srifle_CZ550", "CUP_srifle_LeeEnfield_rail", "CUP_hgun_Makarov", "CUP_hgun_TaurusTracker455", "CUP_hgun_Colt1911", "CUP_srifle_CZ550", "CUP_srifle_LeeEnfield_rail", "CUP_arifle_M4A1_camo", "CUP_arifle_G36C_camo", "CUP_sgun_AA12", "CUP_lmg_minimi_railed", "CUP_arifle_M16A4_GL", "CUP_srifle_AWM_wdl", "CUP_hgun_BallisticShield_Armed", "CUP_arifle_AK74", "CUP_srifle_CZ550_rail", "CUP_sgun_Saiga12K", "CUP_launch_RPG7V", "CUP_arifle_AKS74U" ]; // EXAMPLE: HERE I SPAWN MEDICAL ITEMS OR FOOD _mediclootArray =[ "FAK", "clean_water_epoch", "Soap_Epoch", "adrenaline_epoch", "morphine_epoch", "orlistat_epoch", "iodide_pills_epoch", "iodide_pills_epoch", "ItemWaterPurificationTablets"]; // EXPLOSIVES YOU WANT TO SPAWN, EXPLOSIVES AND MAGAZINES CAN NOT BE SPAWNED TOGETHER WITH WEAPONS OR ITEMS FYI _explosivesArray = [ "CUP_HandGrenade_RGO", "HandGrenade", "SmokeShellBlue", "SmokeShellGreen", "SmokeShellOrange", "SmokeShellPurple", "SmokeShellRed", "SmokeShell", "SmokeShellYellow", "DemoCharge_Remote_Mag", "ClaymoreDirectionalMine_Remote_Mag", "SatchelCharge_Remote_Mag", "APERSTripMine_Wire_Mag", "APERSMine_Range_Mag" ]; ///////////////////////////////////////////////////////////////////// //5. SPAWNER: //THIS PART; //- SELECTS RANDOM ITEMS, OBJECTS, STRUCTURES FROM POINT 4. ABOVE //- CREATES A SPAWNPOINT RELATIVE TO THE MARKER RANDOMLY SELECTED UNDER POINT 3. ABOVE //- SPAWNS STRUCTURES, OBJECTS AND THE LOOTBOX //- DISABLE DAMAGE OF SPAWNED STRUCTURES, OBJECTS OR LOOTBOX //- SET THE DIRECTION THE OBJECT OR STRUCTURE IS HEADING///////// ///////////////////////////////////////////////////////////////////// //5.1 FIREPLACE, TENTS, CAMONETS SPAWNER _fireplace = _campfire call BIS_fnc_selectRandom createVehicle getMarkerPos _mark; //SELECTS SPAWN POSITION RELATIVE TO _MARK AND SPAWNS A STRUCTURES FROM THE RESPECTIVE ARRAY _fireplace allowDamage false; // DISABLE DAMANGE FOR THE OBJECT _fireplace setDir 180; // SET DIRECTION _tent = _tents call BIS_fnc_selectRandom createVehicle [(getMarkerPos _mark select 0) + 18*sin(0), (getMarkerPos _mark select 1) + 18*cos(0), 0]; _tent allowDamage false; _tent setDir 190; _camonet = _camonets call BIS_fnc_selectRandom createVehicle [(getMarkerPos _mark select 0) + 18*sin(0), (getMarkerPos _mark select 1) + 18*cos(0), 0]; _camonet allowDamage false; _camonet setDir 10; _tent2 = _tents2 call BIS_fnc_selectRandom createVehicle [(getMarkerPos _mark select 0) + 15*sin(90), (getMarkerPos _mark select 1) + 15*cos(90), 0]; _tent2 allowDamage false; _tent2 setDir 85; _camonet2 = _camonets call BIS_fnc_selectRandom createVehicle [(getMarkerPos _mark select 0) + 15*sin(90), (getMarkerPos _mark select 1) + 15*cos(90), 0]; _camonet2 allowDamage false; _camonet2 setDir 85; _tent3 = _tents3 call BIS_fnc_selectRandom createVehicle [(getMarkerPos _mark select 0) + 15*sin(180), (getMarkerPos _mark select 1) + 15*cos(180), 0]; _tent3 allowDamage false; _tent3 setDir 250; _tent4 = _tents4 call BIS_fnc_selectRandom createVehicle [(getMarkerPos _mark select 0) +15*sin(270), (getMarkerPos _mark select 1) +10*cos(270), 0]; _tent4 allowDamage false; _tent4 setDir 320; //5.2 Ambient or lootable props (if ravage mod is active) selection and spawn point relative to _mark _object1 = _objectsArray call BIS_fnc_selectRandom createVehicle [(getMarkerPos _mark select 0) + 10*sin(0), (getMarkerPos _mark select 1) + 10*cos(0), 0]; //SELECTS SPAWN POSITION RELATIVE TO _MARK _object1 allowDamage false; // DISABLE DAMANGE FOR THE OBJECT _object1 setDir (random 359); // SET DIRECTION _object2 = _objectsArray1 call BIS_fnc_selectRandom createVehicle [(getMarkerPos _mark select 0) + 10*sin(75), (getMarkerPos _mark select 1) + 10*cos(75), 0]; _object2 allowDamage false; _object2 setDir (60); _object3 = _wreckArray call BIS_fnc_selectRandom createVehicle [(getMarkerPos _mark select 0) + 30*sin(130), (getMarkerPos _mark select 1) + 30*cos(130), 0]; _object3 allowDamage false; _object3 setDir (random 359); _object4 = _objectsArray2 call BIS_fnc_selectRandom createVehicle [(getMarkerPos _mark select 0) + 11*sin(135), (getMarkerPos _mark select 1) + 11*cos(135), 0]; _object4 allowDamage false; _object4 setDir (random 359); _object5 = _objectsArray3 call BIS_fnc_selectRandom createVehicle [(getMarkerPos _mark select 0) + 8*sin(225), (getMarkerPos _mark select 1) + 8*cos(225), 0]; _object5 allowDamage false; _object5 setDir (random 359); _object6 = _objectsArray3 call BIS_fnc_selectRandom createVehicle [(getMarkerPos _mark select 0) + 16*sin(225), (getMarkerPos _mark select 1) + 16*cos(225), 0]; _object6 allowDamage false; _object6 setDir (random 359); _object7 = _objectsArray4 call BIS_fnc_selectRandom createVehicle [(getMarkerPos _mark select 0) + 13*sin(225), (getMarkerPos _mark select 1) + 13*cos(225), 0]; _object7 allowDamage false; _object7 setDir (180); //5.3 LOOTSPAWNS //5.3.1 LOOTBOX THAT YOU WANT TO LOOT FOR FANCY STUFF! NOTES BELOW: _item = _itemArray select (floor (random (count _itemArray))); // SELECTS AN ITEM OUT OF THE RESPECTIVE ARRAY FOR THE FIRST LOOT POSITION IN ITEMBOX _item2 = _itemArray2 select (floor (random (count _itemArray2)));// SELECTS AN ITEM OUT OF THE RESPECTIVE ARRAY FOR NEXT LOOT POSITION IN ITEMBOX _item3 = _itemArray2 select (floor (random (count _itemArray2)));// SAME FOR NEXT LOOT POSITION _item4 = _itemArray2 select (floor (random (count _itemArray2)));// SAME FOR NEXT LOOT POSITION _item5 = _itemArray3 select (floor (random (count _itemArray3)));// SAME FOR NEXT LOOT POSITION _explo = _explosivesArray select (floor (random (count _explosivesArray))); //SAME FOR NEXT LOOT POSITION BUT SELECTS AN EXPLOSIVE FROM EXLOSIVES ARRAY _weapon = _weaponArray select (floor (random (count _weaponArray))); // SELECTS A RANDOM WEAPON FROM THE WEAPON ARRAY FOR THE FIRST WEAPON LOOT POSITION OF THE LOOTBOX _weapon1 = _weaponArray select (floor (random (count _weaponArray)));// SELECTS A RANDOM WEAPON FROM THE WEAPON ARRAY FOR THE NEXT WEAPON LOOT POSITION OF THE LOOTBOX _itemBox = "Box_FIA_Wps_F" createVehicle [0,0,0]; // SPAWNS THE LOOT BOX _itemBox allowDamage false; // DISABLE DAMAGE FOR LOOTBOX _itemBox setDir (90); // ORIENTATION OF THE LOOTBOX clearMagazineCargoGlobal _itembox; // CLEAR CONTENT OF LOOTBOX clearWeaponCargoGlobal _itembox; clearItemCargoGlobal _itembox; clearBackpackCargoGlobal _itembox; _itemBox setPos [(getMarkerPos _mark select 0) +8*sin(270), (getMarkerPos _mark select 1) +8*cos(270), 0]; // SETS THE POSITION OF THE LOOTBOX RELATIVE TO THE RANDOM SELECTED MARKER _MARK _itemBox additemCargoGlobal [_item, 50 +random 50]; // SPAWNS THE ITEMS THAT WHERE RANDOMLY SELECTED FOR THIS LOOT POSITION. IN THIS EXAMPLE THE ARRAY ONLY CONTAINS RVG_MONEY, HENCE IT WILL SPAWN 50 X RVG_MONEY + A RANDOM AMOUNT OF 0-50 IN ADDITION _itemBox additemCargoGlobal [_item2, 1 +random 1];// SPAWNS THE ITEMS THAT WHERE RANDOMLY SELECTED FOR THIS LOOT POSITION. 1 FOR SURE AND WITH A CHANCE TO SPAWN 1 ADDITIONAL ITEM _itemBox additemCargoGlobal [_item5, 1 +random 1];// SPAWNS THE ITEMS THAT WHERE RANDOMLY SELECTED FOR THIS LOOT POSITION.1 FOR SURE AND WITH A CHANCE TO SPAWN 1 ADDITIONAL ITEM _itemBox addMagazineCargoGlobal [_explo, 1 +random 2];// SPAWNS THE EXPLOSIVES THAT WHERE RANDOMLY SELECTED FOR THIS LOOT POSITION. NOTE THAT MAGAZINES AND EXPLOSIVES NEED TO BE SPAWNED USING "ADDMAGAZINECARGOGLOBAL" 1 FOR SURE AND WITH A CHANCE TO SPAWN 2 ADDITIONAL ITEM _itemBox additemCargoGlobal [_item3, 1 +random 1];// SPAWNS THE ITEMS THAT WHERE RANDOMLY SELECTED FOR THIS LOOT POSITION.1 FOR SURE AND WITH A CHANCE TO SPAWN 1 ADDITIONAL ITEM _itemBox additemCargoGlobal [_item4, 1 +random 1];// SPAWNS THE ITEMS THAT WHERE RANDOMLY SELECTED FOR THIS LOOT POSITION.1 FOR SURE AND WITH A CHANCE TO SPAWN 1 ADDITIONAL ITEM _itemBox addWeaponCargo [_weapon,1 +random 1];// SPAWNS THE WEAPON THAT WHERE RANDOMLY SELECTED FOR THIS LOOT POSITION.1 FOR SURE AND WITH A CHANCE TO SPAWN 1 ADDITIONAL ITEM _magazines = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines"); // SELECTS MATCHING MAGAZINES FOR THE WEAPON SPAWNED _mag = _magazines select (floor (random (count _magazines)));// SELECTS MATCHING MAGAZINES FOR THE WEAPON SPAWNED _itemBox addMagazineCargoGlobal [_mag, 2 +random 4];// SPAWNS 2 MATCHING MAGAZINES PLUS RANDOM AMOUNT OF 4 IN ADDITION _itemBox addWeaponCargo [_weapon1,1 +random 1]; // SAME AS ABOVE _magazines = getArray (configFile >> "CfgWeapons" >> _weapon1 >> "magazines");// SAME AS ABOVE _mag = _magazines select (floor (random (count _magazines)));// SAME AS ABOVE _itemBox addMagazineCargoGlobal [_mag, 2 +random 4];// SAME AS ABOVE ////////////////////////////////////////////////////////// //6. LOOT SPAWNERS FOR STRUCTURES SUCH AS HOUSES OR TENTS ///////////////////////////////////////////////////////// //6.1 FILLS HOUSES, WORKS WELL ON ALL VANILLA AND DLC STRUCTURES, NOT SO WELL WITH TENTS // THIS PLACES LOOTABLE OBJECTS FOR RAVAGE _itemBoxArray1 = []; _houseArray1 = getMarkerPos _mark nearObjects ["camp",50]; //SEARCHES FOR HOUSES NEAR THE MAIN MARKER OF THE CAMP (50 METERS RADIUS) { _buildingPositions1 = [_x] call BIS_fnc_buildingPositions; // FINDS THE BUILDING POSITIONS OF THE HOUSES IN THE AREA { if (30 > random 100) then { //30% OF THE BUILDING POSITIONS ARE FILLED - NOTE: NOT 100% SURE IF IT WORKS THIS WAY, BUT HERE YOU CAN LOWER THE AMOUNT OF ITEMS/OBJECTS THAT SPAWN IN HOUSES _lootobject = _lootableObjectArray select (floor (random (count _lootableObjectArray))); //SELECTS RANDOM OBJECTS FROM ARRAY _itemBox1 = _lootobject createVehicle [0,0,0]; // CREATE THE SELECTED OBJECT _itemBox1 allowDamage false; //DISABLES DAMAGE _itemBox1 setPos _x; // NOT 100% SURE BUT THIS MEMORIZES THE LOTO POSITIONS _itemBoxArray1 = _itemBoxArray1 + [_itemBox1]; //WHATEVER THIS DOES.. }; } forEach _buildingPositions1; // EXECUTES THE SPAWN CODE FOR EACH BUILDINGPOSITION IN A HOUSE } forEach _houseArray1; // EXECUTES THE SPAWN CODE FOR EACH HOUSE IN THE AREA //6.2. THIS SPAWNS ACTUAL ITEMS ON THE GROUND (VIA "GROUNDEWWAPONHOLDER"), IN THIS CASE, MEDICAL AND SURVIVAL (RAVAGE) ITEMS. _itemBoxArray2 = []; _houseArray2 = getMarkerPos _mark nearObjects ["house",50]; { _buildingPositions2 = [_x] call BIS_fnc_buildingPositions; { if (20 > random 100) then { _medicloot2 = _mediclootArray select (floor (random (count _mediclootArray))); _itemBox2 = "GroundWeaponHolder" createVehicle [0,0,0]; _itemBox2 allowDamage false; _itemBox2 setPos _x; _itemBox2 addItemCargoGlobal [_medicloot2, 1 +random 0]; // THIS WILL SELECT RANDOM LOOT FROM THE RESPECTIVE ARRAY AND SPAWNS 1 + 0 RANDOM ITEMS. HERE, 0 COULD BE UPDATED TO 6 FOR A CHANCE TO SPAWN 6 ADDITIONA ITEMS, AS AN EXAMPLE _itemBoxArray2 = _itemBoxArray2 + [_itemBox2]; }; } forEach _buildingPositions2; } forEach _houseArray2; //6.3 SAME AS ABOVE BUT "CAMP" WILL CAPTURE SOME OF THE CUP AND VANILLA TENTS YOU MIGHT WANNA SPAWN, NOT ALL HOWEVER. _itemBoxArray3 = []; _houseArray3 = getMarkerPos _mark nearObjects ["camp",50]; { _buildingPositions3 = [_x] call BIS_fnc_buildingPositions; { if (20 > random 100) then { _medicloot3 = _mediclootArray select (floor (random (count _mediclootArray))); _itemBox3 = "GroundWeaponHolder" createVehicle [0,0,0]; _itemBox3 allowDamage false; _itemBox3 setPos _x; _itemBox3 addItemCargoGlobal [_medicloot3, 1]; _itemBoxArray3 = _itemBoxArray3 + [_itemBox3]; }; } forEach _buildingPositions3; } forEach _houseArray3; //////////////////////////////////////// //8. TIMER IN SECONDS UNTIL THE CAMP DESPAWNS AND RESPAWNS AGAIN /////////////////////////////////////////////////////// Sleep (random _despawnSleepRnd);Sleep _despawnSleepFix; // (CHANGE FIGURES UNDER ITEM 1.1)FIRST NUMBER STES A RANDOM AMOUNT OF SECONDS BETWEEN 1-3600 AND THE SECOND NUMBER SETS A DEFINITE TIMER OF 1000 SECODS. SO THE CAMP WILL RESPAWN EARLIEST AFTER 1000 SECONDS AND AT MAXIMUM AFTER 4600 SECONDS OR IF POINT 9. BELOW IS THE CASE. //////////////////// //9. PAUSE DESPAWN, IF PLAYER IS TOO CLOSE TO THE CAMP ////////////////////// WaitUntil {player distance (GetMarkerPos _mark) > _despanPauseProxy}; // (CHANGE FIGURES UNDER ITEM 1.1)IF THE PLAYER IS WITHIN xyz METERS CLOSE TO THE MAIN MARKER, THE SCRIPT WILL PAUSE AND WILL NOT DESPAWN. THE SCRIPT WILL PROCEED ONCE THE PLAYER IS FURTHER AWAY THAN 200 METERS. /////////////////////////// //10. DESPAWN/DELETION///// /////////////////////////// //- ANY SPAWNED OBJECT RECEIVES A REFERENCE (EG. _FIREPLACE) AND NEEDS TO BE DELETED AS SHOWN BELOW deleteVehicle _fireplace; deleteVehicle _itembox; deleteVehicle _tent; deleteVehicle _tent2; deleteVehicle _tent3; deleteVehicle _tent4; deleteVehicle _Object1; deleteVehicle _camonet; deleteVehicle _camonet2; deleteVehicle _Object2; deleteVehicle _Object3; deleteVehicle _Object4; deleteVehicle _Object5; deleteVehicle _Object6; deleteVehicle _Object7; //10.1 DELETES ITEMS THAT WHERE SPAWNED IN MULTIPLE BUILDING POSITIONS { deleteVehicle _x; } forEach _itemBoxArray1; { deleteVehicle _x; } forEach _itemBoxArray2; { deleteVehicle _x; } forEach _itemBoxArray3; </spolier>