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Found 50 results

  1. House Prefabs ---------------------------------- https://github.com/Shaanig03/Arma-3-House-Prefabs https://prnt.sc/V9UEZJUcoD_T - allows you to creates prefabs for houses and other object classes, then spawn & despawn the prefab or objects & custom loot when the player is nearby/or is away from the house, created for a survival mission that I'm longing to make before heading to Arma 4 - by default there are 115 prefabs(existing furnitures and loots) created for all houses (that is present in Altis, Stratis & Malden) Features: - create custom prefabs and define custom loot positions through 3DEN Editor for a house class or for any object class - spawned/despawning objects are created locally for the player who is near the house saving performance for the server, however loots (ground items) are global but is despawned when there is no player near the house - objects are static by default (for performance) Support (included): - survival pack mod Creating a prefab: - place your prefab house through 3DEN Editor and tag the house as a house prefab by putting the code in the house object's init: _tags = "#houseprefab_local"; ["YourPrefabName"] - you can replace 'YourPrefabName' with any name but note that these names have to be unique for the same prefab house, the same type of house cannot have two same prefab names Creating Objects & Loot Points: - you can place your furnitures or objects, and you can place loot spawning points by placing the code in any helper category object: ["mem_loot", ["Your_Loot_Table_Name"]] - to make your created prefabs appear in game map houses, execute the function in 3DEN Editor by pressing Ctrl+D or going from the top menu to "Tools" then "Debug Console...", paste the below code in debug console and execute it [] call houseprefabs_fnc_createPrefabs; - once executed, it should disable all the prefab houses and objects within the house bounding box, preventing them from spawning in game, since we want to only spawn those objects inside existing map houses - after execution, you have copied the data into your clipboard now to paste the data (script version): - open "SandboxLib\Fncs\fn_defined_housePrefabs.sqf", press ctrl+A and delete all the content and paste your new clipboard and save (mod version): create a .sqf file in your mission folder eg: "houseprefabs.sqf" and paste the clipboard to the .sqf file and execute "houseprefabs.sqf" from your "init.sqf" in the mission folder, like below: init.sqf (file): execVM "houseprefabs.sqf"; - and that's it ^_^ , and wait nope I haven't talked about defining custom loots Defining Custom Loots: - the already existing prefabs have defined loot tables, you can define new loot tables or modify/replace the existing ones - list of existing loot table variable names: c_loot_house c_loot_house_broken c_loot_house_food c_holder_airport c_holder_garage c_loot_house_slum c_holder_shed c_loot_office c_loot_shop c_loot_construction c_loot_industrial c_loot_research c_loot_military c_loot_military_abandoned c_loot_military_tower c_loot_military_office c_loot_medical - example loot table: your_loot_table_name = [ // loot table contains item arrays, these item arrays contains candidate arrays, for an item array a random candidate is selected from the candidates to add an item [ // item 1 (array) [ // candidate 1 has (item/weapon/loot_table) class names(array of strings), item count(array of numbers), item spawn chance(number 0-1), item magazine count (array of numbers) ["ItemMap","ItemGPS","c_custom_loot_table"], // item/loot_table class names [ [1], // item count (with spawn chance) 0.5, // spawn chance from 0 to 1, 1 = 100% spawn chance [[0]] // magazine count if item class is a weapon ] ], [ // candidate 2 has (item/weapon/loot_table) class names(array of strings), item count(array of numbers), item spawn chance(number 0-1), item magazine count (array of numbers) ["ItemMap","ItemGPS",""], // item/loot_table class names [ [1], // item count (with spawn chance) 1, // spawn chance from 0 to 1, 1 = 100% spawn chance [[0]] // magazine count if item class is a weapon ] ] ], [ // item 2 (array) [ // candidate 1 has (item/weapon/loot_table) class names(array of strings), item count(array of numbers), item spawn chance(number 0-1), item magazine count (array of numbers) ["ItemRadio","c_custom_loot_table"], // item/loot_table class names [ [1], // item count (with spawn chance) 1, // spawn chance from 0 to 1, 1 = 100% spawn chance [[0]] // magazine count if item class is a weapon ] ] ] ]; - you can replace the existing loot tables with your own loot classes, replace the loot table name eg to replace: "c_loot_house", you write in: c_loot_house = <loot_table_format> (script version) - to modify existing loot tables take a look at "SandboxLib\Fncs\fn_defined_loots.sqf" (script/mod version) - to create new/modify existing loot tables create a .sqf file and define your loot tables in the .sqf file and execute the file using "execVM" command - to load/add a loot table to a container: [this, missionNamespace getVariable "your_loot_table_name"] call loot_fnc_addLoot; or: [this, your_loot_table_name] call loot_fnc_addLoot; - to quickly copy your own classes I included a little script: [] spawn { if (!isNil "gearCopyMode") exitWith {}; hint parseText "gear copy - enabled<br/>------------------------------------<br/><br/>choose an item type to copy then open arsenal and press Numpad 5 to copy your wearing item"; gearClasses = []; gearType = "uniform"; gearCopyMode = true; waitUntil { !isNull (findDisplay 46) }; player addAction ["Open Arsenal",{ ["Open", true] spawn BIS_fnc_Arsenal; }]; systemChat "gear copy mode: enabled, use Numpad 5 to copy class"; systemChat format ["copy gear classes type is now %1", gearType]; player addAction ["Gear Copy",{ copyToClipboard str(gearClasses); systemChat format ["%1 classes copied", count gearClasses]; }]; player addAction ["Gear: Headgear",{ gearType = "headgear"; systemChat "copy gear classes type is now headgear"; }]; player addAction ["Gear: Uniform",{ gearType = "uniform"; systemChat "copy gear classes type is now uniform"; }]; player addAction ["Gear: Primary Weapon",{ gearType = "primaryWeapon"; systemChat "copy gear classes type is now primary weapon"; }]; player addAction ["Gear: Secondary Weapon",{ gearType = "secondaryWeapon"; systemChat "copy gear classes type is now secondary weapon"; }]; player addAction ["Gear: Handugn",{ gearType = "handgun"; systemChat "copy gear classes type is now handgun"; }]; player addAction ["Gear: Vest",{ gearType = "vest"; systemChat "copy gear classes type is now vest"; }]; player addAction ["Gear: Backpack",{ gearType = "backpack"; systemChat "copy gear classes type is now backpack"; }]; player addAction ["Gear: Goggles",{ gearType = "goggles"; systemChat "copy gear classes type is now goggles"; }]; player addAction ["Gear: Clear All Copied Classes",{ gearClasses = []; systemChat "copy gear classes - cleared"; }]; systemChat "gear copy enabled"; _arsenalDisplay = nil; _displayList = allDisplays; while {alive player} do { _currentDisplays = allDisplays; { if (!(_x in _displayList)) then { _displayList pushBack _x; _arsenalDisplay = _x; _arsenalDisplay displayAddEventHandler ["KeyDown", { _display =_this select 0; _key =_this select 1; // numpad 5 if (_key == 76) then { // get gear type _gearType = gearType; // get gear class _class = ""; if (_gearType == "uniform") then { _class = uniform player; }; if (_gearType == "primaryWeapon") then { _class = primaryWeapon player; }; if (_gearType == "secondaryWeapon") then { _class = secondaryWeapon player; }; if (_gearType == "vest") then { _class = vest player; }; if (_gearType == "backpack") then { _class = backpack player; }; if (_gearType == "goggles") then { _class = goggles player; }; if (_gearType == "headgear") then { _class = headgear player; }; if (_gearType == "handgun") then { _class = handgunWeapon player; }; if (_class != "" && !(_class in gearClasses)) then { gearClasses pushBack _class; systemChat format ["'%1' class added to copy list, copied class count: %2", _class, count gearClasses]; }; }; }]; }; } forEach _currentDisplays; sleep 1; }; }; - the above script allows you to quickly copy equipment and weapon classes in the Arsenal by pressing Numpad 5 P.S: enjoy ^_^
  2. SCCLoot SCCLoot adds simple, configurable loot spawning to any Arma 3 mission. Got feedback/suggestions, or using this script in your mission? Get in touch! Features Completely open-source and redistributable. Easily editable loot tables and parameters. Building blacklist to stop specific structures from spawning loot. 5 default categories for loot (Civilian/Industrial/Military/Medical/Supermarket) with the ability to add your own. Customisable per-building loot-spawning positions. Want to make street lamps spawn loot? You can! Spawn loot in pre-placed containers and boxes. Supported Arma 3 Terrains (incl. Tanoa and Livonia) CUP Terrains Installation Place the 'SCCLoot' folder inside the root mission directory. Add the following line to your mission's init.sqf: [] execVM "SCCLoot\lootInit.sqf"; Configuration SCCLoot is designed to be highly customisable and configurable - there are several config files that can be edited to alter it's behaviour. More information can be found inside the README.TXT file. License This script is released under the BSD 2-Clause License. You are free to modify and redistribute it, provided you keep the original copyright notice. For more information, see LICENSE.TXT in the script directory. Download • GitHub
  3. https://github.com/yukihito23/Exile_Scavenge
  4. Sarogahtyps Simple Loot Spawner - SSLS V-1.2 Spawns weapons, items and bags in buildings near to alive players maybe inside a trigger area or marker area. Deletes stuff if players are not close enough anymore. The script doesnt care about any trigger preferences except the trigger area. Soft delayed item spawning to prevent performance impact. Script reads your missions config files and should spawn loot of your mods (e.g. CUP weapons, Etc.) as well DOWNLOAD V-1.2 DOWNLOAD V-1.1 Usage: initServer.sqf fnc_spawn_loot = compileFinal preprocessFileLineNumbers "SSLSv1-1.sqf"; _d = [] call fnc_spawn_loot; you are able to stop the loot spawning script at any time by SSLS_script_switch_off = true; If you set up high spawn chances (see top of script) and have a high player count on your server then I recommend to make trigger or marker areas for spawning to get the needed performance. But if you do not encounter performance issues then spawning loot everywhere near players should be okay. Tweakable features (can be found on top of the script): //***** EDIT BELOW TO ADJUST MAIN BEHAVIOR // (L) means lower values are better for performance - (H) means the opposite SSLS_script_switch_off = false; //if you want to stop spawning loot then set this to true at any time in your mission _trigger_array = []; // contains the names of triggers/markers in which area loot should spawn. _spawn_chance = 100; // (L) The chance to spawn loot inside of a specific house. _launcher_chance = 30; // chance to spawn a launcher as weapon instead of rifle, pistol or machine gun _item_chance = 70; // chance to spawn an item instead of a weapon _bag_chance = 50; // chance to spawn a backpack instead of an item _max_magazines = 7; // the maximum number of magazines spawned for a gun _max_magazines_launcher = 3; // maximum number of ammo to spawn for rocket launchers _max_magazines_gl = 5; // maximum number of ammo to spawn for grenade launchers _house_distance = 25; // (L) houses with that distance to players will spawn loot _player_exclude_distance = 15; //if 2 players or more are closer together than this then only 1 player is considered _exclude_loot = []; //classnames of items which should never spawn (blacklist) _exclusive_loot = []; //add classnames here and nothing else will be spawned (whitelist) _use_bohemia_classes = true; // for spawning bohemia created stuff set this to true _use_mod_classes = true; //// for spawning stuff from loaded mods set this to true _debug = false; //information about number of places where items were spawned or deleted // if you have performance issues then consider introducing spawning areas (_trigger_array) before changing following values! _spawn_interval = 1.5; // (H) desired runtime for the main loop. time which is not needed will be used for soft spawning or a break. //***** EDIT ABOVE TO ADJUST MAIN BEHAVIOR details: Changelog 1.1 (download) -fixed a major bug which showed an error message during spawning -added feature to enable/disable Mod/Bohemia classes spawning -huge performance optimizations (shorter arrays, better smooth spawning and other stuff) Changelog 1.0 (download) -added script
  5. GF Auto Loot Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Script , will detect the enable Mods , without editing lists. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours 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/ Notes: GF Auto Loot Script , will detect the enabled Mods , without editing lists. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only There is a Possibility option available. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the loot from spawn. The loot will spawn also , at the spawned or placed in editor Buildings. There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v3.1 Fixed , working now also on Dedicated , with auto init. v3.0 A lot of the previous code is reedited. Added option for the spawned items number. Code optimization. v2.0 It is possible to add your custom item list. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only Changed the codes for the search of the configs. Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40299 Armaholic GF Auto Loot Script - Mod Thank you very much Realthinged , i hope you like it ! You can add a case 4 : case 4 : { /* ________________ How to disable a certain mod : ________________ example 1 : (!(getText( _x >> 'author' ) == 'The CUP Team')) example 2 : (!(getText( _x >> 'DLC' ) == 'CUP_Weapons')) */ //________________ Load every Mod / No CUP Loot ________________ _CfgWeapons = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x>> 'scope') > 1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; "getNumber (_x >> 'scope') >= 2 && {getNumber (_x >> 'type') in [256,16,2*256,3*256,6*256] && {_CfgWeapons pushBack (configName _x);false}}"configClasses (configFile >> "CfgMagazines"); _CfgGlasses = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; _cfgArray_backpack = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; _Loot_case = "Load every Mod - No CUP Loot"; _Select_Loot_Loaded = true; }; or if you want to exclude completely the weapons for example : go to this line : //________________ To disable the weapons completely , you can delete for example the: _CfgWeapons ________________ GF_Auto_Loot_with_userconfig_cfgArray = _CfgWeapons + _CfgGlasses + _cfgArray_backpack;
  6. GEORGE FLOROS GR

    Zombie Survival Course

    by GEORGE FLOROS [GR] Description: Survive - Loot and Clear the Areas. 31 Different Enemy Faction. Fight VS Zombies or NPCS.Supporting almost EVERY map (ArmA 1/2/3). Gameplay with a lot of options (MODULAR environment). Features: Respawn VCOM AI Psycho's aid system JIP compatible Game Mode selection 31 Different Enemy Faction Supporting almost EVERY map (ArmA 1/2/3) Long lasting Gameplay with a lot of options And much more Installation: Place the mission file in the MPmissions folder inside your Arma 3 installation. Your ArmA3 installation should be in yoursteamfolder/steamapps/common - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Usage: Recommended and/or optional addons and mods to use with Zombie Survival Course: Heros Survive http://www.armaholic.com/page.php?id=31161 CUP Terrains Complete http://www.armaholic.com/page.php?id=30045 CUP Weapons http://www.armaholic.com/page.php?id=27489 CUP Units http://www.armaholic.com/page.php?id=29301 CUP Vehicles http://www.armaholic.com/page.php?id=29716 RHSUSAF http://www.armaholic.com/page.php?id=27149 RHSAFRF http://www.armaholic.com/page.php?id=27150 RHSGREF http://www.armaholic.com/page.php?id=30998 Operation: TREBUCHET http://www.armaholic.com/page.php?id=28614 Notes: It is supporting almost EVERY map ! (ArmA 1/2/3) , just by changing the name on the end of the mission name like : Zombie_Survival_Course.Stratis to : Zombie_Survival_Course.Tanoa 3 Game modes to choose A. Clear Area , ( Suggested for Zombies ) B. Clear Area + Destroy Communication tower ( Suggested for NPCS ) C. Capture + Hold Area ( Only for NPCS ) It is possible even to play with Virtual Arsenal available , if you enable it from the Extra Mission options . The Loot spawn system from Heros Survive is DISABLED . The Loot Script by BangaBob will be running instead + it works on any map . To Check + test the spawn of the items , there is also an option on the parameters , on the Loot Probability , to Enable Debug Weapon = 0 Magazines = 1 Items + Heros Survive items = 2 Vests = 3 Backpacks = 4 Heros Survive items = 5 2 extra pics to see the spawn of the items Select your desired Environment There is included in the selections , also Loot for , Community Upgrade Project [ CUP ] to activate it you must have the certain addon [ Weapons + Units + Vehicles] . For changes , go to the mission parameters . Your Selections may have effect on the performance , check more the parameters settings. If you want to enable the Heros Survive (SURVIVAL mode) , enable from the parameters and also you MUST have enable this addon , in order to play this mode! If the Survival mode is enabled , you will see on the right side the survival icons . Every time you are starting the mission , the starting position will be on random. If it stops generating objectives , then you should restart the mission. - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Credits & Thanks: A3 Wounding System Script by [TcB]-Psycho- =BTC=_TK_punishment Script by BTC Giallustio TAW view Distance v1.4 Script by Tonic AI HALO Jump Script by cobra4v320 Heros Survive Scripts by heros Loot system Script by BangaBob Advanced Rappelling Script by Duda Advanced Urban Rappelling Script by Duda Advanced Towing - Script by Duda NRE Earplugs Script by NemesisRE VCOM AI Driving Script by Genesis92x Vcom AI 2.81 Script by Genesis92x Mag Repack Script by Outlawled Monsoon Script by aliascartoons Snow Storm Script by aliascartoons Real Weather by code34 Generic Dust Particles Script by Goon Generic Snowstorm Particles Script by Goon Situational Music Script by DemoCore Addon-Free Stat Save System [BETA] by Stealthstick/Zooloo75 Randomly generated roadside IED's by brians200 Engima's Civilians Script by Engima Engima's Traffic Script by Engima findSafePos Script by Joris-Jan van't Land taskPatrol Script by Joris-Jan van't Land Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.3 Added Headshot + Killfeed Script v2.0 Optimize Unit Spawn distance , for Roaming Selections Optimize for Suiside Bombers Spawn Minor fixes v2.2 Downgraded A3 Wounding System Script by [TcB]-Psycho- to 15102016 ,because of errors v2.1 Optimized Unit Spawn for Roaming Selections Updated A3 Wounding System Script by [TcB]-Psycho- to v24062017 Added Suiside Bombers (civilians) v2.0 added options for: Civilians , Vanilla / APEX or CUP Civilian traffic , Vanilla / APEX or CUP ( vehicles ) Ambient life , Vanilla ( animals ) Roaming ZOMBIES Roaming NPCS ,Vanilla / APEX / CUP / RHS Roaming NPCS vehicles ,Vanilla / APEX / CUP / RHS / TREBUCHET Weapon Jamming Vehicle Crew Display Killing Civilias feed AI chatter Ambient Radio Chatter BIS_sandstorm v1.2 Minor fix (error with Ryanzombies) v1.1 Fixed some issue with Zombies and Demons classnames Added compability with , Operation : TREBUCHET v1.0 - Zombies and Demons Forum topic: - BI forums - Armaholic forums Armaholic Zombie Survival Course v2.3
  7. GF Drop Loot Script by GEORGE FLOROS [GR] Description: GF Drop Loot Script , Enemies , will drop items or add to their inventory , when killed , configurable . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Drop Loot Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included in the description.ext and initPlayerLocal.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours 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/ Notes: The Loot is configurable Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.0 Code optimization, added configurable items inside uniforms, added setting options and small additions inside the script, changed the name of all the scripts , starting now with GF . Version 1.0 - first release Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39889 Armaholic download GF Drop Loot script
  8. https://drive.google.com/file/d/0B9L9rKviohCtY1lGLUUwblUtelE/view - Rework Exile ready by Super Jerome
  9. Hey everyone, I am working on a game mode idea that is loosely based on the idea of Dark Zones in The Division games. The game mode would be PvP and would revolve around both Player killing, collecting items and performing various tasks. I would like to create a system that would allow players to extract found items in exchange for points. The idea is that players collect items throughout the game (both by finding them on the map and looting them from other players) and may deposit them in certain "extraction zones" on the map in exchange for "points". Those points would stack up with all the items the players extracted. When the game ends, the points would have to be tallied including both the extracted loot as well as the one still in the players' inventory - the data would have to be pullable for the game summary somehow so that the best player can be chosen as the winner. So... a full list of what I'm going after, exactly: - multiple different loot-items worth a different amount of points - loot-items can be extracted in specific areas of the map one by one, possibly with an action that takes some time to complete - extracted loot-items are converted to points and awarded to the player (or a whole group if several members are working as part of one team). - if the player dies, he loses all of his points and is eliminated but the loot-items in his inventory can be looted by other players - exchanging the earned points OR loot-items for specific game items (ammo, meds, etc.) On a slightly different, but still related note, the game mode will feature a few separate factions, all with different goals during the game. Other players will have different goals and I would also like to reward them with points for stuff like: - collecting players' dog tags - collecting a different category of items found in the game - spending some time inside a specific area (researchers performing researcher things..) I believe those last three should be fairly easy once I have the reward system in place and working, since I can tweak the method I use for granting those points to players later on. How I roughly see it is twofold: - Either I assign variables to each player and adjust those variables according to the aforementioned actions and criteria - I exchange the items players extract for, say, a money item (in that case money would be the points equivalent to summarize the end game) Now the thing is, my scripting knowledge is probably insufficient for this task, so I would be very grateful for any tips or even some useful snippets of code that you guys could share with me. Any pointers and suggestions are highly welcome. Thanks! Adam
  10. There weren't any loot position files for buildings in the Chernarus 2020 map or none that I could find, so I went and did them all myself in the editor. I included every CUP and Malden building and the commonly used military Altis buildings. Some buildings that are not enterable will also spawn junk at their doorstep as well as the smaller ignored buildings in countryside areas. I also created some loot positions for certain vehicle wrecks. Civilian vehicles spawn vehicle service parts, Industrial tractors spawn industrial junk and some of the military vehicles spawn military loot of course. Factory exhaust stacks and other towers with ladders also now spawn stuff! If there is a building missing from the list, would like more added or a misplaced position, please let me know. Installation: Go into your "exile_server_config" folder and drop the attached file inside. You can also make your own C++ language file and copy the string over from my dropbox. Open up the config.cpp file and replace the entire CfgBuildings string with this: So the beginning of your config should look similar to this: Here is the string file. Chernarus2020 Loot -------------------------------------------- Once you've completed the above steps, re-pack your PBO and enjoy.
  11. TheCasualWarpig

    Improving the airdrop

    Since the introduction of the locked container, and timed safe i feel like there is little incentive to go for the airdrop anymore. I'm sure i am not the first to think of this, but it would be cool if you could upgrade the airdrop with the comm stations. This means that the max rarity airdrop in an encounter (without boosters) would be military grade, but that would also mean that there is a higher risk as you can't apply any other perks like stealth or quick drop since there are only three comm stations in encounters. Other outlanders can also sabotage this by using comm stations for other purposes. I think this could be a good edition to the game in its current state, and introduce a new and interesting mechanic to the airdrop. I want to hear if there are other solutions out there, and i appreciate any feedback.
  12. Ethin Benson

    DayZ: let’s talk about some fixes...

    Ok, so let me just starry by saying, Bohemia Interactive, you have possibly one of the best games for such high potential. Ever since I’d seen gameplay of dayz on pc I’ve dreamed of a day the game would release on console. For the past few months, I’ve been able to live that dream. It’s such a good game that I could honestly play for hours and hours, which is why I don’t want to see it fail. I understand that no game should ever be EASY. I understand that taking the challenge away would make a game dull and boring. However, I and I think every other gamer out there would appreciate getting rewarded with some fun out of any game. I want ant to start with thirst, hunger, and vomiting. When I first started dayz, I’ll admit, I had no idea what the hell I was doing. But I remember dying probably 8-12 times just from THIRST. The fact that I started the game with no drinks, and a thirst meter already halfway empty, and draining fast, was insanely difficult for me. But then I started to catch on to the game. I began to understand the looting process and the while maintaining my thirst and hunger procedure. So months went by of me having a blast on the game. I died a couple times, but no where near as many times as the first day of playing the game. I am currently on my longest lasting character, I’ve kept him alive for about a whole month now, as of October 5th, 2019. I got on today and realized that my regular server was missing. I handled it pretty well, just had to pull out my compass and head south east. However, I did notice something odd. My thirst meter was going down at an alarming rate, a rate that it had never gone down at before. I walked about a mile and drink through all 4 full plastic water bottles, and a full canteen in just one mile. Not to mention that fact that I also kept throwing up because the game wouldn’t tell me if I was quenching my thirst or not which obviously made the situation worse. Staying quenched and full was already a bad enough problem when I first started, I’m begging you to not make it a problem again. I refuse to let my longest lasting character, who’s already been through the toughest situations, die of thirst. A pathetic death. If that means I can’t play the game until you guys fix thirst to actually feel realistic, then so be it. The other thing that I’m not really as concerned about is looting. Now I don’t really mind not finding any AR’s ANYWHERE because I already have a scoped SKS and a kickass pistol, BUT I’m just saying it would be nice to find one somewhere. I’ve seen countless amounts of ammo and attachments for AR’s, especially the AK, but no AR’s anywhere. I’ve only found ONE M4 in the many months of playing the game and that was in a bathroom in the military base south of the main airfield, and then I immediately lost it when it failed me in a firefight. I get it, I mean guns like that should definitely be rare, but not nonexistent. I’ve been to all military-based loot areas COUNTLESS times and never found a single AR ever again. I feel the same way about cars. I’ve only found 2 of those EVER. And I just have to pass them by because it’s VERY hard to build and fix a car to run properly. I think the positions of where certain things spawn should remain the same, but they should spawn more abundantly, which could also help with the thirst problem too. The last thing I wanted to say is a question. How do I setup a good base camp? How do I keep my things from despawning? I want to finally settle down with my character, so he can make regular runs and stuff. He can have a good transceiver and maybe a functioning car and grow a garden and stuff like that. Let me know in the comments.
  13. Greetings, everyone. Here to present my vision of Ravage mission and my server that running it. B2 Ravage Malden Files b2_ravage_malden.Malden.pbo Steam Mods Collection Story Few years have passed since the beginning of The White Plague. World lies in ruins... Remaining shards of humanity sheltered in barricaded fortresses, desperately trying to survive. Everything is hostile outside this walls. You are one of The Pathfinders. Your mission is quite "simple": rediscover the World. Description You playing as a Pathfinder of a Survivor community rather then lone survivor. World outside is extremely deadly - you'll have to team-up if you want to survive long enough. Gameplay is focused on teamwork, combat action and exploration. Mission is balanced for 2-4 player teams, but will also work in SP-mode. Features Dynamically spawned enemies - bandits, renegades and zombies Hardcore survival with effects of hunger, thirst, radiation, injuries, virus and dust sickness Multiple survivor Hubs with NPC characters Realistic modern weapons, gear and vehicles Realistic hardcore firefights including suppression and weapon jamming Recruitable AI companions (can be revived and will revive player) Experience and Level Systems Weapon/Gear Shop and Garage Systems Persistence System S.T.A.L.K.E.R.-like Anomalies Post-Apocalyptic Weather (including dust storms and tornadoes) The Zone - area affected by virus with lots of zombies, anomalies and extremely dangerous drone guardians Rumors says somewhere inside The Zone there's a functioning mobile nuclear reactor, which will fulfill power requirements of what's left from humanity virtually forever Screenshots Credits haleks - amazing Ravage Mod hoverguy - Weapon Shop, Garage and Experience Systems aliascartoons - Dust Storm Script EO - multiple scripts and scripting hints tourist - performance and mod advises GEORGE FLOROS GR - Helicopter Crashsite script and overall support of Ravage community and all the mod-makers
  14. GF Cargo Airdrops Script by GEORGE FLOROS [GR] Description: Spawn Cargo Airdrops, including configurable loot and it can be a random or supply drop , of any kind of item - vehicle. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Cargo Airdrops Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours 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/ Notes: The Airdrops can be spawn , on certain locations or random. It can be used for a supply Airdrop. You can select the number of Airdrops to spawn. The type of Cargo can be anyting , item or vehicle. The type of loot of this item , is configurable. It is possible to adapt this script easy , by your own needs. Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Special thanks to : zagor64bz https://forums.bohemia.net/profile/805186-zagor64bz/ lordfrith https://forums.bohemia.net/profile/1079222-lordfrith/ Changelog: v 4.0 Code and fix optimization. added a mod version. v3.1 Code and fix optimization. Fixed an error: the plane sound now works in all clients. v3.0 added option for : show the Airdrop position with a marker, random loot, minor changes. v2.0 added a modified Script by zagor64bz and lordfrith , GF_Cargo_Airdrops_ZAG_LORD , added a modified Script for requested Airdrops, added an option , for spawning groups , that try to find and secure the dropped Cargo , added some options and small additions inside the scripts , changed the name of all the scripts , starting now with GF . v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39846 Armaholic download GF Cargo Airdrops Script
  15. Hello, I create this topic to inform you that a new persistent mission for dedicated server using the ravage mode is now available!!! The scenario is a team versus team on the map Ruha. I will describe step by step the goal of the mission. Mission File : https://drive.google.com/open?id=1EkEUWnESTgwZdBKbatfm1xI8vYtjCxhk After 68h of testing on dedicated server here the performance result : So its highly optimised, all the main features are spawned, simulation of AI, static object, weaponholder.... are perfectly managed. Solid 50 server fps/Low bandwith usage with 220 AI Primary objective and relating information Quick description : -Each team got a protected main base (off map) and a contested outpost (center of the map). The main goal is to evolve its 2 bases by bringing the cargo box that can be found on random crash sites. The player must find a truck to be able to load the crate then bring them in a predefined area (at base). Every 6 crate there is an upgrade (fortification, AI guard...). Note, this cargo box can be also used to stock loot. So the main objective is to survive, secure and upgrade the base, then raid the enemy base to steal the cargo box and equipement. Every player will be informed if any hostiles forces (player or AI) are approaching the base. Additional information about the main base : The main base (out of map) is protected except that it is not 100% protected, the enemy side got 5 minute to go trough a 800m radius then come back out of this radius, if not they are killed instantly. So if the main base is upgraded its impossible to raid it. The main base is also the respawn area, there is a map where the player can choose an insertion point, the insertion point are refresh at every server restart. Additional information about the contested outpost : The outpost didn't benefit from any special protection, so the player must hurry up to upgrade and defend this place. Take note that the outpost are closer from everything (loot, crashsite, point of interest...). The 2 ennemy outpost are close to each other to facilitate encounters between players and thus create hot zones. Secondary Stuff Secondary Camp : There is more than 10 static secondary camp on the map, they are hidden and the player must find them, this camp are identifiable cause they got the same set up, an abandoned house, 2 trailer and a white CUP flag. This little place are usefull to hide and secure loot, if any player is able to occupy a secondary camp for more than 1 hour (that also work with a friendly AI), a small team of friendly AI survivor will come to guard the area, there is no side restriction so if a blufor come then occupy the area for 1 h a small team of blufor survivor will guard, if an opfor player kill the guard then occupy the area for 1 h an opfor team will guard the area and vice-versa. Take note this zone can be triggered only 1 time for each side and the player didn't recive any information if the area is under attack. Base Building : There is a simple base building system, there is only few crate that can be found (mainly in warhouse), where the player can select from a panel of asset to build is own safe place, there is no restriction a player can build any asset anywhere or provide more fortification for the main base or secondary camp. AI recruitement : Every friendly AI are recruitable, make sure they got a first aid kit in their inventory to be able to revive you. Other playable unit : Playable Zombie : There is 2 playable Z slot if the player want have fun by doing Zombies stuff, they can jump and got a higher HP than the normal infected. Asian Bandit : There is 4 playable slot, Asian Bandit are the main AI roaming faction, they didn't get any base, protected area or secondary camp, so the player bandit respawn randomly on the map but they got a huge advantage, they can recruit any Asian roaming AI and can approach the crashsite without being attacked by the guard. Renegade : There is 4 playable slot, Renegade are hostile to everyone, this playable slot was added for the lonewolf player or for a more hardcore gameplay. Take note this Playable slot got a forced identity, so the playable Asian Bandit have an Asian face and speack Chinese, the Renegade have a ravage renegade face and speack french. Danger and weird encounter The player will be confronted to an hostile environement, horde of infected, bandit, dynamic radioactive area, radioactive rain, highly dangerous and unidentified threat (no spoil). Information on the loot system There 3 loot system in this scenario : -Ravage loot (ability to search in box, trashpile...) -Loot on the floor, they are part of easy loot but limited loot, this loot are generated only on server restart, so it will more difficult to get easy stuff over the time. -Custom loot where the player can search in closed woodshack structure, train (wagon), boat wreck, plane wreck, big cargo... Credit and community script used in the mission GF AutoLoot Crashsite : GEORGE FLOROS Environement effect and weird stuff : Alias Persistence : GRAD Team Mag Repack : Outlaw AIS : Psychobastard R3F_LOG : R3F Team LARS_Searchloot : LARS Lootspawner : Bangabob Advanced Towing : Duda AI Recruitement : Grumpy Old Man Boss Script : LSValmont Special thanks : Mods used for make this mission Haleck for the Ravage mode CUP team Temppa for Ruha CBA Team Bnae for project infinite CZ 584 by ЛИБЕРАХУ ПОРВАЛО Robert Hammer for the pistols pack Ryan for Zombies and demon. And a very special thank to the arma community who are very helpful.
  16. Hi all, I am looking for a solution or some guidance to understand how I can pull arrays of loot (e.g. weapons, gear,...) from a separate file into a .sqf file. What I want to do: - create a master file with arrays of items, weapons, or structures - create scripts (e.g. LINK)that spawn loot that can access those master files - have one single file where I can alter those arrays without having to update the arrays in each single script an example for an array that is currently in each of my scripts and that I would like to export into a master file and then acces from such master file: _itemsArray =[ "rvg_canOpener", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_milk", "rvg_rice", "rvg_hose", "rvg_guttingKnife", "rvg_tire", "rvg_purificationTablets", "rvg_flare", "rvg_matches", "rvg_Geiger", "rvg_toolkit", "rvg_antiRad", "muzzle_snds_B", "muzzle_snds_L", "acc_flashlight_pistol", "optic_DMS" ]; Any input is very welcome;) thank you and cheers vandeanson
  17. GF Auto Loot Airdrops Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Airdrops , will detect the enabled Mods , without editing lists,for loot. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Airdrops Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Auto Loot Airdrops , will detect the enabled Mods , without editing lists,for loot. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. There are Blacklist Zones available , 5 from default and a safe distanse from players. This is the new reedited version of the previous GF Airdrops script. More information inside the GF_Auto_Loot_Airdrops.sqf There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40315 Armaholic GF Auto Loot Airdrops Script - Mod
  18. MgzM MXR

    Duo's Loot Sharing

    Would it be possible to put some kind of share loot system at the end of an encounter when your with a partner. Not neccesarily while in the encounter, but when your getting out, the ability to trade loot gathered.
  19. Hello, Brand new Mini DayZ player here, [less than a week] and I am loving it! My boyfriend was playing for a while then after hearing all the excitement, I asked about it and he showed me. I am now happily a fan. It takes me back to my PC game days of Krush, Kill, & Destroy but more hands on. After playing the game and lots of dying, I now have a ton of questions [and a suggestion or 2] that I can't seem to find the answers to. Hopefully you can answer them. ***What clothing items [besides T-shirt] can be torn into rags? I have searched so many places online and I cannot seem to find the answer to this. I know in the original game DayZ, there was a decent list of clothing that could be torn into rags, some even torn into more than 1 rag. Please help! ***How many times can you harvest a plant before it "dies" ? Do the plants die, become unable to be used? I know you get like 2-5 crop from most plants. What I'm wondering is if it keeps growing new crop on it's own or do you have to plant new things each harvest? [note: this is in reference to farming in the game. I am not asking about berry bushes.] *** How long do items survive when dropped on the ground? Does the map referesh every X amount of hours? *** Can your character get attacked while inside a civilian tent? *** Why can bear traps hurt our characters but not barbed wire? Wouldn't it make sense to make bear traps and other similiar things only harm the enemies? Seems to give them even more of an unfair advantage than what they already have. *** What is the purpose of the fuel can? *** Why can certain enemies enter certain buildings? How do we know which enemies can enter buildings or which buildings they can enter? Do enemies change per island you visit? *** What is the secret place? How would we know we have found the secret place?
  20. Hi all, Perhaps I missed something, but, for whatever reason, it's impossible to make difference between sides or factions for an OPFOR Katiba and a BLUFOR MX . So weapons haven't side. I never found something useful in cfgWeapons to make a filter for faction, side, even group or unit using such or such weapon. I imagine that if you want to filter all BLUFOR used weapons for arsenal or any loot script, you have to grave in marble the array of all weapons you want to manage... Typically, that's what I want to avoid: elaborating fixed lists for any mods... boring! So If you have a solution... thanks for sharing it. At this time, I have a little workaround, not the best I'm afraid. If you want weapons used by BLUFOR: private _wpnsWestList = []; private _cfgMen = "getNumber (_x >> 'scope') >=2 && configName _x isKindOf 'SoldierWB'" configClasses (configFile >> "cfgvehicles"); { _cfgWpnsW = getArray (_x >> "weapons"); {if (getNumber (configfile >> "cfgWeapons" >> _x >> "type") in [1,2,4]) then {_wpnsWestList pushBackUnique _x}} forEach _cfgWpnsW; } forEach _cfgMen; _wpnsWestList = _wpnsWestList - ["B_Patrol_Soldier_HeavyGunner_weapon_F"]; Note: I was surprised to find such unit classes like "B_Patrol_HeavyGunner_F" and its "B_Patrol_Soldier_HeavyGunner_weapon_F" as primary weapon which is a simple "LMG_Zafir_F". Don't ask me why this exception... For OPFOR, anyway, change 'SoldierWB' to 'SoldierEB' (and remove the last line of course) , and for INDEP, 'SoldierGB' will do the trick. Any improvement or better idea is welcome! Thanks
  21. GF Auto Loot with userconfig by GEORGE FLOROS [GR] Description: GF Auto Loot with userconfig , will detect the enable Mods , without editing lists. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: To install GF Auto Loot with userconfig , you should use modfolders to keep it seperate from the official game content to prevent issues. With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded. Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3. Place the "userconfig" folder into your game install folder, usually: "C:\Program Files (x64)\Steam\steamapps\common\Arma 3". You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours 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/ Notes: This mod , is including a userconfig folder. The userconfig folder , must be in the main arma 3 game folder. Inside the userconfig folder , are the settings. To make changes in the userconfig , you need to close the game. GF Auto Loot with userconfig , will detect the enabled Mods , without editing lists. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only There is a Possibility option available. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the loot from spawn. The loot will spawn also , at the spawned or placed in editor Buildings. More information inside the Settings.sqf It is also posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v3.1 Fixed , working now also on Dedicated , with auto init.  v3.0 A lot of the previous code is reedited. Added option for the spawned items number. Code optimization. v2.0 It is possible to add your custom item list. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only Changed the codes for the search of the configs. Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40300 Armaholic GF Auto Loot with userconfig
  22. 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.
  23. https://github.com/nabeky/a3_exile_lootbox
  24. GF Auto Loot Crashsites Script - Mod by GEORGE FLOROS [GR] Description: Spawn Random Crash sites , will detect the enabled Mods , without editing lists,for loot and vehicles. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Crashsites Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Spawn Random Crash sites , will detect the enabled Mods , without editing lists,for loot and vehicles. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. There are Blacklist Zones available , 5 from default and a safe distanse from players . This is the new reedited version of the previous GF Crashsites script , so there are a lot of changes and options. More information inside the GF_Auto_Loot_Crashsites.sqf There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.2 It is possible to spawn normal alive vehicles , with crew or not or just wrecks. NOTE : The normal vehicles , might also not spawn loot at all , due to the vehicle destuction. Fixes about spawning. Minor Fixes. Added more options. v1.1 Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40312 Armaholic GF Auto Loot Crashsites Script - Mod
  25. Vandeanson's Apocalypse - the Mod: A "plug and play" mod that will spawn various sites and AI, fully randomly placed that will be dynamically de and respawning for ongoing survival action! NOTE: This is not a MISSION. This is a dynamic site and event spawner, that runs on top of any mission that you start while the mod is active. It spawns in sites based on player position, terrain and your settings (to change settings, you must edit your mission in Eden Editor - > Settings - > Addon Options). Never again will it be pointless, dull and boring to run around in armas beautiful forrests, just because all the loot and action is stuck in cities and other remains of civilisation! My mod will spawn in bandit camps to raid, small survivor hideouts to find and loot in the deepest forest, crashed helicopters that should definitely be searched before other survivors get there, ferocious packs of wild dogs that will jump you in the dark or animals to hunt for survival. Find a tame horse as a compagnion and tie it up next to your homebase while setting up barricades and boobie traps to fend off attacks against your newly claimed home. Zombies just got deadlier with the infection feature. When getting hit, you might catch a deadly infection that will drain your stamina and lifeforce over time. Stack up on anti virus pills to cure yourself! You will never rest easy, knowing that your steps may be watched from far and the moment you get too comfortable at a place, bandits pick up your trace and hunt you down! VANDEANSONS APOCALYPSE (STEAM DOWNLOAD) INSTALLATION: 1. Subscribe to the mod and activate it and CBA_A3 in the A3 launcher Whenever you start any mission (self made or from steam) , the mod will start to spawn in sites according to the default settings. 2. to adjust VA settings, open the mission you want to edit, or create a new one in Eden Editor, go to Settings -> Addon Options -> select the "VDA" options to see what you can change (there are a lot of options for customisation) 3. NOTE: the plane spawner requires you to place the following markers by default, else the planes spawn in the debug zone: "VD_PlaneMrkr_1,VD_PlaneMrkr_2,VD_PlaneMrkr_3,VD_PlaneMrkr_4". You may add or remove markers. 4. if you play on maps like chernarus, cover the empty terrain with large area markers and name them. enter the area markers name into the field under "VDA -1- General Settings" to blacklist that area from landsite spawns. 5. similar for shipwrecks and boats (cover inland lakes with additional area markers) so the shipwrecks and boats wont spawn in lakes inland. 6. Place your player and play. (Place the gamemaster module to check if the mod is working as ZEUS) FEATURES : - random and automatic position finder for all features. No marker placement needed (see INSTALLATION gor exceptions) - sites de and respawn after a adjustable time and while no player is close - Bandit Camps - Hideouts - Shipwrecks - Crashsites - Tradercamp (custom weapon attachment trader, custom trader for ravage respawn tent backpacks, all ravage traders) - AI Patrols - Animal Spawner (Goats & Sheep, can be gutted and eaten with the Ravage mod) - Spawners for Boats, Planes, Helicopters - Medical Sites - Zombie Infection Script for the RAVAGE mod (change the zombie parent if you want this to apply to other zombie mods) - JBDOG feral dog spawner - DBO Horses spawner (you need to subscribe to this mod separately, if you wish to use the spawn feature) - No Rest! spawner (checks if player stays at a place for too long, if so, might spawn AI hunters ) - loot spawns at all sites - Max Joiners melee weapon mod is automatically included in the loot economy and player equipper. AIs wont spawn with melee weapons however. This requires the max_melee weapons mod. No dependency is created. GENERAL: - dynamic simulation is enabled for all spawned AI and structures. Simulation is enabled based on your view distance settings minus fog, plus scoped view distance to save FPS - automated loot arrays based on active mods (e.g. CUP, RHS,... will be integrated into the features) - option to blacklist items from loot arrays - option to exclude Arma 3 Vanilla and DLC items from loot table - option to exclude various mod sub content (e. g. CUP Uniforms, or IFA3 Backpacks...) - adjustable AI equipper (or option to use Ravage Equipper) - adjustable player equipper (or option to use Ravage Equipper) - CBA_A3 Settings to tune features in Editor while making a mission - possibility to add blacklist area markers for land sites (e.g. Bandit Camps) and coastal sites (e.g. shipwreck and boats) - adjustable spawn ranges and despawn timers - MP compatible to my best knowledge, please report any issues - the default currency is the ravage money, fyi. Without ravage mod active, it will just not spawn without error - adjust the amount of sites/features that at spawn to your needs or disable specific features if you dont like it - plane spawner: the only feature that requires you to place markers, check the CBA3 settings for it. 4 markers are pre defined, you may add as many as you want and place such markers at airfields. All placed markers will be a potential spawn position for planes - This mod creates NO dependency! UPCOMING/PLANNED FEATURES: I have quite a bunch of ideas for new features and plan to improve and extend the mod going forward, no ETA gor such features however. AI Spawner: - AIscavengers that move from house to house in a city and then return to a hideout z nearby to drop off loot, then go back to scavenging - AI spawner in case players spend a lot of time at the e same place (e.g. Looting a city) - chance for AI groups in any feature to be military grade geared, rather than random low quality survivor gear - some sort of simple basebuilding, crafting and ressource gathering feature - a mission generator - optional loot economy (to fill buildings with loot) - option to include heroes survive - option to include zombies & demons (e.g. A ambient Z spawner) - fake underground sites such as bunkers or caves TO DO'S: - not all arrays are automated (automated means, items or structures of active mods are put into category for use in my script) - automate heli, plane, heliwreck, boat arrays based on active mods - automate inventory items REQUIREMENTS : Note that this mod requires CBA3. CUP Terrain Core is also recommended, as some structures from it are used. There is no dependency however. Ravage has been the inspiration for the mod and this mod is made with Ravage in mind. There is however no dependency, you can use the mod with our without Ravage. THANKS: Thanks to all the great guys on the BI forum for their help and advise. With special thanks to George Floros GR, Johnnyboy, Mr H., HazJ, Larrow, pierremgi, Haleks, Grumpyoldman, Gunter Severloh, the Ravage folks, all followers of my topic thread and anyone i might have forgotten right now. HELP TO IMPROVE: Please subscribe, rate and let me know any issue that might occur, I would appreciate receiving any feedback that helps me improve the mod. Cheers VD
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