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Found 4 results

  1. Simple script which allows the player to move a crate around and probably load it in vehicle. Paste this in crate, box, etc. init this addAction["Pickup Box",{ _object = (_this select 0); _user = (_this select 1); _object attachTo[_user,[0,1,1],"Pelivs"]; },nil,1.5,false,false,"","true",2,false,"",""]; this addAction["Drop Box",{ { detach _x; _x enableSimulationGlobal true; } forEach attachedObjects player; },nil,1.5,false,false,"","true",2,false,"",""]; You can pick up, move around and drop the crate. Enjoy this dead simple script. 🙂 You can make it "loadable" in a specific vehicle (it work only for RZOR vehicle of SOCOM faction (@RHS USAF) called "rzr" ). Unloading the box is simply using the addAction pickup while you are in the vehicle and then drop it when you get out. this addAction["Load in RZR",{ _object = (_this select 0); _user = (_this select 1); _object attachTo[rzr,[0,-1.1,-0.3]]; },nil,1.5,false,false,"","true",2,false,"",""];
  2. Vigor may might as well die in its current state or ward off new or casual players. I consider myself lucky to "Beat the destruction" and what I mean by that is the crown generator nerf along with 1.1 . I'll explain why this makes since. You go into a match and with no loot boost there is barely any loot besides barred house and general houses.The problem is now that with a new player only getting like 3 crowns a day with a low level generator. Math it up and it take about 10 days to do a loot upgrade.But what's worse is it take 15 days of daily collecting to get an airdrop upgrade 45 crowns. A new player will not like to use a pistol because all ammo is hard to find and guns are hard to get. How did I get all my guns. Through airdrops. If the airdrops aren't leveled up the new player can't get decent plans to craft guns and the compatible ammo. What is insult to injury is the fact that airdrops make you super slow. Like half speed. A player without a good weapon will get shot tuh hell by another player because they move slow and are new to the game. The only way to progress in the game is to get a stock of guns and crafting plans. The creators sealed their fate in changing the sense of progress to 0 when it take too long for the noob player to get out of the crater. no good guns are easily obtainable because of skill required to get airdrop with slowing effect and marked effect.upgrades occur at approximately 1/3 as often as before the crowns nerf took effect, theoretically anyway 20 was max upgrade now is 6.4 . Good upgrades are so rare now that your lucky to be in a game that has a 250% loot or a blue crate. What's even worse is if the airdrop is upgraded to special issue or military grade. Only one person gets it .4 people just spend 15 days of crowns I to only have 1 person get it. So you have to basically get lucky that a veteran isn't going for drop because your screwed when your getting killed by an ADR or AUR A1. Suomi has now been nerfed and so no lower grade guns are top tier anymore in competitive nature. A pistol with 16 rounds isn't enough ammo to effective kill an experienced player. Basically the new players are put in a hole because of weapon access and the penalties that make the game realistic.I understand the airdrop is heavy and needs to "slow you down" but you cannot limit the main thing that is used to progress a new players competitive level in the game. You start out as non self sustaining on loot and thus looting is only method to gain items. If guns didn't take ammo this whole issue would go from a Nuke to a conventional ww1 bomb. You can get the gun but not a reliable source of ammo for it. Digging out of this hole takes skill and an extreme amount of time, a casual or new player will drop your game if it's too difficult and time consuming because many people can't play 6 plus hours a day maximum basically the game is rigged as if everyone has a self sustaining community backing them up. When your self sustaining you can go for airdrop and use a good gun to basically Nuke players with no guns. You are basically a slave that gets whipped up when they eat there 4 oz daily meal. And drink the muddy water. You have no way of conventionly getting out of this mess in a effective manner. This may as well kill your game and or nullify that chances of it blowing up even larger inn the future.
  3. Hello there, It’s @RosierRyan from Twitter and also Gamer32Video on Xbox Live. I’m a major supporter of the Vigor game and Bohemia company. I love the patch work in 0.8. Here’s my issue, for the last two matches in my Lobby (Playing with a teammate so I don’t know if single players are having this issue) we have collected the AirDrop. The first one was a Common Crate. Went to open it and it didn’t open. Restarted the game. Checked and it said it had awarded me my stuff. (I do not remember which items it was I supposed to get.) Checked and it wasn’t in my inventory. Called it a loss and started another match. My partner and I then got the care packed a SECOND time (HOORAH!) and I screen recorded the victory. This time it was an Uncommon Crate. Went to open my crate. Same issue. Restarted the game and it showed the loot had been awarded but was no where in my inventory. I took several screenshots before opening and after opening to show which items should be in inventory and where those items are not. Which include 3 SW .44 MAG, 3 PKM Parts and I believe 1,000 parts of 150 rounds of ammo. I can’t remember without the screenshot in front of me as I’m not at my Xbox. My partner, @ tanevs123 also did not receive any of his loot from his two crates neither. You can view all these images and captures on my Xbox Feed @ Gamer32Video I appreciate you guys time and keep up the great work! Best Regards, -Ryan
  4. Hi all, I'm frequently scripting around BI modules overriding. I scripted some "multiple bombs" + "napalm" CAS for thus who knows MGI tactical pack addon. Today, I'd like to share a little script if you would like to drop a car (any vehicle) instead of a crate. Place a BI support module (virtual drop). It should work also with a real support. Not tested. Name it. Don't forget the BI support requester, sync modules as usual. In the BI module, write all vehicle types you want (helicopter classes existing in your cfgVehicles); In my example, as I'm fond of UNSUNG: ["uns_ach47_m200","uns_ch47_m60_army"] and this remark: the APEX V44 Blackfish ("B_T_VTOL_01_armed_F") is a plane but you can use it for faster drop! add what you want in the crate init, for example, I like to signal the crate with smoke/flare and add virtual arsenal on it: [_this,{ _this addAction ["<t color='#ffff11'>Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal},nil,10,false,true,"", ""]} ] remoteExec ["call"]; _flare = if (sunOrMoon <0.5) then [{"F_20mm_Yellow"},{"smokeShellYellow"}]; _fumi = _flare createvehicle getPosATL _this; _fumi attachTo [_this,[0,0,-2]]; Remark: this code is for standard drop of a crate, but will be overridden with vehicle code. add a simple calling code in the Vehicle init of the module (here vehicle is the helicopter, not the parcel!): _this spawn MGI_fnc_dropVeh with the following remark: I use to compile sqf in init.sqf: MGI_fnc_dropVeh = compileFinal preprocessFileLineNumbers "MGI_fnc_dropVeh.sqf"; (You can also directly execVM it, writing _this execVM "MGI_fnc_dropVeh.sqf" in vehicle init of the module). Now, the sqf code: MGI_fnc_dropVeh.sqf: Last version 03rd/08/18 _veh = _this; if !(_veh isKindOf "uns_ach47_m200") exitWith {}; comment "choose the helicopter class you want for car drop, the other ones will drop simple crates."; _home = getpos _this; _grpVeh = group _veh; sleep 3; _currentwpt = [_grpVeh, currentWaypoint _grpVeh]; _currentwptPos = waypointPosition _currentwpt; _currentwptdesc = waypointDescription _currentwpt; deleteWaypoint _currentwpt; _wpt = _grpVeh addWaypoint [_currentwptPos,0]; _wpt setWaypointDescription _currentwptdesc; _wpt setWaypointStatements ["TRUE", " if (isServer) then { [this, this getVariable 'BIS_SUPP_supportRunCoords', 'B_Parachute_02_F', 'B_MRAP_01_hmg_f', this getVariable 'BIS_SUPP_selectedModule'] spawn { _pilot = _this select 0; _wpPos = _this select 1; _chuteType = _this select 2; _crateType = _this select 3; _crateCode = compile ""[_this,{_this addAction ['Arsenal',{['Open',true] spawn BIS_fnc_arsenal},nil,10,false,true,'', '']}] remoteExec ['call']; _flare = if (sunOrMoon <0.5) then [{'F_20mm_Yellow'},{'smokeShellYellow'}]; _fumi = _flare createvehicle getPosATL _this; _fumi attachTo [_this,[0,0,-2]]""; comment 'optional remove the _crateCode line if you dont want an arsenal'; _oldDist = _pilot distance _wpPos; while {_oldDist >= _pilot distance _wpPos} do { _oldDist = _pilot distance _wpPos; sleep 0.1 }; _pilot setVariable ['BIS_SUPP_supporting', FALSE]; _chute = createVehicle [_chuteType, [100, 100, 200], [], 0, 'FLY']; _chute setPos [position _pilot select 0, position _pilot select 1, (position _pilot select 2) - 50]; _crate = createVehicle [_crateType, position _chute, [], 0, 'NONE']; vehicle _pilot setVariable ['MGI_crate',_crate,true]; _crate call _crateCode; comment 'to be removed also, if the _crateCode line is removed above.'; _crate attachTo [_chute, [0, 0, 0]]; waitUntil {position _crate select 2 < 3 || isNull _chute}; detach _crate; _chute setVelocity [0,5,0]; vehicle _pilot setVariable ['MGI_crate',nil,true]; }; }; "]; _grpVeh setCurrentWaypoint _wpt; _wp2 = _grpVeh addWaypoint [_home, 0]; _wp2 setWaypointType "Move"; _wp2 setWaypointBehaviour "SAFE"; _wp2 setWaypointStatements ["TRUE", "vehicle this land 'LAND'"]; _veh land "none"; waitUntil {!isnil {_veh getVariable "MGI_crate"}}; sleep 60; {deleteVehicle _x} forEach crew _veh; deleteVehicle _veh; Hope you'll have fun with that. An adapted version is now included in the MGI advanced Modules addon.
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