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tophe

Universal Crate Filler

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Universal Crate Filler v2.01

by Tophe of Östgöta Ops [OOPS]

UniversalCrateFillerSmall.jpg

>>ARMAHOLIC DOWNLOAD<<

This script will fill crates or vehicles with weapons, ammo and equipment.

It is universal so you can set it to fill the crate with an optional amount of BLUFOR or OPPFOR weapons, magazines and equipment.

Also you can choose to use weapons from Arma2, Arrowhead, BAF, PMC or all.

To run with default settings, just put this in the units init line:

nul = [this] execVM "crateFiller.sqf"

OPTIONS

There are some optional settings. The format for these are:

nul = [this, "side", "game", refill, amount weapons, amount magazines, amount equipment] execVM "crateFiller.sqf"

If you only put [this] the default settings will be used, they look like this:

nul = [this,"west","all",false,30,75,30] execVM "crateFiller.sqf"

Side:

Set from which side you want to add equipment.

You must put this in quotations. Default is West.

  • "west"
  • "east"
  • "all"

Example: nul = [this,"east"] execVM "crateFiller.sqf"

Game:

Set from which game configurations you want to add weapons.

  • "all" - Both Arma 2 and Arrowhead
  • "arma" - Only Arma 2 equipment
  • "oa" - Only Arrowhead equipment (including baf & pmc)
  • "baf" - Only BAF equipment
  • "pmc" - Only PMC equipment
  • "user" - Only user defined arrays (*more info further down)

Example: nul = [this,"east","AO"] execVM "crateFiller.sqf"

Refill:

If you want to it to refill every 5 minutes set this to TRUE, if

you want it to fill up only once set this to FALSE.

  • TRUE - Refill every 5 minutes
  • FALSE - Fill up once.

Example: nul = [this,"east","AO",FALSE] execVM "crateFiller.sqf"

Amount of Weapons, Magazines and Equipment:

Set the the amount in that order.

This example will add 10 of each weapon, 50 magazines and 5 of each equipment (binocular, NV's etc.)

Example: nul = [this,"east","AO",FALSE,10,50,5] execVM "crateFiller.sqf"

Just remember that some vehicles and containers have limits to what they can hold.

*USER DEFINED ARRAYS:

In the script there are four empty arrays to use for user defined weapon loadouts:

_user_weapons_west = [];
_user_magazines_west = [];
_user_weapons_east = [];
_user_magazines_east = [];

These allows the mission maker to add custom loadouts.

The user defined arrays are activated when the option game is set to user.

FUTURE PLANS

================

  • Backpacks
  • ACE support

VERSION HISTORY

================

v2.01 - 2011-02-07

  • Completely rewritten
  • Added BAF and PMC
  • Added support for User Defined Loadouts
  • MP bug

v1.0 - 2010-07-20

  • Initial release

Edited by Tophe
version 2.01 release

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this is great!! do you know if ya could add a function that would allow it to add weapons from ACE2 as well?

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Hey jynx.. I'll have a look at it next week. It should be no problem.

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This is fantastic, thanks Tophe!!!

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I have this as the init for a C130J (named C130) in a Chernarus mission.

nul = [this,"west","arma",false,30,75,30] execVM "scripts\crateFiller.sqf"

I am onboard as a passenger, I can only see 20 Satchels and 3 Binoculars.

Player init

Paras = Group this; {_x moveincargo C130} ForEach units group this;

Any ideas?

UPDATE: It appears to be a vehicle limit. 20 Satchels fills the vehilce limit.

I tried it with

[code]nul = [this,"west","arma",false,1,1,1] execVM "scripts\crateFiller.sqf"

and C130 had more items.

I'd have to edit your script to reduce qty's of selected items, or set a max for each to allow for more items.

Edited by Beerkan

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I have this as the init for a C130J (named C130) in a Chernarus mission.

nul = [this,"west","arma",false,30,75,30] execVM "scripts\crateFiller.sqf"

I am onboard as a passenger, I can only see 20 Satchels and 3 Binoculars.

Player init

Paras = Group this; {_x moveincargo C130} ForEach units group this;

Any ideas?

UPDATE: It appears to be a vehicle limit. 20 Satchels fills the vehilce limit.

I tried it with

[code]nul = [this,"west","arma",false,1,1,1] execVM "scripts\crateFiller.sqf"

and C130 had more items.

I'd have to edit your script to reduce qty's of selected items, or set a max for each to allow for more items.

Yeah vehicles have limited space. Just keep the numbers low and you'll be fine. If you want to add just some special items I suggest you do it manually. Much easier than customizing a big script.

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thx guys...

I'll try and make it work with ace as well.

I have not tried it with AO standalone yet, since I don't have it installed that way.

It works fine with only Arma 2.

Could someone have a look with the script runing only AO stuff in AO standalone and post a clean .RTP with any errors they get? It would be of great help.

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Excellent script, possible to add in BAF weapons?

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Nice Script, did some improve this script with BAF and ACE Parameters?

So its useable with that?

thx a lot!

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Sorry for the lack of updates here... I will recode this script soon, adding BAF and ACE.

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Tophe? Any idea where we can get the class names for the BAF and PMC weapons?

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I just started rewriting this script. Will make a new version of it...

It will be much easier to add custom weapons and it will add ACE, BAF and PMC.

I hope to have it finished within a few weeks or so.

I'm really busy, but I can't keep away!

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I couldn't keep my hands off it... Version 2.0 is out, check first post.

BAF and PMC is added. I will now start working on ACE support.

Please report any bugs, problem or ideas.

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I Found this in this script:

_west_weapons_ace = [];

if i put the ace equipment there, will it work? Or is this part of the script not working at the moment?

thx 4 info

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The ace-array is just me preparing to add it, that array is not accessible at the moment.

But you can put anything you want in the _user_blablabla-arrays and have them activated by setting the game-parameter to user

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The ace-array is just me preparing to add it, that array is not accessible at the moment.

But you can put anything you want in the _user_blablabla-arrays and have them activated by setting the game-parameter to user

k thx for info and again thanks for this great script. It is in every of my missions :-)

really looking forward to the ace implementation :-)

Edited by Clawhammer

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New version out... v2.01.

Just fixed a bug that made this useless in MP. It should work fine now.

Make sure you update your script from v2.0 to v2.01 if you're using it in a MP mission.

Edited by Tophe

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Thanks for the update! I was too quick and grabbed the 2.0 and implemented it and everyone was like, "um, wtf! we see 'em but we can't grab 'em!"

Downloaded 2.01 and it works like a charm. Thanks!

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Did you put it in the right mission folder? Lol OA uses the same ArmA2 mission folder.

Example: C:\Users\Semedar\Documents\ArmA 2\missions\Silent_Woods.Chernarus

Not: E:\arma 2 operation arrowhead\Missions

My ArmA2 OA directory is most likely very different from yours. But only because I have it on my SSD so I doesn't use the whole Program Files folder just straight the the cheese. :rolleyes:

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