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Posts posted by Steel_Dragon
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18 hours ago, GEORGE FLOROS GR said:But i'll be still waiting for you to check it !
Works great thanks very much
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6 hours ago, GEORGE FLOROS GR said:Here is the new one :
init.sqf
[]execVM "GF_Kill_info\GF_Kill_info.sqf";
GF_Kill_info.sqf
//________________ Author : GEORGE FLOROS [GR] ___________ 13.04.20 ___________ /* ________________ GF Kill info Script ________________ https://forums.bohemia.net/forums/topic/206593-headshot-killfeed-script/ 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/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ */ diag_log "//________________ GF Kill info Script ________________"; // TIP : You can disable the default arma systemChat if(hasInterface)then{ addMissionEventHandler ["EntityKilled",{ params ["_killed", "_killer", "_instigator"]; if(isNull _instigator)then{_instigator = _killer}; // player driven vehicle road kill //________________ uncomment for players only ________________ //if!(isPlayer _killed)exitwith{}; if((isPlayer _killer)and (isPlayer _killed))then{ diag_log format ["________________ Killed : %1 Killer : %2 ________________",_killed,_killer]; }; //________________ Settings ________________ //________________ Set true or false ________________ _parsetext = true; // parsetext hint notification _BIS_fnc_dynamicText = true; // BIS_fnc_dynamicText notification _systemChat = true; // Show Systemchat notification _sideChat = true; // Show hint notification _side_of_sideChat = playerside; // https://community.bistudio.com/wiki/Side or ex: west _identity_of_sideChat = "HQ"; // https://community.bistudio.com/wiki/sideChat private _distance2D = _killed distance2D _killer; private _Weapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname"); _color = (side group _killed call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML; _Weapon = currentWeapon _killer; _pictureweapon = gettext (configFile >> "cfgWeapons" >> _Weapon >> "picture"); if(_pictureweapon == "")then{ _Weapon = typeOf (vehicle _killer); _pictureweapon = (getText (configFile >> "cfgVehicles" >> _Weapon >> "picture")); }; private ["_killer_name","_killed_name"]; if(isPlayer _killer)then{ _killer_name = name _killer; }else{ _killer_name = "[AI]"; }; if!(isPlayer _killed)then{ _killed_name = getText (configFile >> "CfgVehicles" >> typeof (vehicle _killer) >> "Displayname"); }else{ _killed_name = name _killed; }; //________________ isNull _killer ________________ if(_killer isequalto _killed)then{ if(_systemChat)then{ [format["%1 K . I . A .", _killed_name]] remoteExec ["systemChat", 0, true]; }; if(_sideChat)then{ [[_side_of_sideChat,_identity_of_sideChat],format["%1 K . I . A .", _killed_name]]remoteExec ["sideChat", 0, true]; }; }else{ if((vehicle _killer) == _killer)then{ private _Weapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname"); if(_Weapon != "")then{ if(_systemChat)then{ [format["%1 Killed %2 from %3 m with %4", _killer_name,_killed_name,floor _distance2D,_Weapon]] remoteExec ["systemChat", 0, true]; }; if(_sideChat)then{ [[_side_of_sideChat,_identity_of_sideChat],format["%1 Killed %2 from %3 m with %4", _killer_name,_killed_name,floor _distance2D,_Weapon]] remoteExec ["sideChat", 0, true]; }; //________________ 3. 2 Different notification types ________________ _kill_info = format["<img size='1' shadow='1' image='%1'/> %2 Killed <t color='%3'> %4 <t color='#FFD700'> from %5 m with <t color='#FF0000'> %6 </t>",_pictureweapon,_killer_name,_color,_killed_name,floor _distance2D,_Weapon]; if(_parsetext)then{ //________________ 1. Hint parsetext ________________ hintsilent parsetext _kill_info; }; if(_BIS_fnc_dynamicText)then{ //________________ 2. Left Corner up display ________________ _BIS_fnc_dynamicText_info=[["<t size='0.6' align='left' with %4 >" + _kill_info + "</t>",safeZoneX,safeZoneY,10,0,0,7016] remoteExec ["BIS_fnc_dynamicText"]]; }; }; }; if((vehicle _killer) != _killer)then{ _Weapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname"); private _Vehicle_killer = getText (configFile >> "CfgVehicles" >> typeof (vehicle _killer) >> "Displayname"); if(_Weapon != "")then{ if(_systemChat)then{ [format["%1 Killed %2 from %3 m with %4 %5", _killer_name,_killed_name,floor _distance2D,_Vehicle_killer,_Weapon]] remoteExec ["systemChat", 0, true]; }; if(_sideChat)then{ [[_side_of_sideChat,_identity_of_sideChat],format["%1 Killed %2 from %3 m with %4 %5", _killer_name,_killed_name,floor _distance2D,_Vehicle_killer,_Weapon]] remoteExec ["sideChat", 0, true]; }; //________________ 3. 2 Different notification types ________________ _kill_info = format["<img size='1' shadow='1' image='%1'/> %2 Killed <t color='%3'> %4 <t color='#FFD700'> from %5 m with <t color='#FF0000'> %6 %7 </t>",_pictureweapon,_killer_name,_color,_killed_name,floor _distance2D,_Vehicle_killer,_Weapon]; if(_parsetext)then{ //________________ 1. Hint parsetext ________________ hintsilent parsetext _kill_info; }; if(_BIS_fnc_dynamicText)then{ //________________ 2. Left Corner up display ________________ _BIS_fnc_dynamicText_info=[["<t size='0.6' align='left' with %4 >" + _kill_info + "</t>",safeZoneX,safeZoneY,10,0,0,7016] remoteExec ["BIS_fnc_dynamicText"]]; }; }; }; }; }]; };
Thank you i will test today.
Fantastic thank you very much...
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6 hours ago, GEORGE FLOROS GR said:Can you write below what exactly you would like to see from the script ?
because the idea was just to get the notification when a player is KIA and not to be similar with GF_Killfeed script .
-I'm sending you though a different approach.
I would like to notify the killer / shooter of
1. The person they have killed - NAME
2. The weapon used - NAME
3. The distance of the victim / killed person - IN METERS
as a hint in the top right corner - using something like this -
[5,"<t size='1.5'><t color='#FF0000'>PLAYER KILL</t></t><br/><br/><t size='1'>INSERT INFO HERE</t>"] remoteExec ["life_fnc_broadcast",0];
I know this above example is for all on the server - just this is the only example of what i want the killer to see
Thank you.
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Hi
confirmed it works with Frame work v5.0
Also it does support air vehicles....
One question how would i make the AI drive on the left side of the road please.
I am using the Australia map and would like them to drive on the left.
Also if i want the AI to be hostile to all players on the map would i just change to this?
["SIDE", sideEnemy],
Using this as a guide - https://community.bistudio.com/wiki/Side
Thank you
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38 minutes ago, GEORGE FLOROS GR said:Hello there Steel_Dragon !
I'll try to check this code again because it's an old one , and i think that i can write this differently in oder to work more proper, but once i'll have the new code i will send this to you in order to make an MP test , because nowdays i can't play with at all with my acient laptop here , ok?
Thank you that would be great.
Keep up the amazing work.
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Hi awesome idea
I am trying to install it to my MP server and can only get the killed / dead player screen to work. (Framework v. 5.0)
The shooter does not get any hint - about player they killed / distance / weapon etc
I have added the GF_Kill_info folder to my mission folder - the codes for the initPlayerLocal.sqf and description.ext
Thanks
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On 4/12/2020 at 1:14 AM, Woolsey_Tv said:Hey man, I'm having a similar issue, whatever I do, my max weight stays at the default 24 weight, no matter what backpack I wear.
I tried using your code (doing them all separately) but it still isn't working.
Try returning to default code it seems to have helped others fix it.
fn_survival.sqf -
} else {
if (!(backpack player isEqualTo "") && {!(backpack player isEqualTo _bp)}) then {
_bp = backpack player;
life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",_bp,"maximumload") / 4);[] call life_fnc_hudUpdate;
};
}; -
**SOLVED** - The @ZKs_iBuild mod was interfering with it - works since removing the mod....
Hi,
Altis Life v5
TFAR v0.9.12
TS v3.5.1
MODS -
D3 Cars pack
CBA_A3
Australia 5.0.9
JSRS Sound Mod
CUP Weapons
iPhone X
My first question is how to set the SW radio to unlimited distance / or 50klm distance - i assume it is in the task_force_radio.pbo/functions but cannot figure it out. I am using the Australia map and it is huge - players are often the otherside of the map and need to communicate with each other.
I have found this - fn_getTransmittingDistanceMultiplicator there is this code -
private ["_result"];
_result = TFAR_currentUnit getVariable "tf_sendingDistanceMultiplicator";
if (isNil "_result") then {
_result = 1.0;
};
_result;would i adjust this - _result = 1.0;?
I have looked for this - tf_sendingDistanceMultiplicator and cannot seem to find it.
I have found the - fn_radioRelay.sqf script but this either requires pre-spawned vehicles or objects with - [this, 10, 20000] call adv_fnc_radioRelay; in the init section and players need to manually activate it.
I would prefer that the players did not have to do this.
Yes there are LR radios but this takes away the backpack from the players.
I am looking for away to hard code the SW radios distance.
I have gone through all the functions in the .pbo and cannot seem to see where i would do this. (I am going through each function again)
Testing with the help of this - https://forum.the-programmer.com/post/install-tfar-on-your-server.218/
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The first in game problem i and other players are having is that we can CTRL+P and open the radio interface once. After it has been opened it will not open again.
I assume this next problem is related to the above mentioned one - When CTRL+ TAB players can only set the volume once - yelling then it does not change/adjust after that.
Things we have tried -
Have gone through this post for any answers/solutions - https://www.altisliferpg.com/topic/104-tutorial-install-task-force-radio-dedicated-server-client-side/
Relogging - this does bring back up the radio interface and volume control but again only once.
Rebinding keys - same result
Reinstalling TFAR on all sides. - same result
Tried in all factions same issue across all.
root/Userconfig/task_force_radio/radio_settings.hpp
// =================================================
// Server side only
// =================================================
tf_no_auto_long_range_radio = 0;
TF_give_personal_radio_to_regular_soldier = 0;
TF_give_microdagr_to_soldier = 1;
tf_same_sw_frequencies_for_side = 0;
tf_same_lr_frequencies_for_side = 0;
tf_same_dd_frequencies_for_side = 0;
// =================================================
// END: Server side only
// =================================================
// Client side
// =================================================
tf_default_radioVolume = 7;
// =================================================
// END: Client side
// =================================================Hoping someone can provide guidance as we really love the quality of this mod/addon and it is adding an immersion value to the experience.
Thank you.
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BG_3 animate ["Door_1_rot", 0]; if (playerSide == civilian) then {this setVariable ["bis_disabled_Door_1", 1, false];};
BG_3 animate ["Door_2_rot", 0]; if (playerSide == civilian) then {this setVariable ["bis_disabled_Door_2", 1, false];
}put this in the init part of the building and it will lock the doors for civilians (Cops and medics can open them only)
Door_1_rot and bis_disabled_Door_1", 1, false
Change the above numbers to lock certain doors only. The door number is found if you scroll down on the object you wish to lock.
Youll need to change - (playerSide == civilian) to say something that says they have to have a license to open the door.
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On 1/11/2020 at 10:46 AM, Dedmen said:these are not server mods.
also you are missing quotes around your mod string.
a parameter ends at the first whitespace, you have tons of whitespaces in your mod string.
these are the only mods you are telling the server to load.
which you can see here too.
Thank you.
SOLVED
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Hi
V.5 Altis Life - Ported to the Australia map.
I have ported to the Australia map i have it running on my PC through TADST for testing. Everything runs fine.
I have transfered the mission.pbo (AU_Remastered_AU.australia) and the Life_server.Pbo to the server.
Added all the keys to the server key folder.
Mod setup on the server as follows -
@extDB3;@JSRS SOUNDMOD;@life_server;@Australia 5.0.9;@D3S Cars pack;@CUP Weapons;@CBA_A3;@ace;@CUP ACE3 Compatibility Addon - Weapons;
The game loads - but it just stays on a black screen.
looking at the logs it does not seem to be loading the required mods -
Spoiler=====================================================================
== D:\TCAFiles\Users\matty3\92593\arma3server.exe
== D:\TCAFiles\Users\matty3\92593\arma3server.exe -server -ip=139.99.142.110 -port=2302 -profiles=Arma3Config -name=Arma3Config -config=Arma3Config\config.cfg -cfg=Arma3Config\basic.cfg -mod= -servermod=@extDB3;@JSRS SOUNDMOD;@life_server;@Australia 5.0.9;@D3S Cars pack;@CUP Weapons;@CBA_A3;@ace;@CUP ACE3 Compatibility Addon - Weapons; -autoInit -enableHTOriginal output filename: Arma3Retail_Server
Exe timestamp: 2019/11/11 15:26:19
Current time: 2020/01/11 09:23:31Type: Public
Build: Stable
Version: 1.96.146114Allocator: D:\TCAFiles\Users\matty3\92593\Dll\tbb4malloc_bi.dll [2017.0.0.0] [2017.0.0.0]
PhysMem: 32 GiB, VirtMem : 4.0 GiB, AvailPhys : 4.9 GiB, AvailVirt : 3.9 GiB, AvailPage : 16 GiB
=====================================================================9:23:31 SteamAPI initialization failed. Steam features won't be accessible!
9:23:32 Initializing stats manager.
9:23:32 Stats config disabled.
9:23:32 sessionID: 8c84fb10ae129ba78177f7c8a75c442b62bb3439
9:23:37 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayEditObject/Controls/B_OK/ (original bin\config.bin)
9:23:37 Updating base class RscSliderH->RscXSliderH, by a3\editor_f\config.bin/RscDisplayEditObject/Slider/ (original bin\config.bin)
9:23:37 Updating base class RscText->RscPicture, by a3\editor_f\config.bin/RscDisplayEditObject/Preview/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayMissionLoad/Controls/B_OK/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayMissionSave/Controls/B_OK/ (original bin\config.bin)
9:23:37 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoScrollbars/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoHScrollbars/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoVScrollbars/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscText, by a3\ui_f\config.bin/RscLine/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscActiveText, by a3\ui_f\config.bin/RscActivePicture/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscButton, by a3\ui_f\config.bin/RscButtonTextOnly/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscShortcutButtonMain/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscButtonEditor/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscIGUIShortcutButton/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscGearShortcutButton/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscButtonMenu/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuOK/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuCancel/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuSteam/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscText, by a3\ui_f\config.bin/RscLoadingText/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscListBox, by a3\ui_f\config.bin/RscIGUIListBox/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscListNBox, by a3\ui_f\config.bin/RscIGUIListNBox/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackground/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUI/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUILeft/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUIRight/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUIBottom/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUITop/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUIDark/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscPictureKeepAspect, by a3\ui_f\config.bin/RscBackgroundLogo/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscMapControl, by a3\ui_f\config.bin/RscMapControlEmpty/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscPicture, by a3\ui_f\config.bin/CA_Mainback/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Back/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Title_Back/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Black_Back/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscTitle, by a3\ui_f\config.bin/CA_Title/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscPictureKeepAspect, by a3\ui_f\config.bin/CA_Logo/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->CA_Logo, by a3\ui_f\config.bin/CA_Logo_Small/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscButton, by a3\ui_f\config.bin/CA_RscButton/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->CA_RscButton, by a3\ui_f\config.bin/CA_RscButton_dialog/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscActiveText, by a3\ui_f\config.bin/CA_Ok/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_image/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_image2/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_text/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscVignette/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscMapControlTooltip/ (original a3\ui_f\config.bin)
9:23:37 Updating base class RscUnitInfo->RscUnitInfoAirNoWeapon, by a3\ui_f\config.bin/RscInGameUI/RscUnitInfoAir/ (original a3\ui_f\config.bin)
9:23:37 Updating base class RscControlsGroup->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscInGameUI/RscTaskOverview/controls/TaskOverviewAssigned/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_OK/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_Cancel/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_Clear/ (original bin\config.bin)
9:23:37 Updating base class ->RscText, by a3\ui_f\config.bin/RscDisplayCapture/controls/TimeLines/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonAverages/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonSavePreviousData/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonPreviousData/ (original bin\config.bin)
9:23:37 Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/IconPicture/ (original bin\config.bin)
9:23:37 Updating base class IconPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/DlcOwnedIconPicture/ (original a3\ui_f\config.bin)
9:23:37 Updating base class IconPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/DlcIconPicture/ (original a3\ui_f\config.bin)
9:23:37 Updating base class RscControlsGroup->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/OverviewGroup/ (original bin\config.bin)
9:23:37 Updating base class RscButton->RscButtonSearch, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/SearchButton/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonCancel/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonGameOptions/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButtonMenuSteam, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonBuyDLC/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonRevert/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonOK/ (original bin\config.bin)
9:23:37 Updating base class RscListBox->RscCombo, by a3\ui_f\config.bin/RscDisplayCustomizeController/Steepness/ (original bin\config.bin)
9:23:37 Updating base class ->RscStandardDisplay, by a3\ui_f\config.bin/RscDisplayControlSchemes/ (original bin\config.bin)
9:23:37 Updating base class ButtonOK->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonCancel/ (original bin\config.bin)
9:23:37 Updating base class RscButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonOK/ (original bin\config.bin)
9:23:37 Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayFileSelectImage/controls/OverviewPicture/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayFieldManual/Controls/ButtonCancel/ (original bin\config.bin)
9:23:37 Cannot delete class B_KickOff, it is referenced somewhere (used as a base class probably).
9:23:37 Updating base class RscButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayPublishMission/controls/ButtonCancel/ (original bin\config.bin)
9:23:37 Updating base class RscShortcutButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayPublishMissionSelectTags/controls/ButtonOK/ (original bin\config.bin)
9:23:37 Updating base class ButtonOK->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayPublishMissionSelectTags/controls/ButtonCancel/ (original bin\config.bin)
9:23:37 Updating base class ->RscSubmenu, by a3\ui_f\config.bin/RscMainMenu/ (original bin\config.bin)
9:23:37 Updating base class None->ActiveSensorsOn, by a3\ui_f\config.bin/CfgActions/ActiveSensorsOff/ (original bin\config.bin)
9:23:37 Updating base class None->ListRightVehicleDisplay, by a3\ui_f\config.bin/CfgActions/ListLeftVehicleDisplay/ (original bin\config.bin)
9:23:37 Updating base class None->ListPrevRightVehicleDisplay, by a3\ui_f\config.bin/CfgActions/ListPrevLeftVehicleDisplay/ (original bin\config.bin)
9:23:37 Updating base class None->CloseRightVehicleDisplay, by a3\ui_f\config.bin/CfgActions/CloseLeftVehicleDisplay/ (original bin\config.bin)
9:23:37 Updating base class None->NextModeRightVehicleDisplay, by a3\ui_f\config.bin/CfgActions/NextModeLeftVehicleDisplay/ (original bin\config.bin)
9:23:37 Updating base class ->DistanceClose, by a3\ui_f\config.bin/CfgSimpleTasks/Icon3D/DistanceMid/ (original bin\config.bin)
9:23:37 Updating base class ->DistanceClose, by a3\ui_f\config.bin/CfgSimpleTasks/Icon3D/DistanceLong/ (original bin\config.bin)
9:23:37 Updating base class ->ctrlDefaultText, by a3\3den\config.bin/ctrlStatic/ (original a3\3den\config.bin)
9:23:37 Updating base class ->ctrlActiveText, by a3\3den\config.bin/ctrlActivePicture/ (original a3\3den\config.bin)
9:23:37 Updating base class ->ctrlDefaultText, by a3\3den\config.bin/ctrlStructuredText/ (original a3\3den\config.bin)
9:23:37 Updating base class ->ctrlControlsGroup, by a3\3den\config.bin/ctrlControlsGroupNoScrollbars/ (original a3\3den\config.bin)
9:23:37 Updating base class ->ctrlDefault, by a3\3den\config.bin/ctrlCheckbox/ (original a3\3den\config.bin)
9:23:37 Updating base class ->ctrlCheckbox, by a3\3den\config.bin/ctrlCheckboxBaseline/ (original a3\3den\config.bin)
9:23:37 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayOptionsAudio/ControlsBackground/BackgroundDisable/ (original a3\3den\config.bin)
9:23:37 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayOptionsAudio/ControlsBackground/BackgroundDisableTiles/ (original a3\3den\config.bin)
9:23:37 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayConfigure/ControlsBackground/BackgroundDisable/ (original a3\3den\config.bin)
9:23:37 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayConfigure/ControlsBackground/BackgroundDisableTiles/ (original a3\3den\config.bin)
9:23:37 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayConfigureAction/ControlsBackground/BackgroundDisable/ (original a3\3den\config.bin)
9:23:37 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayConfigureAction/ControlsBackground/BackgroundDisableTiles/ (original a3\3den\config.bin)
9:23:37 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayConfigureControllers/ControlsBackground/BackgroundDisable/ (original a3\3den\config.bin)
9:23:37 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayConfigureControllers/ControlsBackground/BackgroundDisableTiles/ (original a3\3den\config.bin)
9:23:37 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayGameOptions/ControlsBackground/BackgroundDisable/ (original a3\3den\config.bin)
9:23:37 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayGameOptions/ControlsBackground/BackgroundDisableTiles/ (original a3\3den\config.bin)
9:23:37 Updating base class controls->, by a3\3den\config.bin/RscDisplayArcadeMap_Layout_2/Controls/ (original a3\ui_f\config.bin)
9:23:37 Updating base class controls->, by a3\3den\config.bin/RscDisplayArcadeMap_Layout_6/Controls/ (original a3\ui_f\config.bin)
9:23:37 Updating base class ->ctrlControlsGroupNoScrollbars, by a3\3den\config.bin/Cfg3DEN/Attributes/Default/ (original a3\3den\config.bin)
9:23:37 Updating base class ->ctrlStatic, by a3\3den\config.bin/Cfg3DEN/Attributes/Title/Controls/Title/ (original a3\3den\config.bin)
9:23:37 Updating base class ->Controls, by a3\3den\config.bin/Cfg3DEN/Attributes/Toolbox/Controls/ (original a3\modules_f\config.bin)
9:23:37 Updating base class ->Title, by a3\3den\config.bin/Cfg3DEN/Attributes/Toolbox/Controls/Title/ (original a3\3den\config.bin)
9:23:37 Updating base class ->ctrlToolbox, by a3\3den\config.bin/Cfg3DEN/Attributes/Toolbox/Controls/Value/ (original a3\3den\config.bin)
9:23:38 Updating base class I_1stRegiment->BaseGuer, by a3\missions_f_orange\config.bin/CfgORBAT/BIS/I_3rdRegiment/ (original a3\missions_f_epa\config.bin)
9:23:38 Updating base class Controls->, by a3\modules_f_tacops\config.bin/Cfg3DEN/Attributes/Toolbox/Controls/ (original a3\3den\config.bin)
9:23:38 Updating base class Controls->, by a3\modules_f_tacops\config.bin/Cfg3DEN/Attributes/Combo/Controls/ (original a3\3den\config.bin)
9:23:38 Updating base class Controls->, by a3\modules_f_tacops\config.bin/Cfg3DEN/Attributes/Slider/Controls/ (original a3\3den\config.bin)
9:23:38 Updating base class MuzzleSlot->MuzzleSlot_65, by a3\weapons_f_enoch\config.bin/CfgWeapons/arifle_MX_Base_F/WeaponSlotsInfo/MuzzleSlot/ (original (a3\weapons_f\rifles\mx\config.bin - no unload))
9:23:38 Updating base class MuzzleSlot->MuzzleSlot_65, by a3\weapons_f_enoch\config.bin/CfgWeapons/arifle_Katiba_Base_F/WeaponSlotsInfo/MuzzleSlot/ (original (a3\weapons_f\rifles\khaybar\config.bin - no unload))
9:23:38 Updating base class MuzzleSlot->MuzzleSlot_65, by a3\weapons_f_enoch\config.bin/CfgWeapons/LMG_Mk200_F/WeaponSlotsInfo/MuzzleSlot/ (original (a3\weapons_f\machineguns\m200\config.bin - no unload))
9:23:38 Updating base class MuzzleSlot->MuzzleSlot_65, by a3\weapons_f_enoch\config.bin/CfgWeapons/arifle_MX_SW_F/WeaponSlotsInfo/MuzzleSlot/ (original a3\weapons_f_exp\config.bin)
9:23:38 Updating base class MuzzleSlot->MuzzleSlot_556, by a3\weapons_f_enoch\config.bin/CfgWeapons/mk20_base_F/WeaponSlotsInfo/MuzzleSlot/ (original (a3\weapons_f\rifles\mk20\config.bin - no unload))
9:23:38 Updating base class MuzzleSlot->MuzzleSlot_556, by a3\weapons_f_enoch\config.bin/CfgWeapons/Tavor_base_F/WeaponSlotsInfo/MuzzleSlot/ (original (a3\weapons_f\rifles\trg20\config.bin - no unload))
9:23:38 Updating base class MuzzleSlot->MuzzleSlot_762, by a3\weapons_f_enoch\config.bin/CfgWeapons/DMR_03_base_F/WeaponSlotsInfo/MuzzleSlot/ (original (a3\weapons_f_mark\longrangerifles\dmr_03\config.bin - no unload))
9:23:38 Updating base class MuzzleSlot->MuzzleSlot_762, by a3\weapons_f_enoch\config.bin/CfgWeapons/DMR_06_base_F/WeaponSlotsInfo/MuzzleSlot/ (original (a3\weapons_f_mark\longrangerifles\dmr_06\config.bin - no unload))
9:23:38 Updating base class MuzzleSlot->MuzzleSlot_762, by a3\weapons_f_enoch\config.bin/CfgWeapons/EBR_base_F/WeaponSlotsInfo/MuzzleSlot/ (original (a3\weapons_f\longrangerifles\ebr\config.bin - no unload))
9:23:38 Updating base class MuzzleSlot->MuzzleSlot_762, by a3\weapons_f_enoch\config.bin/CfgWeapons/DMR_01_base_F/WeaponSlotsInfo/MuzzleSlot/ (original (a3\weapons_f\longrangerifles\dmr_01\config.bin - no unload))
9:23:38 Updating base class MuzzleSlot->MuzzleSlot_762, by a3\weapons_f_enoch\rifles\ak12\config.bin/CfgWeapons/arifle_AK12_base_F/WeaponSlotsInfo/MuzzleSlot/ (original a3\weapons_f_exp\rifles\ak12\config.bin)
9:23:38 Updating base class CowsSlot->CowsSlot_Rail, by a3\weapons_f_enoch\rifles\ak12\config.bin/CfgWeapons/arifle_AK12_base_F/WeaponSlotsInfo/CowsSlot/ (original a3\weapons_f_exp\rifles\ak12\config.bin)
9:23:38 Updating base class UnderBarrelSlot->UnderBarrelSlot_rail, by a3\weapons_f_enoch\rifles\ak12\config.bin/CfgWeapons/arifle_AK12_base_F/WeaponSlotsInfo/UnderBarrelSlot/ (original a3\weapons_f_exp\rifles\ak12\config.bin)
9:23:38 Updating base class PointerSlot->PointerSlot_Rail, by a3\weapons_f_enoch\rifles\mx\config.bin/CfgWeapons/arifle_MX_Base_F/WeaponSlotsInfo/PointerSlot/ (original a3\weapons_f\rifles\mx\config.bin)
9:23:38 Updating base class MuzzleSlot->MuzzleSlot_65, by a3\weapons_f_enoch\rifles\mx\config.bin/CfgWeapons/arifle_MXC_F/WeaponSlotsInfo/MuzzleSlot/ (original a3\weapons_f\rifles\mx\config.bin)
9:23:38 Updating base class PointerSlot->PointerSlot_Rail, by a3\weapons_f_enoch\rifles\mx\config.bin/CfgWeapons/arifle_MXC_F/WeaponSlotsInfo/PointerSlot/ (original a3\weapons_f\rifles\mx\config.bin)
9:23:38 Updating base class MuzzleSlot->MuzzleSlot_65, by a3\weapons_f_enoch\rifles\mx\config.bin/CfgWeapons/arifle_MXM_F/WeaponSlotsInfo/MuzzleSlot/ (original a3\weapons_f\rifles\mx\config.bin)
9:23:38 Updating base class HubTemplate_Briefing->CutSceneAnimationBaseZoZo, by a3\anims_f_enoch\config.bin/CfgMovesMaleSdr/States/HubBriefing_ext/ (original a3\anims_f\config\sdr\config.bin)
9:23:39 Initializing Steam Manager
9:23:39 unable to load subscribed content list. list will be updated from steam
9:23:39 unable to load published content list. list will be updated from steam
9:23:39 unable to load cached items meta info. save and update functionality will be broken
9:23:39 Steam Manager initialized.
9:23:39
9:23:39 ==== Loaded addons ====
9:23:39
9:23:39 dta\bin.pbo - 146114
9:23:39 dta\core.pbo - 129618
9:23:39 dta\languagecore_f.pbo - 147225
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\air_f_enoch.ebo - 145904
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\anims_f_enoch.ebo - 146917
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\armor_f_enoch.ebo - 145904
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\cargoposes_f_enoch.ebo - 142478
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\characters_f_enoch.ebo - 147176
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\data_f_enoch.ebo - 147098
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\dubbing_radio_f_enoch.ebo - 146854
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\dubbing_radio_f_enoch_data.ebo - 147175
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\editorpreviews_f_enoch.ebo - 145440
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\functions_f_enoch.ebo - 147079
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\languagemissions_f_enoch.ebo - 147225
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\language_f_enoch.ebo - 147225
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\map_enoch.ebo - 147099
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\map_enoch_data.ebo - 145274
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\map_enoch_data_layers.ebo - 146184
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\map_enoch_scenes_f.ebo - 143336
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\missions_f_enoch.ebo - 146307
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\music_f_enoch.ebo - 147472
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\music_f_enoch_music.ebo - 147127
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\props_f_enoch.pbo - 146856
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\rocks_f_enoch.pbo - 146855
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\soft_f_enoch.ebo - 147054
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\sounds_f_enoch.ebo - 146725
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\static_f_enoch.ebo - 145904
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\structures_f_enoch.pbo - 146725
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\structures_f_enoch_civilian.pbo - 145482
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\structures_f_enoch_commercial.pbo - 145483
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\structures_f_enoch_cultural.pbo - 145483
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\structures_f_enoch_data.pbo - 145599
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\structures_f_enoch_furniture.pbo - 146303
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\structures_f_enoch_industrial.pbo - 146917
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\structures_f_enoch_infrastructure.pbo - 145637
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\structures_f_enoch_military.pbo - 146950
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\supplies_f_enoch.ebo - 146762
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\ui_f_enoch.ebo - 147095
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\vegetation_f_enoch.pbo - 146744
9:23:39 D:\TCAFiles\Users\matty3\92593\enoch\addons\weapons_f_enoch.ebo - 147116
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\armor_f_tank.pbo - 141930
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\cargoposes_f_tank.pbo - 128283
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\characters_f_tank.pbo - 144271
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\data_f_tank.pbo - 128203
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\dubbing_f_tank.pbo - 127958
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\editorpreviews_f_tank.pbo - 137875
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\functions_f_tank.pbo - 125996
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\languagemissions_f_tank.pbo - 147225
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\language_f_tank.pbo - 147225
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\missions_f_tank.pbo - 145022
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\missions_f_tank_data.pbo - 128937
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\modules_f_tank.pbo - 129574
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\music_f_tank.pbo - 127912
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\props_f_tank.pbo - 131702
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\sounds_f_tank.pbo - 143095
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\structures_f_tank.pbo - 137876
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\ui_f_tank.pbo - 132532
9:23:39 D:\TCAFiles\Users\matty3\92593\tank\addons\weapons_f_tank.pbo - 146892
9:23:39 D:\TCAFiles\Users\matty3\92593\tacops\addons\characters_f_tacops.ebo - 129739
9:23:39 D:\TCAFiles\Users\matty3\92593\tacops\addons\data_f_tacops.ebo - 126731
9:23:39 D:\TCAFiles\Users\matty3\92593\tacops\addons\dubbing_f_tacops.ebo - 129340
9:23:39 D:\TCAFiles\Users\matty3\92593\tacops\addons\functions_f_tacops.ebo - 138026
9:23:39 D:\TCAFiles\Users\matty3\92593\tacops\addons\languagemissions_f_tacops.ebo - 147225
9:23:39 D:\TCAFiles\Users\matty3\92593\tacops\addons\language_f_tacops.ebo - 147225
9:23:39 D:\TCAFiles\Users\matty3\92593\tacops\addons\missions_f_tacops.ebo - 144976
9:23:39 D:\TCAFiles\Users\matty3\92593\tacops\addons\modules_f_tacops.ebo - 145155
9:23:39 D:\TCAFiles\Users\matty3\92593\tacops\addons\music_f_tacops.ebo - 124064
9:23:39 D:\TCAFiles\Users\matty3\92593\tacops\addons\sounds_f_tacops.ebo - 123795
9:23:39 D:\TCAFiles\Users\matty3\92593\tacops\addons\ui_f_tacops.ebo - 124116
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\air_f_orange.pbo - 146744
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\cargoposes_f_orange.pbo - 126225
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\characters_f_orange.pbo - 146905
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\data_f_orange.pbo - 144284
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\dubbing_f_orange.pbo - 121689
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\editorpreviews_f_orange.pbo - 123173
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\functions_f_orange.pbo - 146856
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\languagemissions_f_orange.pbo - 147225
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\language_f_orange.pbo - 147225
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\missions_f_orange.pbo - 141718
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\modules_f_orange.pbo - 143632
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\music_f_orange.pbo - 120725
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\props_f_orange.pbo - 129371
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\soft_f_orange.pbo - 147054
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\sounds_f_orange.pbo - 145695
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\structures_f_orange.pbo - 145776
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\supplies_f_orange.pbo - 129371
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\ui_f_orange.pbo - 123398
9:23:39 D:\TCAFiles\Users\matty3\92593\orange\addons\weapons_f_orange.pbo - 146892
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\armor_f_argo.pbo - 129739
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\characters_f_patrol.pbo - 141307
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\data_f_argo.pbo - 128209
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\data_f_patrol.pbo - 141307
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\editorpreviews_f_argo.pbo - 142758
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\functions_f_patrol.pbo - 141510
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\languagemissions_f_patrol.pbo - 147225
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\language_f_argo.pbo - 147225
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\language_f_patrol.pbo - 147225
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\map_malden.pbo - 135888
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\map_malden_data.pbo - 135888
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\map_malden_data_layers.pbo - 135888
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\map_malden_scenes_f.pbo - 120026
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\missions_f_patrol.pbo - 126663
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\modules_f_patrol.pbo - 119459
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\music_f_argo.pbo - 119459
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\props_f_argo.pbo - 129371
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\rocks_f_argo.pbo - 123488
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\sounds_f_patrol.pbo - 119477
9:23:39 D:\TCAFiles\Users\matty3\92593\argo\addons\structures_f_argo.pbo - 142622
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9:23:39 addons\map_altis_data_layers_01_01.pbo - 0000
9:23:39 addons\map_altis_scenes_f.pbo - 119459
9:23:39 addons\map_data.pbo - 134124
9:23:39 addons\map_stratis.pbo - 143708
9:23:39 addons\map_stratis_data.pbo - 135888
9:23:39 addons\map_stratis_data_layers.pbo - 135888
9:23:39 addons\map_stratis_scenes_f.pbo - 119459
9:23:39 addons\map_vr.pbo - 135900
9:23:39 addons\map_vr_scenes_f.pbo - 119459
9:23:39 addons\misc_f.pbo - 119459
9:23:39 addons\missions_f.pbo - 141704
9:23:39 addons\missions_f_beta.pbo - 122470
9:23:39 addons\missions_f_beta_data.pbo - 119459
9:23:39 addons\missions_f_beta_video.pbo - 119459
9:23:39 addons\missions_f_bootcamp.pbo - 145509
9:23:39 addons\missions_f_bootcamp_data.pbo - 119459
9:23:39 addons\missions_f_bootcamp_video.pbo - 119459
9:23:39 addons\missions_f_data.pbo - 119459
9:23:39 addons\missions_f_epa.pbo - 144315
9:23:39 addons\missions_f_epa_data.pbo - 119459
9:23:39 addons\missions_f_epa_video.pbo - 119459
9:23:39 addons\missions_f_epb.pbo - 119459
9:23:39 addons\missions_f_epc.pbo - 141704
9:23:39 addons\missions_f_exp_a.pbo - 141704
9:23:39 addons\missions_f_exp_a_data.pbo - 119459
9:23:39 addons\missions_f_gamma.pbo - 133233
9:23:39 addons\missions_f_gamma_data.pbo - 119459
9:23:39 addons\missions_f_gamma_video.pbo - 119459
9:23:39 addons\missions_f_video.pbo - 119459
9:23:39 addons\missions_f_warlords.pbo - 145437
9:23:39 addons\modules_f.pbo - 142774
9:23:39 addons\modules_f_beta.pbo - 119459
9:23:39 addons\modules_f_beta_data.pbo - 119459
9:23:39 addons\modules_f_bootcamp.pbo - 119459
9:23:39 addons\modules_f_data.pbo - 122470
9:23:39 addons\modules_f_epb.pbo - 134655
9:23:39 addons\modules_f_exp_a.pbo - 119459
9:23:39 addons\modules_f_warlords.pbo - 144205
9:23:39 addons\music_f.pbo - 119459
9:23:39 addons\music_f_bootcamp.pbo - 119459
9:23:39 addons\music_f_bootcamp_music.pbo - 119459
9:23:39 addons\music_f_epa.pbo - 119459
9:23:39 addons\music_f_epa_music.pbo - 119459
9:23:39 addons\music_f_epb.pbo - 119459
9:23:39 addons\music_f_epb_music.pbo - 119459
9:23:39 addons\music_f_epc.pbo - 119459
9:23:39 addons\music_f_epc_music.pbo - 119477
9:23:39 addons\music_f_music.pbo - 119477
9:23:39 addons\plants_f.pbo - 126807
9:23:39 addons\props_f_exp_a.pbo - 141672
9:23:39 addons\roads_f.pbo - 127271
9:23:39 addons\rocks_f.pbo - 143714
9:23:39 addons\signs_f.pbo - 136481
9:23:39 addons\soft_f.pbo - 147054
9:23:39 addons\soft_f_beta.pbo - 147054
9:23:39 addons\soft_f_bootcamp.pbo - 146942
9:23:39 addons\soft_f_epc.pbo - 140053
9:23:39 addons\soft_f_gamma.pbo - 147442
9:23:39 addons\sounds_f.pbo - 147054
9:23:39 addons\sounds_f_arsenal.pbo - 143218
9:23:39 addons\sounds_f_bootcamp.pbo - 119477
9:23:39 addons\sounds_f_characters.pbo - 143095
9:23:39 addons\sounds_f_environment.pbo - 143095
9:23:39 addons\sounds_f_epb.pbo - 126923
9:23:39 addons\sounds_f_epc.pbo - 125380
9:23:39 addons\sounds_f_exp_a.pbo - 119477
9:23:39 addons\sounds_f_mod.pbo - 131534
9:23:39 addons\sounds_f_sfx.pbo - 143211
9:23:39 addons\sounds_f_vehicles.pbo - 146855
9:23:39 addons\static_f.pbo - 146744
9:23:39 addons\static_f_beta.pbo - 132365
9:23:39 addons\static_f_gamma.pbo - 122615
9:23:39 addons\structures_f.pbo - 145694
9:23:39 addons\structures_f_bootcamp.pbo - 143436
9:23:39 addons\structures_f_data.pbo - 145525
9:23:39 addons\structures_f_epa.pbo - 135441
9:23:39 addons\structures_f_epb.pbo - 126137
9:23:39 addons\structures_f_epc.pbo - 137806
9:23:39 addons\structures_f_exp_a.pbo - 132665
9:23:39 addons\structures_f_households.pbo - 145509
9:23:39 addons\structures_f_ind.pbo - 145509
9:23:39 addons\structures_f_mil.pbo - 145694
9:23:39 addons\structures_f_wrecks.pbo - 145523
9:23:39 addons\uifonts_f.pbo - 119478
9:23:39 addons\uifonts_f_data.pbo - 128439
9:23:39 addons\ui_f.pbo - 146917
9:23:39 addons\ui_f_bootcamp.pbo - 119478
9:23:39 addons\ui_f_data.pbo - 139876
9:23:39 addons\ui_f_exp_a.pbo - 119478
9:23:39 addons\weapons_f.pbo - 146999
9:23:39 addons\weapons_f_beta.pbo - 145053
9:23:39 addons\weapons_f_bootcamp.pbo - 141713
9:23:39 addons\weapons_f_epa.pbo - 144416
9:23:39 addons\weapons_f_epb.pbo - 137810
9:23:39 addons\weapons_f_epc.pbo - 130416
9:23:39 addons\weapons_f_gamma.pbo - 138461
9:23:39 addons\weapons_f_mod.pbo - 143522
9:23:39
9:23:39 =======================
9:23:39
9:23:39 ============================================================================================= List of mods ===============================================================================================
9:23:39 modsReadOnly = true
9:23:39 safeModsActivated = false
9:23:39 customMods = true
9:23:39 hash = 'D9A75B2C5B97538D18DC6908A0989CC8718F4E5B'
9:23:39 hashShort = '34d8b3f2'
9:23:39 name | modDir | default | official | origin | hash | hashShort | fullPath
9:23:39 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
9:23:39 Arma 3 Contact (Platform) | enoch | true | true | GAME DIR | 0d59242b58e23b2ede068fee2616d3e4be87376b | 71bb1cea | D:\TCAFiles\Users\matty3\92593\enoch
9:23:39 Arma 3 Tanks | tank | true | true | GAME DIR | 73ad2cd4eae68045cea7a7221caef9e6e955ae45 | ff97ef57 | D:\TCAFiles\Users\matty3\92593\tank
9:23:39 Arma 3 Tac-Ops | tacops | true | true | GAME DIR | c42217db4f55205cf6f0f05e2a5d8f24384cf638 | cf74c5ae | D:\TCAFiles\Users\matty3\92593\tacops
9:23:39 Arma 3 Laws of War | orange | true | true | GAME DIR | 5acbf43a6a9a45060e8fb9c973bffdf5923ec29c | 12b76d7a | D:\TCAFiles\Users\matty3\92593\orange
9:23:39 Arma 3 Malden | argo | true | true | GAME DIR | b09aeef5451d9f0d3d4a61e77179267a70ff6da6 | 2afda5f3 | D:\TCAFiles\Users\matty3\92593\argo
9:23:39 Arma 3 Jets | jets | true | true | GAME DIR | 5bfa24542528e0d2ccbaa89eee6b0b3d353e8d4e | 20520625 | D:\TCAFiles\Users\matty3\92593\jets
9:23:39 Arma 3 Apex | expansion | true | true | GAME DIR | 430f7b474885b219790a57de4de3eea2fb15b448 | 5032127f | D:\TCAFiles\Users\matty3\92593\expansion
9:23:39 Arma 3 Marksmen | mark | true | true | GAME DIR | 23a8722eb5c8b4175c3103c877cc7822bf13dd9a | d102ca49 | D:\TCAFiles\Users\matty3\92593\mark
9:23:39 Arma 3 Helicopters | heli | true | true | GAME DIR | 5c6a375b889b703d247e6f7134d0b4749be7d25d | bee51663 | D:\TCAFiles\Users\matty3\92593\heli
9:23:39 Arma 3 Karts | kart | true | true | GAME DIR | d9d59f8a35c0c4cf9e1583f1d778f01a3843bb8f | b421f4ed | D:\TCAFiles\Users\matty3\92593\kart
9:23:39 Arma 3 Zeus | curator | true | true | GAME DIR | 48863ef9dd9aa7bca9c81544fc489dddc71f629a | a8deee88 | D:\TCAFiles\Users\matty3\92593\curator
9:23:39 Arma 3 | A3 | true | true | NOT FOUND | | |
9:23:39 @JSRS | @JSRS | false | false | NOT FOUND | | |
9:23:39 @extDB3 | @extDB3 | false | false | GAME DIR | da39a3ee5e6b4b0d3255bfef95601890afd80709 | 11fdd19c | D:\TCAFiles\Users\matty3\92593\@extDB3
9:23:39 ==========================================================================================================================================================================================================
9:23:39 InitSound ...
9:23:39 InitSound - complete
9:23:39 PhysX3 SDK Init started ...
9:23:39 PhysX3 SDK Init ended.
9:23:41 core\skyobject\skyobject.p3d: No geometry and no visual shape
9:23:41 a3\data_f\krater.p3d: No geometry and no visual shape
9:23:41 a3\data_f\koule.p3d: No geometry and no visual shape
9:23:42 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
a3_characters_f
9:23:42 Loading movesType CfgGesturesMale
9:23:42 Creating action map cache
9:23:42 MovesType CfgGesturesMale load time 46 ms
9:23:42 Loading movesType CfgMovesMaleSdr
9:23:42 Reading cached action map data
9:23:44 Warning: looped for animation: a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\briefing\hubbriefing_loop.rtm differs (looped now 0)! MoveName: hubbriefing_ext
9:23:44 Warning: looped for animation: a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\spectator\hubspectator_stand.rtm differs (looped now 0)! MoveName: hubspectator_stand
9:23:44 MovesType CfgMovesMaleSdr load time 1692 ms
9:23:44 a3\characters_f\proxies\flag.p3d: No geometry and no visual shape
9:23:44 VoteThreshold must be in 0..1 range. Defaulting to 0.5
9:23:44 VoteThresholdSameSide must be in 0..1 range. Defaulting to 0.5
Initializing Steam server - Game Port: 2302, Steam Query Port: 2303
Steam AppId from steam_appid.txt: 107410
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Connected to Steam servers
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Unsupported language English in stringtableI have added a custom difficulty (see file below)
Spoilerversion=1;
blood=1;
volumeCD=5;
volumeFX=5;
volumeSpeech=5;
singleVoice=0;
gamma=1;
brightness=1;difficulty = custom;
class DifficultyPresets
{
class CustomDifficulty
{
class Options
{
/* Simulation */reducedDamage = 0; // Reduced damage
/* Situational awareness */
groupIndicators = 2; // Group indicators (0 = never, 1 = limited distance, 2 = always)
friendlyTags = 1; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
enemyTags = 1; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
detectedMines = 1; // Detected mines (0 = never, 1 = limited distance, 2 = always)
commands = 0; // Commands (0 = never, 1 = fade out, 2 = always)
waypoints = 2; // Waypoints (0 = never, 1 = fade out, 2 = always)
tacticalPing = 0; // Tactical ping (0 = disable, 1 = enable)/* Personal awareness */
weaponInfo = 2; // Weapon info (0 = never, 1 = fade out, 2 = always)
stanceIndicator = 1; // Stance indicator (0 = never, 1 = fade out, 2 = always)
staminaBar = 0; // Stamina bar
weaponCrosshair = 1; // Weapon crosshair
visionAid = 0; // Vision aid/* View */
thirdPersonView = 1; // 3rd person view
cameraShake = 1; // Camera shake/* Multiplayer */
scoreTable = 0; // Score table
deathMessages = 1; // Killed by
vonID = 0; // VoN ID/* Misc */
mapContent = 1; // Extended map content
autoReport = 0; // (former autoSpot) Automatic reporting of spotted enemied by players only. This doesn't have any effect on AIs.
multipleSaves = 0; // Multiple saveslobbyIdleTimeout = 300; //kick player if idle in lobby - 5mins
};
// aiLevelPreset defines AI skill level and is counted from 0 and can have following values: 0 (Low), 1 (Normal), 2 (High), 3 (Custom).
// when 3 (Custom) is chosen, values of skill and precision are taken from the class CustomAILevel.
aiLevelPreset = 3;
};class CustomAILevel
{
skillAI = 0.5;
precisionAI = 0.5;
};
};I have changed the config file to -
SpoilerhostName = "TEST";
password = "";
passwordAdmin = "6t2sl";
serverCommandPassword = "1316t2sl";
logFile = "";
motd[] = {"Welcome! to Altis" };
motdInterval = 3;
maxPlayers = 10;
kickduplicate = 1;
verifySignatures = 2;
allowedFilePatching = 0;
requiredSecureId = 0;
voteMissionPlayers = 9999999;
voteThreshold = 1.1;
allowedVoteCmds[] = {};
disableVoN = 0;
vonCodecQuality = 10;
persistent = 1;
timeStampFormat = "none";
BattlEye = 1;lobbyIdleTimeout = 300;
doubleIdDetected = "kick (_this select 0)";
onUserConnected = "";
onUserDisconnected = "";
onHackedData = "ban (_this select 0)";
onDifferentData = "kick (_this select 0)";
onUnsignedData = "kick (_this select 0)";
regularCheck = "";
class Missions
{
class Mission_1
{
template = "AU_Remastered_AU.australia";
difficulty = "custom";
};
};Any guidance would be greatly appreciated.
Thanks
-
Hi, Running Altis Life - V.5 and still working excellently. Just wondering if there was a way to brighten the flashlight so the map is clearer. Thanks.
-
On 10/14/2019 at 9:10 AM, GEORGE FLOROS GR said:try :
//________________ Author : GEORGE FLOROS [GR] ___________ 14.10.19 _____________ //EDITED for LIFE Server diag_log "//________________ GF_Auto_Loot_Airdrops initializing _____________"; //________________ Settings ________________ //________________ Set true or false ________________ GF_ALA_Systemchat_info = false; GF_ALA_Hintsilent_info = true; GF_ALA_diag_log_info = true; GF_ALA_Debug = true; GF_ALA_next_drop_in_sec = 5; // Every 2 hours = 7200 GF_ALA_time_to_delete = 30; // time_to_delete the current zone - 20 mins = 1200 GF_ALA_height_of_drop = 30; // 1 = 1m GF_ALA_Spawned_Items_Number = 10; // number of ITEMS GF_ALA_Spawned_Items_Number_random = 0; // number of random ITEMS //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 = 4; GF_ALA_Blacklist_Zone_distance = 2500; // Add here the distance from the Blacklist Zones GF_ALA_Distanse_from_Players = 2500; // Add here the distance from players GF_ALA_Create_Markers = true; // Create a Marker for the Airdrops GF_ALA_Spawn_Enemy = false; // 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; // GF_ALA_Cargo_array - can be any object or vehicle GF_ALA_Cargo_array = [ "I_CargoNet_01_ammo_F", "O_CargoNet_01_ammo_F", "B_CargoNet_01_ammo_F" ]; //________________ Add here your Blacklist Zones ( for more ) , these are included in the 3D editor to copy paste to your mission ________________ GF_ALA_Blacklist_Zone_1 = getMarkerPos "Athira_City_Limits_Marker"; GF_ALA_Blacklist_Zone_2 = getMarkerPos "Kavala_City_Limits_Marker"; GF_ALA_Blacklist_Zone_3 = getMarkerPos "Pyrgos_City_Limits_Marker"; GF_ALA_Blacklist_Zone_4 = getMarkerPos "Sofia_City_Limits_Marker"; GF_ALA_Blacklist_Zone_5 = getMarkerPos "hunting_zone"; //________________ 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 ]; //________________ 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; _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; _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; _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 = ["srifle_DMR_06_olive_F","srifle_DMR_03_woodland_F","arifle_MXM_F","arifle_MX_SW_khk_F","arifle_Mk20_F","srifle_EBR_F","srifle_LRR_tna_F","LMG_Mk200_F","LMG_Zafir_F","arifle_CTARS_hex_F","arifle_SPAR_02_khk_F","SMG_02_F","arifle_Katiba_F","SMG_01_F"]; GF_ALA_secondaryWeapon_array = [""]; GF_ALA_handgunWeapon_array = ["hgun_Pistol_heavy_01_F","hgun_ACPC2_F"]; GF_ALA_Magazines_array = ["20Rnd_762x51_Mag","20Rnd_762x51_Mag","30Rnd_65x39_caseless_mag","100Rnd_65x39_caseless_mag","30Rnd_556x45_Stanag","20Rnd_762x51_Mag","7Rnd_408_Mag","200Rnd_65x39_cased_Box","150Rnd_762x54_Box","30Rnd_580x42_Mag_F","150Rnd_556x45_Drum_Mag_F","30Rnd_9x21_Mag_SMG_02","30Rnd_65x39_caseless_green","30Rnd_45ACP_Mag_SMG_01","11Rnd_45ACP_Mag"]; GF_ALA_Uniform_array = ["U_B_FullGhillie_lsh"]; GF_ALA_Vests_array = [""]; GF_ALA_Headgear_array = [""]; GF_ALA_Backpacks_array = ["B_Bergen_dgtl_F"]; // B_Bergen_tna_F - B_Bergen_mcamo_F - B_Bergen_dgtl_F - B_Bergen_hex_F GF_ALA_Goggles_array = [""]; GF_ALA_Items_array = [""]; GF_ALA_Attachments_array = ["optic_KHS_blk","optic_LRPS_ghex_F","optic_Arco_blk_F","optic_Holosight_blk_F"]; GF_ALA_Binocular_and_Nvg_array = [""]; _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","_marker2","_x","_a","_pos"]; _x = 0; _a = 0; //________________ Number of the Airdrops ________________ while {true} do{ uisleep GF_ALA_next_drop_in_sec; GF_ALA_allPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}}; _a = _a + 1; //________________ Find Airdrops Position ________________ _Found = false; while {!_Found} do{ _pos = [] call BIS_fnc_randomPos; _nearestRoad = [_pos, 50] call BIS_fnc_nearestRoad; _nearest_House = nearestObject [_pos, "House"]; _nearest_Building = nearestObject [_pos, "Building"]; if( //________________ Add Blacklist Distance from all Players ________________ (({((_pos distance _x) <= GF_ALA_Distanse_from_Players)} count GF_ALA_allPlayers) isEqualTo 0) //________________ Add here your Blacklist Zones ( for more ) ________________ && ((_pos distance GF_ALA_Blacklist_Zone_1) > GF_ALA_Blacklist_Zone_distance) && ((_pos distance GF_ALA_Blacklist_Zone_2) > GF_ALA_Blacklist_Zone_distance) && ((_pos distance GF_ALA_Blacklist_Zone_3) > GF_ALA_Blacklist_Zone_distance) && ((_pos distance GF_ALA_Blacklist_Zone_4) > GF_ALA_Blacklist_Zone_distance) && ((_pos distance GF_ALA_Blacklist_Zone_5) > GF_ALA_Blacklist_Zone_distance) //________________ uncomment to add Distance from _nearestRoad - House - Building ________________ && ((_pos distance _nearestRoad) > 50) && ((_pos distance _nearest_House) > 100) && ((_pos distance _nearest_Building) > 100) )then{ _Found = true; if(GF_ALA_Systemchat_info)then{ systemchat format ["Airdrops Position Found %1",_Found]; }; }else{ _Found = false; if(GF_ALA_Systemchat_info)then{ systemchat format ["Airdrops Position Found %1",_Found]; }; }; }; waituntil {_Found}; //________________ 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 GF_ALA_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; //________________ 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 = selectrandom[ "GF_ALA_Plane_1", "GF_ALA_Plane_2", "GF_ALA_Plane_3" ]; publicVariable _Plane_sound; _Plane_sound remoteExec ["playSound"]; */ //________________ 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 [ 6 + random 200, // distance from centre//////////////////////////////////////////////////// random 360 ]; private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Marker2","_Text"]; //________________ _Loot ________________ private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Marker2","_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]]; _Smoke2 = "SmokeShellRed" createVehicle (position _Cargo); _Smoke2 attachTo [_Cargo, [0,0,0.5]]; 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; GF_ALA_Group = createGroup GF_ALA_Enemy_Side; for "_x" from 0 to (GF_ALA_Squad_Members + floor random GF_ALA_Squad_Members_random) do{ _unit = GF_ALA_Group createunit [selectRandom GF_ALA_Pool_Infantry,_pos_Spawn,[],0,"None"]; [_unit] JoinSilent GF_ALA_Group; (leader GF_ALA_Group) setSkill GF_ALA_set_AiSkill + random GF_ALA_set_AiSkill_random; _unit setVariable["Var_GF_ALA",true]; }; [GF_ALA_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_id = format ["area_%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerColor "ColorRed"; _Marker setMarkerSize [625,625]; _Marker2_id = format ["text_%1",_pos]; _Marker2 = createMarker [_Marker2_id,_pos]; _Marker2 setMarkerShape "ICON"; _Marker2 setMarkerType "mil_warning"; _Marker2 setMarkerColor "ColorBlack"; _Marker2 setMarkerText format ["WEAPON DROP",_a]; _Marker2 setMarkerSize [0.5,0.5]; [5,"<t size='1.5'><t color='#FF0000'>WEAPON DROP</t></t><br/><br/><t size='1'>WEAPON DROP AREA LOCATED</t>"] remoteExec ["life_fnc_broadcast",0]; }; uisleep GF_ALA_time_to_delete; deleteMarker _Marker; deleteMarker _Marker2; deletevehicle _Cargo; deletevehicle _Chemlight1; deletevehicle _Chemlight2; deletevehicle _Smoke; deletevehicle _Smoke2; [5,"<t size='1.5'><t color='#FF0000'>WEAPON DROP</t></t><br/><br/><t size='1'>WEAPON DROP DESTROYED</t>"] remoteExec ["life_fnc_broadcast",0]; if(GF_ALA_Spawn_Enemy)then{ { if(_x getVariable ["Var_GF_ALA",false])then{ deletevehicle _x; }; }foreach units GF_ALA_Group; }; }; if(GF_ALA_Systemchat_info)then{ systemchat "GF_Auto_Loot_Airdrops Script initialized"; }; diag_log "//________________ GF_Auto_Loot_Airdrop Script initialized ________________";
After testing for a few hours it is looking good thanks again for the help.
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4 hours ago, GEORGE FLOROS GR said:try :
//________________ Author : GEORGE FLOROS [GR] ___________ 14.10.19 _____________ //EDITED for LIFE Server diag_log "//________________ GF_Auto_Loot_Airdrops initializing _____________"; //________________ Settings ________________ //________________ Set true or false ________________ GF_ALA_Systemchat_info = false; GF_ALA_Hintsilent_info = true; GF_ALA_diag_log_info = true; GF_ALA_Debug = true; GF_ALA_next_drop_in_sec = 5; // Every 2 hours = 7200 GF_ALA_time_to_delete = 30; // time_to_delete the current zone - 20 mins = 1200 GF_ALA_height_of_drop = 30; // 1 = 1m GF_ALA_Spawned_Items_Number = 10; // number of ITEMS GF_ALA_Spawned_Items_Number_random = 0; // number of random ITEMS //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 = 4; GF_ALA_Blacklist_Zone_distance = 2500; // Add here the distance from the Blacklist Zones GF_ALA_Distanse_from_Players = 2500; // Add here the distance from players GF_ALA_Create_Markers = true; // Create a Marker for the Airdrops GF_ALA_Spawn_Enemy = false; // 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; // GF_ALA_Cargo_array - can be any object or vehicle GF_ALA_Cargo_array = [ "I_CargoNet_01_ammo_F", "O_CargoNet_01_ammo_F", "B_CargoNet_01_ammo_F" ]; //________________ Add here your Blacklist Zones ( for more ) , these are included in the 3D editor to copy paste to your mission ________________ GF_ALA_Blacklist_Zone_1 = getMarkerPos "Athira_City_Limits_Marker"; GF_ALA_Blacklist_Zone_2 = getMarkerPos "Kavala_City_Limits_Marker"; GF_ALA_Blacklist_Zone_3 = getMarkerPos "Pyrgos_City_Limits_Marker"; GF_ALA_Blacklist_Zone_4 = getMarkerPos "Sofia_City_Limits_Marker"; GF_ALA_Blacklist_Zone_5 = getMarkerPos "hunting_zone"; //________________ 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 ]; //________________ 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; _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; _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; _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 = ["srifle_DMR_06_olive_F","srifle_DMR_03_woodland_F","arifle_MXM_F","arifle_MX_SW_khk_F","arifle_Mk20_F","srifle_EBR_F","srifle_LRR_tna_F","LMG_Mk200_F","LMG_Zafir_F","arifle_CTARS_hex_F","arifle_SPAR_02_khk_F","SMG_02_F","arifle_Katiba_F","SMG_01_F"]; GF_ALA_secondaryWeapon_array = [""]; GF_ALA_handgunWeapon_array = ["hgun_Pistol_heavy_01_F","hgun_ACPC2_F"]; GF_ALA_Magazines_array = ["20Rnd_762x51_Mag","20Rnd_762x51_Mag","30Rnd_65x39_caseless_mag","100Rnd_65x39_caseless_mag","30Rnd_556x45_Stanag","20Rnd_762x51_Mag","7Rnd_408_Mag","200Rnd_65x39_cased_Box","150Rnd_762x54_Box","30Rnd_580x42_Mag_F","150Rnd_556x45_Drum_Mag_F","30Rnd_9x21_Mag_SMG_02","30Rnd_65x39_caseless_green","30Rnd_45ACP_Mag_SMG_01","11Rnd_45ACP_Mag"]; GF_ALA_Uniform_array = ["U_B_FullGhillie_lsh"]; GF_ALA_Vests_array = [""]; GF_ALA_Headgear_array = [""]; GF_ALA_Backpacks_array = ["B_Bergen_dgtl_F"]; // B_Bergen_tna_F - B_Bergen_mcamo_F - B_Bergen_dgtl_F - B_Bergen_hex_F GF_ALA_Goggles_array = [""]; GF_ALA_Items_array = [""]; GF_ALA_Attachments_array = ["optic_KHS_blk","optic_LRPS_ghex_F","optic_Arco_blk_F","optic_Holosight_blk_F"]; GF_ALA_Binocular_and_Nvg_array = [""]; _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","_marker2","_x","_a","_pos"]; _x = 0; _a = 0; //________________ Number of the Airdrops ________________ while {true} do{ uisleep GF_ALA_next_drop_in_sec; GF_ALA_allPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}}; _a = _a + 1; //________________ Find Airdrops Position ________________ _Found = false; while {!_Found} do{ _pos = [] call BIS_fnc_randomPos; _nearestRoad = [_pos, 50] call BIS_fnc_nearestRoad; _nearest_House = nearestObject [_pos, "House"]; _nearest_Building = nearestObject [_pos, "Building"]; if( //________________ Add Blacklist Distance from all Players ________________ (({((_pos distance _x) <= GF_ALA_Distanse_from_Players)} count GF_ALA_allPlayers) isEqualTo 0) //________________ Add here your Blacklist Zones ( for more ) ________________ && ((_pos distance GF_ALA_Blacklist_Zone_1) > GF_ALA_Blacklist_Zone_distance) && ((_pos distance GF_ALA_Blacklist_Zone_2) > GF_ALA_Blacklist_Zone_distance) && ((_pos distance GF_ALA_Blacklist_Zone_3) > GF_ALA_Blacklist_Zone_distance) && ((_pos distance GF_ALA_Blacklist_Zone_4) > GF_ALA_Blacklist_Zone_distance) && ((_pos distance GF_ALA_Blacklist_Zone_5) > GF_ALA_Blacklist_Zone_distance) //________________ uncomment to add Distance from _nearestRoad - House - Building ________________ && ((_pos distance _nearestRoad) > 50) && ((_pos distance _nearest_House) > 100) && ((_pos distance _nearest_Building) > 100) )then{ _Found = true; if(GF_ALA_Systemchat_info)then{ systemchat format ["Airdrops Position Found %1",_Found]; }; }else{ _Found = false; if(GF_ALA_Systemchat_info)then{ systemchat format ["Airdrops Position Found %1",_Found]; }; }; }; waituntil {_Found}; //________________ 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 GF_ALA_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; //________________ 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 = selectrandom[ "GF_ALA_Plane_1", "GF_ALA_Plane_2", "GF_ALA_Plane_3" ]; publicVariable _Plane_sound; _Plane_sound remoteExec ["playSound"]; */ //________________ 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 [ 6 + random 200, // distance from centre//////////////////////////////////////////////////// random 360 ]; private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Marker2","_Text"]; //________________ _Loot ________________ private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Marker2","_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]]; _Smoke2 = "SmokeShellRed" createVehicle (position _Cargo); _Smoke2 attachTo [_Cargo, [0,0,0.5]]; 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; GF_ALA_Group = createGroup GF_ALA_Enemy_Side; for "_x" from 0 to (GF_ALA_Squad_Members + floor random GF_ALA_Squad_Members_random) do{ _unit = GF_ALA_Group createunit [selectRandom GF_ALA_Pool_Infantry,_pos_Spawn,[],0,"None"]; [_unit] JoinSilent GF_ALA_Group; (leader GF_ALA_Group) setSkill GF_ALA_set_AiSkill + random GF_ALA_set_AiSkill_random; _unit setVariable["Var_GF_ALA",true]; }; [GF_ALA_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_id = format ["area_%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerColor "ColorRed"; _Marker setMarkerSize [625,625]; _Marker2_id = format ["text_%1",_pos]; _Marker2 = createMarker [_Marker2_id,_pos]; _Marker2 setMarkerShape "ICON"; _Marker2 setMarkerType "mil_warning"; _Marker2 setMarkerColor "ColorBlack"; _Marker2 setMarkerText format ["WEAPON DROP",_a]; _Marker2 setMarkerSize [0.5,0.5]; [5,"<t size='1.5'><t color='#FF0000'>WEAPON DROP</t></t><br/><br/><t size='1'>WEAPON DROP AREA LOCATED</t>"] remoteExec ["life_fnc_broadcast",0]; }; uisleep GF_ALA_time_to_delete; deleteMarker _Marker; deleteMarker _Marker2; deletevehicle _Cargo; deletevehicle _Chemlight1; deletevehicle _Chemlight2; deletevehicle _Smoke; deletevehicle _Smoke2; [5,"<t size='1.5'><t color='#FF0000'>WEAPON DROP</t></t><br/><br/><t size='1'>WEAPON DROP DESTROYED</t>"] remoteExec ["life_fnc_broadcast",0]; if(GF_ALA_Spawn_Enemy)then{ { if(_x getVariable ["Var_GF_ALA",false])then{ deletevehicle _x; }; }foreach units GF_ALA_Group; }; }; if(GF_ALA_Systemchat_info)then{ systemchat "GF_Auto_Loot_Airdrops Script initialized"; }; diag_log "//________________ GF_Auto_Loot_Airdrop Script initialized ________________";
Testing
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3 hours ago, GEORGE FLOROS GR said:I'll add a code later that should do the job !
Thank you.
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10 hours ago, GEORGE FLOROS GR said:The whole script should wait since there is the waitUntil :
Have you notice a second active zone ?
Because as i tested ( with the 5 and 30 sec ) there wasn't any.
There is but it takes longer than the time. It seems to double the time each time the script loops. or do you mean a second zone that comes with the first one? Yes it works with the timer on a lower value but when the timer is set for 1 hour or 2 hour drops others appear.
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12 hours ago, GEORGE FLOROS GR said:Check the settings.
You need to adjust the :
ex:
GF_ALA_next_drop_in_sec = 5; // Every 2 hours = 7200 GF_ALA_time_to_delete = 30; // time_to_delete the current zone - 20 mins = 1200
//________________ Author : GEORGE FLOROS [GR] ___________ 23.12.18 _____________ diag_log "//________________ GF_Auto_Loot_Airdrops initializing _____________"; //________________ Settings ________________ //________________ Set true or false ________________ GF_ALA_Systemchat_info = false; GF_ALA_Hintsilent_info = true; GF_ALA_diag_log_info = true; GF_ALA_Debug = true; GF_ALA_next_drop_in_sec = 5; // Every 2 hours = 7200 GF_ALA_time_to_delete = 30; // time_to_delete the current zone - 20 mins = 1200 GF_ALA_height_of_drop = 30; // 1 = 1m GF_ALA_Spawned_Items_Number = 10; // number of ITEMS GF_ALA_Spawned_Items_Number_random = 0; // number of random ITEMS //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 = 4; GF_ALA_Blacklist_Zone_distance = 2500; // Add here the distance from the Blacklist Zones GF_ALA_Distanse_from_Players = 2500; // Add here the distance from players GF_ALA_Create_Markers = true; // Create a Marker for the Airdrops GF_ALA_Spawn_Enemy = false; // 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; // GF_ALA_Cargo_array - can be any object or vehicle GF_ALA_Cargo_array = [ "I_CargoNet_01_ammo_F", "O_CargoNet_01_ammo_F", "B_CargoNet_01_ammo_F" ]; //________________ Add here your Blacklist Zones ( for more ) , these are included in the 3D editor to copy paste to your mission ________________ GF_ALA_Blacklist_Zone_1 = getMarkerPos "Athira_City_Limits_Marker"; GF_ALA_Blacklist_Zone_2 = getMarkerPos "Kavala_City_Limits_Marker"; GF_ALA_Blacklist_Zone_3 = getMarkerPos "Pyrgos_City_Limits_Marker"; GF_ALA_Blacklist_Zone_4 = getMarkerPos "Sofia_City_Limits_Marker"; GF_ALA_Blacklist_Zone_5 = getMarkerPos "hunting_zone"; //________________ 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 ]; //________________ 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; _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; _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; _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 = ["srifle_DMR_06_olive_F","srifle_DMR_03_woodland_F","arifle_MXM_F","arifle_MX_SW_khk_F","arifle_Mk20_F","srifle_EBR_F","srifle_LRR_tna_F","LMG_Mk200_F","LMG_Zafir_F","arifle_CTARS_hex_F","arifle_SPAR_02_khk_F","SMG_02_F","arifle_Katiba_F","SMG_01_F"]; GF_ALA_secondaryWeapon_array = [""]; GF_ALA_handgunWeapon_array = ["hgun_Pistol_heavy_01_F","hgun_ACPC2_F"]; GF_ALA_Magazines_array = ["20Rnd_762x51_Mag","20Rnd_762x51_Mag","30Rnd_65x39_caseless_mag","100Rnd_65x39_caseless_mag","30Rnd_556x45_Stanag","20Rnd_762x51_Mag","7Rnd_408_Mag","200Rnd_65x39_cased_Box","150Rnd_762x54_Box","30Rnd_580x42_Mag_F","150Rnd_556x45_Drum_Mag_F","30Rnd_9x21_Mag_SMG_02","30Rnd_65x39_caseless_green","30Rnd_45ACP_Mag_SMG_01","11Rnd_45ACP_Mag"]; GF_ALA_Uniform_array = ["U_B_FullGhillie_lsh"]; GF_ALA_Vests_array = [""]; GF_ALA_Headgear_array = [""]; GF_ALA_Backpacks_array = ["B_Bergen_dgtl_F"]; // B_Bergen_tna_F - B_Bergen_mcamo_F - B_Bergen_dgtl_F - B_Bergen_hex_F GF_ALA_Goggles_array = [""]; GF_ALA_Items_array = [""]; GF_ALA_Attachments_array = ["optic_KHS_blk","optic_LRPS_ghex_F","optic_Arco_blk_F","optic_Holosight_blk_F"]; GF_ALA_Binocular_and_Nvg_array = [""]; _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","_marker2","_x","_a","_pos"]; _x = 0; _a = 0; //________________ Number of the Airdrops ________________ while {true} do{ _drop_in_sec = time + GF_ALA_next_drop_in_sec; waitUntil {time > _drop_in_sec}; _a = _a + 1; //________________ Find Airdrops Position ________________ _Found = false; while {!_Found} do{ _pos = [] call BIS_fnc_randomPos; _nearestRoad = [_pos, 50] call BIS_fnc_nearestRoad; _nearest_House = nearestObject [_pos, "House"]; _nearest_Building = nearestObject [_pos, "Building"]; if( //________________ Add Blacklist Distance from all Players ________________ (({((_pos distance _x) <= GF_ALA_Distanse_from_Players)} count GF_ALA_allPlayers) isEqualTo 0) //________________ Add here your Blacklist Zones ( for more ) ________________ && ((_pos distance GF_ALA_Blacklist_Zone_1) > GF_ALA_Blacklist_Zone_distance) && ((_pos distance GF_ALA_Blacklist_Zone_2) > GF_ALA_Blacklist_Zone_distance) && ((_pos distance GF_ALA_Blacklist_Zone_3) > GF_ALA_Blacklist_Zone_distance) && ((_pos distance GF_ALA_Blacklist_Zone_4) > GF_ALA_Blacklist_Zone_distance) && ((_pos distance GF_ALA_Blacklist_Zone_5) > GF_ALA_Blacklist_Zone_distance) //________________ uncomment to add Distance from _nearestRoad - House - Building ________________ && ((_pos distance _nearestRoad) > 50) && ((_pos distance _nearest_House) > 100) && ((_pos distance _nearest_Building) > 100) )then{ _Found = true; if(GF_ALA_Systemchat_info)then{ systemchat format ["Airdrops Position Found %1",_Found]; }; }else{ _Found = false; if(GF_ALA_Systemchat_info)then{ systemchat format ["Airdrops Position Found %1",_Found]; }; }; }; waituntil {_Found}; //________________ 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 GF_ALA_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; //________________ 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 = selectrandom[ "GF_ALA_Plane_1", "GF_ALA_Plane_2", "GF_ALA_Plane_3" ]; publicVariable _Plane_sound; _Plane_sound remoteExec ["playSound"]; */ //________________ 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 [ 6 + random 200, // distance from centre//////////////////////////////////////////////////// random 360 ]; private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Marker2","_Text"]; //________________ _Loot ________________ private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Marker2","_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]]; _Smoke2 = "SmokeShellRed" createVehicle (position _Cargo); _Smoke2 attachTo [_Cargo, [0,0,0.5]]; 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; GF_ALA_Group = createGroup GF_ALA_Enemy_Side; for "_x" from 0 to (GF_ALA_Squad_Members + floor random GF_ALA_Squad_Members_random) do{ _unit = GF_ALA_Group createunit [selectRandom GF_ALA_Pool_Infantry,_pos_Spawn,[],0,"None"]; [_unit] JoinSilent GF_ALA_Group; (leader GF_ALA_Group) setSkill GF_ALA_set_AiSkill + random GF_ALA_set_AiSkill_random; _unit setVariable["Var_GF_ALA",true]; }; [GF_ALA_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_id = format ["area_%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerColor "ColorRed"; _Marker setMarkerSize [625,625]; _Marker2_id = format ["text_%1",_pos]; _Marker2 = createMarker [_Marker2_id,_pos]; _Marker2 setMarkerShape "ICON"; _Marker2 setMarkerType "mil_warning"; _Marker2 setMarkerColor "ColorBlack"; _Marker2 setMarkerText format ["WEAPON DROP",_a]; _Marker2 setMarkerSize [0.5,0.5]; [5,"<t size='1.5'><t color='#FF0000'>WEAPON DROP</t></t><br/><br/><t size='1'>WEAPON DROP AREA LOCATED</t>"] remoteExec ["life_fnc_broadcast",0]; }; _time_to_delete = time + GF_ALA_time_to_delete; waitUntil {time > _time_to_delete}; deleteMarker _Marker; deleteMarker _Marker2; deletevehicle _Cargo; deletevehicle _Chemlight1; deletevehicle _Chemlight2; deletevehicle _Smoke; deletevehicle _Smoke2; [5,"<t size='1.5'><t color='#FF0000'>WEAPON DROP</t></t><br/><br/><t size='1'>WEAPON DROP DESTROYED</t>"] remoteExec ["life_fnc_broadcast",0]; if(GF_ALA_Spawn_Enemy)then{ { if(_x getVariable ["Var_GF_ALA",false])then{ deletevehicle _x; }; }foreach units GF_ALA_Group; }; }; if(GF_ALA_Systemchat_info)then{ systemchat "GF_Auto_Loot_Airdrops Script initialized"; }; diag_log "//________________ GF_Auto_Loot_Airdrop Script initialized ________________";
ok i will try thanks. So this will control the amount? as i only want 1 every 2 hours.
As i had it they were spawning at the correct time and deleting also - but there were numerous drops not just 1.
When using 5 sec drops time and 30 sec destroy it works (1 drop every 5 seconds and delete in 30 seconds). Over a longer period of time it seems to double the drops every time it loops.
This is the setting i am using -
GF_ALA_next_drop_in_sec = 3600; // Drop every 2 hours = 7200 (I assume this is in seconds)
GF_ALA_time_to_delete = 1200; // time_to_delete the current zone - 20 mins = 1200 (I assume this is in seconds)I am doing some experimentation. i noticed that the original drop time was 5 and the delete time was 30... this is opposite to mine. i have worked out 5 x 6 = 30... so there for i have got my spawn time as - 3600 and delete time is 3600 x 6 = 21600... hoping this will fix the multiple spawns.
.
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21 minutes ago, GEORGE FLOROS GR said:Hold on let me check this !
Thank you
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Hi i know your very busy but i have a question.
I have implemented the custom script you kindly helped me with and it seems to be working fine - except i cannot control the number of drops. I would like to have only one drop at a time every x hours. I have gone through the original script and it has a _Number variable to control the number of drops, but the custom does not have this option. I have tried to add the _Number variable but keep breaking the script.
(The custom script is below.
Thank you.
Spoiler//________________ Author : GEORGE FLOROS [GR] ___________ 23.12.18 _____________
diag_log "//________________ GF_Auto_Loot_Airdrops initializing _____________";
//________________ Settings ________________
//________________ Set true or false ________________GF_ALA_Systemchat_info = false;
GF_ALA_Hintsilent_info = true;
GF_ALA_diag_log_info = true;
GF_ALA_Debug = true;
GF_ALA_next_drop_in_sec = 3600; // Every 2 hours = 7200
GF_ALA_time_to_delete = 1200; // time_to_delete the current zone - 20 mins = 1200GF_ALA_height_of_drop = 300; // 1 = 1m
GF_ALA_Spawned_Items_Number = 10; // number of ITEMS
GF_ALA_Spawned_Items_Number_random = 0; // number of random ITEMS
//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 = 4;GF_ALA_Blacklist_Zone_distance = 2500; // Add here the distance from the Blacklist Zones
GF_ALA_Distanse_from_Players = 2500; // Add here the distance from playersGF_ALA_Create_Markers = true; // Create a Marker for the Airdrops
GF_ALA_Spawn_Enemy = false; // Spawn Enemy at the site
GF_ALA_Enemy_Side = east; // This is for Normal Spawn and EOS , NOT for the DAC unitsGF_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;// GF_ALA_Cargo_array - can be any object or vehicle
GF_ALA_Cargo_array = ["I_CargoNet_01_ammo_F",
"O_CargoNet_01_ammo_F",
"B_CargoNet_01_ammo_F"
];//________________ Add here your Blacklist Zones ( for more ) , these are included in the 3D editor to copy paste to your mission ________________
GF_ALA_Blacklist_Zone_1 = getMarkerPos "Athira_City_Limits_Marker";
GF_ALA_Blacklist_Zone_2 = getMarkerPos "Kavala_City_Limits_Marker";
GF_ALA_Blacklist_Zone_3 = getMarkerPos "Pyrgos_City_Limits_Marker";
GF_ALA_Blacklist_Zone_4 = getMarkerPos "Sofia_City_Limits_Marker";
GF_ALA_Blacklist_Zone_5 = getMarkerPos "hunting_zone";
//________________ 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_SelectcopyToClipboard 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
];
//________________ 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;
_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;
_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;
_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 = ["srifle_DMR_06_olive_F","srifle_DMR_03_woodland_F","arifle_MXM_F","arifle_MX_SW_khk_F","arifle_Mk20_F","srifle_EBR_F","srifle_LRR_tna_F","LMG_Mk200_F","LMG_Zafir_F","arifle_CTARS_hex_F","arifle_SPAR_02_khk_F","SMG_02_F","arifle_Katiba_F","SMG_01_F"];
GF_ALA_secondaryWeapon_array = [""];
GF_ALA_handgunWeapon_array = ["hgun_Pistol_heavy_01_F","hgun_ACPC2_F"];
GF_ALA_Magazines_array = ["20Rnd_762x51_Mag","20Rnd_762x51_Mag","30Rnd_65x39_caseless_mag","100Rnd_65x39_caseless_mag","30Rnd_556x45_Stanag","20Rnd_762x51_Mag","7Rnd_408_Mag","200Rnd_65x39_cased_Box","150Rnd_762x54_Box","30Rnd_580x42_Mag_F","150Rnd_556x45_Drum_Mag_F","30Rnd_9x21_Mag_SMG_02","30Rnd_65x39_caseless_green","30Rnd_45ACP_Mag_SMG_01","11Rnd_45ACP_Mag"];
GF_ALA_Uniform_array = ["U_B_FullGhillie_lsh"];
GF_ALA_Vests_array = [""];
GF_ALA_Headgear_array = [""];
GF_ALA_Backpacks_array = ["B_Bergen_dgtl_F"]; // B_Bergen_tna_F - B_Bergen_mcamo_F - B_Bergen_dgtl_F - B_Bergen_hex_F
GF_ALA_Goggles_array = [""];
GF_ALA_Items_array = [""];
GF_ALA_Attachments_array = ["optic_KHS_blk","optic_LRPS_ghex_F","optic_Arco_blk_F","optic_Holosight_blk_F"];
GF_ALA_Binocular_and_Nvg_array = [""];
_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;private ["_marker2","_x","_a","_pos"];
_x = 0;
_a = 0;//________________ Number of the Airdrops ________________
while {true} do{_drop_in_sec = time + GF_ALA_next_drop_in_sec;
waitUntil {time > _drop_in_sec};_a = _a + 1;
//________________ Find Airdrops Position ________________
_Found = false;
while {!_Found} do{
_pos = [] call BIS_fnc_randomPos;
_nearestRoad = [_pos, 50] call BIS_fnc_nearestRoad;
_nearest_House = nearestObject [_pos, "House"];
_nearest_Building = nearestObject [_pos, "Building"];
if(
//________________ Add Blacklist Distance from all Players ________________
(({((_pos distance _x) <= GF_ALA_Distanse_from_Players)} count GF_ALA_allPlayers) isEqualTo 0)
//________________ Add here your Blacklist Zones ( for more ) ________________
&& ((_pos distance GF_ALA_Blacklist_Zone_1) > GF_ALA_Blacklist_Zone_distance)
&& ((_pos distance GF_ALA_Blacklist_Zone_2) > GF_ALA_Blacklist_Zone_distance)
&& ((_pos distance GF_ALA_Blacklist_Zone_3) > GF_ALA_Blacklist_Zone_distance)
&& ((_pos distance GF_ALA_Blacklist_Zone_4) > GF_ALA_Blacklist_Zone_distance)
&& ((_pos distance GF_ALA_Blacklist_Zone_5) > GF_ALA_Blacklist_Zone_distance)//________________ uncomment to add Distance from _nearestRoad - House - Building ________________
&& ((_pos distance _nearestRoad) > 50)
&& ((_pos distance _nearest_House) > 100)
&& ((_pos distance _nearest_Building) > 100)
)then{_Found = true;
if(GF_ALA_Systemchat_info)then{
systemchat format ["Airdrops Position Found %1",_Found];
};
}else{_Found = false;
if(GF_ALA_Systemchat_info)then{
systemchat format ["Airdrops Position Found %1",_Found];
};
};
};
waituntil {_Found};
//________________ 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 = selectrandom[
//"GF_ALA_Plane_1",
//"GF_ALA_Plane_2",
//"GF_ALA_Plane_3"
];
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 GF_ALA_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 [
6 + random 200, // distance from centre////////////////////////////////////////////////////
random 360
];private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Marker2","_Text"];
//________________ _Loot ________________private ["_Loot","_Item","_magazines","_Item_magazines","_getText","_Color","_Marker","_Marker2","_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]];
_Smoke2 = "SmokeShellRed" createVehicle (position _Cargo);
_Smoke2 attachTo [_Cargo, [0,0,0.5]];
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;
GF_ALA_Group = createGroup GF_ALA_Enemy_Side;for "_x" from 0 to (GF_ALA_Squad_Members + floor random GF_ALA_Squad_Members_random) do{
_unit = GF_ALA_Group createunit [selectRandom GF_ALA_Pool_Infantry,_pos_Spawn,[],0,"None"];
[_unit] JoinSilent GF_ALA_Group;
(leader GF_ALA_Group) setSkill GF_ALA_set_AiSkill + random GF_ALA_set_AiSkill_random;
_unit setVariable["Var_GF_ALA",true];
};
[GF_ALA_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_id = format ["area_%1",_pos];
_Marker = createMarker [_Marker_id,_pos];
_Marker setMarkerShape "ELLIPSE";
_Marker setMarkerColor "ColorRed";
_Marker setMarkerSize [625,625];_Marker2_id = format ["text_%1",_pos];
_Marker2 = createMarker [_Marker2_id,_pos];
_Marker2 setMarkerShape "ICON";
_Marker2 setMarkerType "mil_warning";
_Marker2 setMarkerColor "ColorBlack";
_Marker2 setMarkerText format ["WEAPON DROP",_a];
_Marker2 setMarkerSize [0.5,0.5];
[5,"<t size='1.5'><t color='#FF0000'>WEAPON DROP</t></t><br/><br/><t size='1'>WEAPON DROP AREA LOCATED</t>"] remoteExec ["life_fnc_broadcast",0];
};
_time_to_delete = time + GF_ALA_time_to_delete;
waitUntil {time > _time_to_delete};deleteMarker _Marker;
deleteMarker _Marker2;
deletevehicle _Cargo;
[5,"<t size='1.5'><t color='#FF0000'>WEAPON DROP</t></t><br/><br/><t size='1'>WEAPON DROP DESTROYED</t>"] remoteExec ["life_fnc_broadcast",0];
if(GF_ALA_Spawn_Enemy)then{
{
if(_x getVariable ["Var_GF_ALA",false])then{
deletevehicle _x;
};
}foreach units GF_ALA_Group;
};
};
if(GF_ALA_Systemchat_info)then{
systemchat "GF_Auto_Loot_Airdrops Script initialized";
};diag_log "//________________ GF_Auto_Loot_Airdrop Script initialized ________________";
- 1
-
Just reset all files back to the vanilla and it seems to have fixed it.
-
I have returned to the original base code and now every time the player opens and closes the Y menu the backpack adds the base capacity to itself - essentially giving the player unlimited capacity - This was the original problem and why i tried to set individual bp capacities.
Also now when i log off and back on the bp disappears.
This is what is happening with vanilla settings reinstated - https://www.altisliferpg.com/topic/4665-backpack-space/
My files -
SpoilerFile: configuration.sqf
*****************************
****** Weight Variables *****
*****************************
*/life_maxWeight = LIFE_SETTINGS(getNumber, "total_maxWeight");
life_carryWeight = 0; //Represents the players current inventory weight (MUST START AT 0)./*
*****************************
****** Life Variables *******
*****************************File: fn_survival.sqf
/* Adjustment of carrying capacity based on backpack changes */
if (backpack player isEqualTo "") then {
life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight");
_bp = backpack player;
} else {
if (!(backpack player isEqualTo "") && {!(backpack player isEqualTo _bp)}) then {
_bp = backpack player;
life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",_bp,"maximumload") / 4);
};
};File: fn_loadGear.sqf
if (!(_goggles isEqualTo "")) then {_handle = [_goggles,true,false,false,false] spawn life_fnc_handleItem; waitUntil {scriptDone _handle};};
if (!(_headgear isEqualTo "")) then {_handle = [_headgear,true,false,false,false] spawn life_fnc_handleItem; waitUntil {scriptDone _handle};};
if (!(_uniform isEqualTo "")) then {_handle = [_uniform,true,false,false,false] spawn life_fnc_handleItem; waitUntil {scriptDone _handle};};
if (!(_vest isEqualTo "")) then {_handle = [_vest,true,false,false,false] spawn life_fnc_handleItem; waitUntil {scriptDone _handle};};
if (!(_backpack isEqualTo "")) then {_handle = [_backpack,true,false,false,false] spawn life_fnc_handleItem; waitUntil {scriptDone _handle};};{_handle = [_x,true,false,false,false] spawn life_fnc_handleItem; waitUntil {scriptDone _handle};} forEach _items;
{player addItemToUniform _x;} forEach (_uItems);
{(uniformContainer player) addItemCargoGlobal [_x,1];} forEach (_uMags);
{player addItemToVest _x;} forEach (_vItems);
{(vestContainer player) addItemCargoGlobal [_x,1];} forEach (_vMags);
{player addItemToBackpack _x;} forEach (_bItems);
{(backpackContainer player) addItemCargoGlobal [_x,1];} forEach (_bMags);life_maxWeight = if (backpack player isEqualTo "") then {LIFE_SETTINGS(getNumber,"total_maxWeight")} else {LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",(backpack player),"maximumload") / 4)};
{
[true,(_x select 0),(_x select 1)] call life_fnc_handleInv;
} forEach (_yItems); -
Trying this atm -
(Edit - did not work)
https://www.altisliferpg.com/topic/187-tutorial-backpack-custom-capacity/
-
Hi,
I am running v5.0.0
I have a serious issue with vitems namely gathered or mined items.
When the player is mining / gathering and they reach the capacity of their backpack numerous times (so they have emptied it and refilled it) the vitems collected start to not show in the inventory but still take up room. Eventually the backpack will say "inventory full" but the inventory items are not in there. This happens overtime.
I log out and log back in - the pick axe is still in the inventory and it clears the weight back to just the pick axe weight.
I believe it was a lag issue initially. I have since removed all dynamic weather (including the biggest culprit fog) and it seems to have gotten a little better but the issue remains. any help would be greatly appreciated
Spoilersurvival.sqf
/* Adjustment of carrying capacity based on backpack changes */
if (backpack player isEqualTo "") then {
life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight");
_bp = backpack player;
} else {if (backpack player isEqualTo "B_OutdoorPack_blk") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 15; //the weight you want.
};if (backpack player isEqualTo "B_AssaultPack_khk") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 20; //the weight you want.
};if (backpack player isEqualTo "B_AssaultPack_dgtl") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 20; //the weight you want.
};if (backpack player isEqualTo "B_AssaultPack_rgr") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 20; //the weight you want.
};if (backpack player isEqualTo "B_AssaultPack_sgg") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 20; //the weight you want.
};if (backpack player isEqualTo "B_AssaultPack_blk") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 20; //the weight you want.
};if (backpack player isEqualTo "B_AssaultPack_cbr") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 20; //the weight you want.
};if (backpack player isEqualTo "B_AssaultPack_mcamo") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 20; //the weight you want.
};if (backpack player isEqualTo "B_TacticalPack_oli") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 25; //the weight you want.
};if (backpack player isEqualTo "B_Kitbag_mcamo") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 35; //the weight you want.
};if (backpack player isEqualTo "B_Kitbag_sgg") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 35; //the weight you want.
};if (backpack player isEqualTo "B_Kitbag_cbr") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 35; //the weight you want.
};if (backpack player isEqualTo "B_FieldPack_blk") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 40; //the weight you want.
};if (backpack player isEqualTo "B_FieldPack_ocamo") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 40; //the weight you want.
};if (backpack player isEqualTo "B_FieldPack_oucamo") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 40; //the weight you want.
};if (backpack player isEqualTo "B_Bergen_sgg") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 45; //the weight you want.
};if (backpack player isEqualTo "B_Bergen_mcamo") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 45; //the weight you want.
};if (backpack player isEqualTo "B_Bergen_rgr") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 45; //the weight you want.
};if (backpack player isEqualTo "B_Bergen_blk") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 65; //the weight you want.
};
if (backpack player isEqualTo "B_ViperHarness_blk_F") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 65; //the weight you want.
};if (backpack player isEqualTo "B_ViperHarness_ghex_F") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 65; //the weight you want.
};if (backpack player isEqualTo "B_ViperHarness_oli_F") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 65; //the weight you want.
};if (backpack player isEqualTo "B_FieldPack_ocamo_Medic") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 65; //the weight you want.
};if (backpack player isEqualTo "B_FieldPack_ocamo_ReconMedic") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 65; //the weight you want.
};if (backpack player isEqualTo "B_Carryall_ocamo") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 80; //the weight you want.};
if (backpack player isEqualTo "B_Carryall_oucamo") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 80; //the weight you want.};
if (backpack player isEqualTo "B_Carryall_mcamo") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 80; //the weight you want.};
if (backpack player isEqualTo "B_Carryall_ocamo") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 80; //the weight you want.};
if (backpack player isEqualTo "B_Carryall_oli") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 80; //the weight you want.};
if (backpack player isEqualTo "B_Carryall_khk") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 80; //the weight you want.};
if (backpack player isEqualTo "B_Carryall_cbr") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 80; //the weight you want.};
if (backpack player isEqualTo "B_Bergen_tna_f") then { //Backpack id right now is ""
_bp = backpack player;
life_maxWeight = 120; //the weight you want.};
if (!(backpack player isEqualTo "") && {!(backpack player isEqualTo _bp)}) then {
_bp = backpack player;
life_maxWeight = LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",_bp,"maximumload") / 4);};
};Configuration.sqf
/*
*****************************
****** Weight Variables *****
*****************************
*/
life_maxWeight = LIFE_SETTINGS(getNumber, "total_maxWeight");
life_carryWeight = 0; //Represents the players current inventory weight (MUST START AT 0)./*
loadGear.sqf
{(backpackContainer player) addItemCargoGlobal [_x,1];} forEach (_bMags);
life_maxWeight = if (backpack player isEqualTo "") then {LIFE_SETTINGS(getNumber,"total_maxWeight")} else {LIFE_SETTINGS(getNumber,"total_maxWeight") + round(FETCH_CONFIG2(getNumber,"CfgVehicles",(backpack player),"maximumload") / 4)};
{
[true,(_x select 0),(_x select 1)] call life_fnc_handleInv;
} forEach (_yItems); -
On 9/28/2019 at 8:26 AM, GEORGE FLOROS GR said:You shouldn't !
These are ellegal !!!! hahaha !
Since it's for the LIFE purpose , i can't really know!
lol ok thanks anyway 🙂
- 1
[RELEASE] Engima's Traffic Script
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Thanks for the reply... i assume setting the AI "guerilla as side is enemy to both east and west (can be set in the Eden editor)." these would be already on the map? and use the init field to make them hostile? how would i do this if they are spawned through this script? I will test by changing ["SIDE", "GUER"], but as for setting the spawned AI as an enemy in the editor i am not really sure what you mean.
looking into something like this -
independent setFriend [civilian, 0];
independent setFriend [blufor, 0];
resistance setFriend [civilian, 0];
resistance setFriend [blufor, 0];
opfor setFriend [civilian, 0];
opfor setFriend [blufor, 0];
civilian setFriend [blufor, 0];
civilian setFriend [civilian, 0];
blufor setFriend [blufor, 0];
blufor setFriend [civilian, 0];
execute this from init.sqf
as i am not sure which side the AI spawn as i will use all these. EDIT - changed the side back to civilian
so i will try -
civilian setFriend [blufor, 0];
civilian setFriend [civilian, 0];
civilian setFriend [opfor , 0];
Cheers