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Found 29 results

  1. GF Auto Loot Script 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: 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 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;
  2. Vandeansons Dynamic Spawn Scripts A "plug and play" script package that will spawn various sites and AI, fully randomly placed that will be dynamically de and respawning for ongoing survival action! 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 scripts 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. 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! more to come...;) Direct download link of the Dynamic Spawn Script collections: (Version 2.31 - 06.12.2018) VDSSP v2.31: https://drive.google.com/open?id=1V6mysMzbsqwDUm3Ku9SvJRDgHHzQ3MSY How to install and modify the scripts: 1. Download the file above un-zip it 2. Open the unzipped folder and copy the whole content into your mission folder. you may already have the following files: - init.sqf - description.ext - initplayerlocal.sqf - onplayerrespawn.sqf you will need to merge these two versions of the files. 3. Minimum setup in eden editor: - read the comments under VD_Settings.sqf - place the blacklist areas for the sites that spawn at land this is done to avoid that sites spawn outside maps such as chernarus: - place the blacklist area markers for the shipwreck spawner - place markers on airfields for the plane spawner thats it! if you want to spawn the tradercamp, banditcamps or shipwrecks on markers, follow the instructions in VD_Settings.sqf v2.2 tutorial and showcase (don't mind the v2.0 in the loading screen, i forgot to update this) (the voice audio line is missing and i wont bother updating but rather make a new video at some point) Showcase Videos: (slightly OUTDATED, however principle remains the same) Quick showcase video: Functions of the script General: - all sites spawn and despawn dynamically - sites will not spawn too close to players and will also not despawn if any player is near the site - dynamic simulation is enabled for all spawned objects and units (activation is based on view distance or a custom meters amount that you can define) - the sites perform distance checks so sites do not spawn too close to each other: (example of a bandit camp spread) - MP and SP compatible - note that the script is not persistent yet. this will mainly be a bummer for the basebuilding. i currentl lack the knowledge how to provide a database for persistency tailored to my script and lack the time to dig into it. having said that, i plan to provide a solution at some point Bandit Camp: - finds a random empty place to spawn a random pre-made bandit camp composition - random loot in main loot crate - random loot may spawn in secondary loot crate - AI group that patrols the camp OPTIONAL: Place markers if you prefer to have the camps spawn at random selected markers positions. Change this under VD_Settings.sqf . (both can be active same-time) Trader Camp: - finds a random empty place to spawn a pre-made trader camp composition - all ravage traders (gear, supply, arms) - one VD trader for weapon attachments, explosives, grenades and respawn backpacks OPTIONAL: Place markers if you prefer to have the camp spawn at random selected markers positions. Change this under VD_Settings.sqf . No Rest! Spawner: - AI Spawner that will continuously check if you are not moving much over a certain period (e.g. it will check if you stay in a city looting for too long) - will spawn an AI that will come after you if you remain at on area too long - will continue to hunt you until you are 200 meters or further away from AI. once AI reaches the last known player position, AI died or you moved too far away, the script stops and the AI is despawned (if not dead) Ship Wreck Spawner: - spawns a Ship Wreck site with props and one loot crate somewhere at a shore - the automated placement script works very well now, no debug zone spawns - OPTIONAL: Place markers if you prefer to have the wrecks spawn near (find a shore) at random selected markers positions. Change this under VD_Settings.sqf . (both can be active same-time) Hideouts: -small lootable 2 man tents with possible AI - looting the camp may spawn AI nearby that will hunt you (see No Rest! spawner) Crashsites: - lootable Helicopter crashsites - lootspawns around wreck - additional loot may be found in the wrecks cargospace - looting the wreck may spawn AI nearby that will hunt you (see No Rest! spawner) Infection: a script that "infects" players with a deadly disease when hit by a zombie. - starts damage-over-time ticker. effects at each tick (frequency 60 Seconds) are: - damage is applied - stamina reduced drastically - text indicating something is not right - wounded sounds - shaking - delay between damage ticks decreased by 5%, hence, if untreated, the infection will eventually kill you - additional disturbing effects in higher frequency, but these dont deal damage (only stamina loss, shaking, text) - all AI have a low chance to drop injectors at death - injectors can be used via addaction to curecthe infection. thix addaction is only available when infected This is currently triggered by zombies from the ravage mod, via the parent "zombie". of course this can be changed to any other zombie mod. Vehicle spawns: - boat spawner - helicopter spawner (spawns with a site, e.g. field-helipad) - plane spawner (needs marker placement, see VD_Settings This is spawning vanilla vehicles. the vehicles array can be updated under VD_Settings.sqf Spawners for cool 3rd party mods: - DBO rideable horses, with custom addaction to tie them down and disable dmg taken, requires the DBO Horses mod by DeanosBeano https://steamcommunity.com/sharedfiles/filedetails/?id=1470493486 - feral dog pack spawner, necessary scripts from JBOY Dog by johnnyboy already included. - huntable animal spawner (Vanilla asset Goats and Sheep spawner that can be hunted with the Ravage mod) Personal Loot-crate: spawns a loot-crate next to you on mission start, can be dragged around or loaded into a car. can not be destroyed Disabled by default, can be activated under vd_init.sqf Basebuilding: removed amd to be replaced VD_Equipper: - function that equips AI (Bandits, Traders) with random gear and loot according to your settings in VD_Settings.sqf VD_Player_Equipper: - player equipper that randomly equips players with gear and loot according to your settings in VD_Settings.sqf , can be called fom initplayerlocal.sqf or onplayerrespawn.sqf (call VD_Player_Equipper) to make your players respawn with a random loadout VD_Settings.sqf - adjust the scripts to your liking here, no scripting knowledge required - manage mods and lootlists for the script here VD_Arrays.sqf: (do not touch!) - puts together arrays based on your active mods and VD_Setttings.sqf - arrays may be used for your own scripts. the arrays are: Weapons: VD_WeaponArrayRifles VD_WeaponArrayPistolsAI (use for AI equipper/loadouts) VD_WeaponArrayPistols (may include Max Melee weapons if mod is active, hence used for loottables and player equipper) VD_WeaponArrayLaunchers VD_WeaponArrayAll (all weapons) Equipment: VD_EquipmentUniforms VD_EquipmentHeadgears VD_EquipmentVests VD_EquipmentGoggles VD_EquipmentBackpacks Weapon Attachments: VD_EquipmentMuzzles VD_EquipmentOptics VD_EquipmentBipods VD_EquipmentFlashlights (not automated, only contains vanilla Flashlights for pistol, smg and rifle) VD_Settings.sqf: - apply what Equipment or weapon mods to use - remove parts of mod content from loottable (e.g. with IFA3 no ww2 gear but only weapons) - add items, blacklist or remove specific items - set min/max timers, min/max ranges, safe distances and amount of camps/stuff to spawn Addon dependencies: - CUP Terrains - Core - Ravage: this script was made with Ravage in mind, however the script works even if the Ravage mod is not active. Ravage specific classnames may be removed from VD_Arrays.sqf. Just search for "rvg_". Supported Mods: (can be modified under VD_Settings.sqf) all gear mods are supported and automatically included into spawner (eg. gear and weapons for AI or lootcrates) Known issues: To Dos & Ideas: - TC: add trade option for vehicles, base-building materials, ...maybe more (WIP, partially finished) - Hideouts & Banditcamps: add IEDs (completed, polishing, will be in v2.3) - Banditcamps: add option to claim raided banditcamps (BC will not despawn and serve as your base. will trigger regular attacks by bandits) (not started) - Claimed Banditcamp: add basic base reinforcements (select and place defensive structures) options or option to move current structures (not started) - Banditcamps: add further patrols and roadblocks in proximity (not started) - add spawner that will place survivor notes to BC, when collected, will reveal hidden stashes (money, loot...) (not started) - task system: spawn "contracts" that if collected create a random task with rewards (not started) - task system: add task npcs with selection of tasks that the npc hands out over radio (randomly timed) or via dialoge/addaction (system in place, need to add a lot of tasks now) - add ambient chatter and flashlight activation for AI by johnnyboy (not started) - add spooked poof chicken alarm system by johnnyboy (not started) - add guard dogs for hideouts and banditcamps (done, polishing, comes in 2.3) - add scavenger AI spawn: spawn a hideout in the forest, moves to nearby towns and moves from house to house (feature finished). moves back to base randomly from time to time to stash his loot (fills up lootcrate at base), then returns to looting towns (this is not yet working properly) - add Z horde spawner when player remains at same location for a while (or chance that a horde is spawned, should probably not be 100%). Spawns Z's in some distance and in all directions around player with move to waypoint to player position. (based on the No Rest! spawner, hence more or less in place) - spawn and respawn system for planes (just planes spawning in airstrips, marker based) - spawn and respawn system for helicopters (small sites with improvised structures such as some sandbags, camo nettings, mechanic tools, some boxes. basically the military has left behind a perfectly fine helicopter:)) possible new features - Sanctuary: I am thinking about adding a larger scale sanctuary that is either occupied by friendlies or enemies. if under friendly control it may offer: - mechanic to repair vehicle (for money) - trader for vehicle repair parts and fuel - a respawn point - general traders - vehicle and helicopter traders - task npc: patrol tasks, investigate possible hostile presence,... against money reward - tasks to repair damaged sanctuary defences - events: help AI fend of enemy attacks to defend the sanctuary - the defensive structures should be destroyable but there should also be a feature to rebuild e.g. a walls or fences if under enemy control: - the area around the sanctuary will be patrolled by increased amounts of AI - if you are in the area, AI hunting parties will be sent after you - roadblocks may be set up - minefields are placed - IEDs are placed on roads - any other feature that would make your stay in the area around the sanctuary miserable and makes you either avoid the area or forces you to take action and capture the sanctuary - feature to raid the camp and capture it for your allies - occupation may also change randomly from time to time - after a takeover by friendlies, you will be tasked to clear the area from remaining enemy AI presence, roadblocks, minefields and IEDs. if overrun my Zombies and contaminated: - a third status would be after the sanctary has been overrun by zombies and has to be cleared again - or that it has been contaminated and the area can only be entered with contaminatiom gear. players have to either wait for the contamination to find or remove the source of the contamimation will think about what other features could be added that make this provide interesting gameplay... i am very open for your ideas:) =================================== Changelog
  3. Greetings, everyone. Here to present my vision of Ravage mission and my server that running it. B2 Ravage Malden Mission File: b2_ravage_malden.Malden.pbo Steam Mods Collection Server Details: GameServer: B2Server IP: 217.182.197.232:2400 TeamSpeak : 185.121.174.14 Description You playing as a Pathfinder of a Survivor community rather then lone survivor. World outside the fence 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. 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 and gear, no fictional stuff. Recruitable AI companions (can be revived and will revive player). Experience and Levels System. Weapon/Gear Shops and Garage Systems. Persistent Gear, position and vehicles. S.T.A.L.K.E.R.-like Anomalies. THE Zone - area affected by deadly virus, with lots of zombies, anomalies and extremely dangerous robotic 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 and all the mod-makers
  4. [SP] [PVE] Ravage Releases

    I have been using the Workshop recently and have released multiple Scenario's to the workshop, I will compile the list of links below and a description of each, Please feel free to comment! Hope you all enjoy! :) "THE BURNING RAIN": https://steamcommunity.com/sharedfiles/filedetails/?id=1431963030 "THE BURNING RAIN" is set 35 years after the bombs fell, you are a sole survivor in the desolate landscape of Chernarus. There is scarce loot, the dead are everywhere, and there are bandits constantly on the lookout for you. Also this scenario has a built in Temperature system, the scripts used are from JohnO and they display your current status or even ailments "sickness, cold, freezing" at the bottom left of the screen, I have made a big dent in editing the script (throwing in more outfits, tweaking the colors of the notifications, and I tweaked the distances required from items such as campfires and the like required to get warm) The Features of this map: Unique player base location Located by the abandoned food shelter. Offers full lighting control, storage, and base defences. Dynamic Body Temperature System Keeps the player notified of Overall Weather, and sickness. (freezing, Cold, Sickness... etc...) Dynamic Ship Wreck Spawner Dynamically Spawned Ship wrecks with loot across the map on the Coasts of Chernarus. Dynamically Spawned Animals Wandering, randomly spawned, food source... Dynamic Traders both wandering and static around the map. Traders Guild Recruitable Survivors Some wandering AI and Townsfolk are recruitable! Towns some are marked, some you'll have to find. Dynamic Weather system Rain, Fog, Sunny, cloudy all Randomly changing. Vehicles some wrecked some you can hop in and drive without repairing. Vehicle repair System Dynamic loot system Dynamic Bandit camp spawning system Bandit camps randomly spawn across the map, and have loot! Infected Crawlers, runners, and the usual Walkers. Chemical Contamination zones you'll need special equipment to enter these areas. Dynamic Survival System Your gonna need food and water to stay alive. Bandits Bandits have always Stalked the lands looking for someone... Someone as unaware as you... Random spawn You never know where you're gonna spawn, always different. Random Loadout on Spawn Each time you restart, your loadout will be randomated. Save System Don't worry, you can pick up where you left off. :) Pure Atmosphere Map Credits: CHR Team Credits, and thanks to : @haleks, @Vandeanson, JohnO, RHS Team, CUP Team, Lord Frith, Lord Booka, EPOCH Team, CBA Team, Assualtboy, MrSanchez and JSHK, Their Scripts, textures and Modules were used, I also received help from @kodabar The next mission on my list is "THE BROKEN" https://steamcommunity.com/sharedfiles/filedetails/?id=1491990072 "THE BROKEN" is set after the events that occurred from the outbreak in Chernarus, mass deployment of nuclear weapons shifted the earths regular seasonal cycles and devastated landscape. Altis, being a somewhat arid and desert type climate was altered and shifted with the events that had happened, making it a vast cold and unforgiving landscape... Once people knew what was happening and it got colder people shifted towards a more easier way of hunting they resorted to fishing rather than hunting wild game for meat, people were hunting because there were no longer anymore incoming shipments of supplies for food markets, people were starving... They thought the fish would keep the hunger at bay, and it did. That was until the fish became infected with the virus that plagued Chernarus.for the longest time, it made its way across the globe affecting all sorts of wildlife, but it didn't have any negative affects of the wildlife. No, the virus was searching for the perfect hosts and it found it, it was the humans consuming the fish. You will be tested here, the cold doesn't forgive any, and your hunger and thirst will also test your true human limits as you battle against the frigid weather. Features: Traders Guild Location can be found on the map! Trading Caravan Their path, and rest areas are located on the map Air Patrols hostile air forces looking for remnant survivors... Dynamic Body Temperature System Keeps the player notified of Overall Weather, and sickness. (freezing, Cold, Sickness... etc...) Dynamic Ship Wreck Spawner Dynamically Spawned Ship wrecks with loot across the map on the Coasts of Altis. Dynamically Spawned Animals Wandering, randomly spawned, food source... Dynamic Traders both wandering and static around the map. Recruitable Survivors Some wandering AI and Townsfolk are recruitable! Towns Dynamic Weather system Snow, Fog, cloudy all Randomly changing. Vehicles some wrecked some you can hop in and drive without repairing. Vehicle repair System Dynamic loot system Dynamic Bandit camp spawning system Bandit camps randomly spawn across the map, and have loot! Infected Crawlers, runners, and the usual Walkers. Dynamic Survival System Your gonna need food and water to stay alive. Bandits Bandits have always Stalked the lands looking for someone... Someone as unaware as you... Random spawn You never know where you're gonna spawn, always different. Random Loadout on Spawn Each time you restart, your loadout will be randomated. Save System pick up where you left off. :) map credits: Crazy Mike Credits: Bohemia, @haleks, @Vandeanson, JohnO, Crazy Mike, and the CUP TEAM, their scripts, and textures were used in the making of this Scenario! I also thank our Amazing Community! Both of these scenarios are Singleplayer PVE and will test your skill in ravage, "THE BURNING RAIN" has many mod requirements as It was my first release on the workshop, "THE BROKEN" has many less both offer almost the same experience but "THE BROKEN" is much harder to adapt to. I constantly try to update these and am always looking to learn more about mission editing, if you have any thoughts or implementations please let me know! Thanks, and enjoy! PLEASE READ: KEEP IN MIND I DO NOT UPDATE MISSION'S FEATURES IN THIS LIST, CHECK THE MISSIONS IN STEAM WORKSHOP IN ORDER TO SEE RELEASE'S CURRENT STATE/VERSION. THANKS :)
  5. 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
  6. 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
  7. GF Auto Loot Vehicles Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Vehicles , 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 Vehicles 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 Vehicles , 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. This is the new reedited version of the previous GF_Vehicles_Configurable_Loot script. More information inside the GF_Auto_Loot_Vehicles.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=40318 Armaholic GF Auto Loot Vehicles Script - Mod
  8. 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
  9. 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: 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
  10. GF Crashsites Script by GEORGE FLOROS [GR] Description: Spawn Random Crash sites , at Random position, including configurable loot, to spice it a little bit.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 Crashsites 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: You can select the number of Crash sites to spawn. The type of Wrecks at the crash sites. The type of loot is configurable. The position of the loot placed. 5 different kind of loot lists. It is possible to change the Crater. It is possible to change the Smoke effect. I tried to fix everything more clear , for everyone to be able to edit this , by their own needs. For the rarity of the items : you can adjust this , by putting double (or more) items (x2) of this kind that you want more. For the ammount of the items : you can adjust this , by changing the last number on theese lines: //lootitems5 items 2 Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG lootitems5 = "groundweaponHolder" createVehicle _lootPos5; lootitems5 addItemCargo [_items_loot2, 2]; 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: v4.0 Code optimization, added options to: cut the grass around the Crashsites, create a Marker for the Crashsites, added some options and small additions inside the scripts , changed the name of all the scripts , starting now with GF . v3.0 Fixed an error to spawn correctly the Attachments There is availale loot for Unsung , CUP , Ravage and combination of this CUP mod http://cup-arma3.org/ Ravage mod http://www.armaholic.com/page.php?id=29638 v2.0 Change the Smoke particles Added a second file , with loot for the Unsung mod http://www.armaholic.com/page.php?id=29948 v1.0 Forum topic: - BI forums https://forums.bistudio.com/forums/topic/212505-crashsite-script/?do=edit - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39709&n=last#bottom Armaholic GF Crashsites Script
  11. Hi everyone! I was able to get a script working to spawn loot. It spawns like 5-6 items per building (so far weapons and mags) and it lags the crap out of my game. (this is within a 100m distance) is there anyway to make it spawn one or two per building so i dont lag as much? also to keep my mission from being to easy to find loot. here is the script:: _unit = _this select 0; _addActionID = _this select 2; _unit removeAction _addActionID; _markerPos = getMarkerPos "lootMarker"; _weaponArray = []; //Automation process _cfgWeapons = "true" configClasses (configFile >> "cfgWeapons"); { _weaponString = configName (_x); _parents = [_x,true] call BIS_fnc_returnParents; if ("Rifle" in _parents) then{ _weaponArray append [_weaponString]; }; if ("Pistol" in _parents) then{ _weaponArray append [_weaponString]; }; } forEach _cfgWeapons; //Automation process _itemBoxArray = []; _houseArray = _markerPos nearObjects ["house",100]; { _buildingPositions = [_x] call BIS_fnc_buildingPositions; { _weapon = _weaponArray select (floor (random (count _weaponArray))); _itemBox = "WeaponHolderSimulated" createVehicle [0,0,0]; _itemBox setPos _x; _itemBox addWeaponCargoGlobal [_weapon,1]; _magazines = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines"); _mag = _magazines select (floor (random (count _magazines))); _itemBox addMagazineCargoGlobal [_mag,5]; _itemBoxArray = _itemBoxArray + [_itemBox]; } forEach _buildingPositions; } forEach _houseArray; sleep 120; { deleteVehicle _x; } forEach _itemBoxArray;
  12. GF Custom Loot Position Spawn Script by GEORGE FLOROS [GR] Description: GF Custom Loot Position Spawn Script , spawn Weapons , Mags , Items , to the desired position , configurable script. 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 Custom Loot Position Spawn Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , inside the 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: Configurable Scripts. Open this mission to the 3D editor and copy paste ( ctrl c - ctrl v ) the item "Land_BakedBeans_F" , wherever you want , the loot to be spawned . There is included a ready Loot List for a vanilla and Ravage. You can also spawn objects. More about , in the info folder inside Information.txt file. 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: Version 1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39904 Armaholic download GF Custom Loot Position Spawn Script pics:
  13. Hello everyone, and thank you for taking the time. I have now spent a good while in attempts to troubleshoot a particular issue with my dedicated server. As the title of this topic says, I have an inventory issue, and far as I know .. I have no modules or code lines that should prevent taking inventory from units on my server. In the Eden Editor, everything works fine, I can pick up any piece of equipment that I choose to, but when I upload the mission on my server .. some items I can pick up and some items refuse to be picked up. I have tried dragging them to the ground as well, but despite many different attempts I have not managed to solve this issue. I did not manage to find any other topics on this matter, only people who seek to restrict players from looting, but in my case it is the opposite .. players are unable to pick up items that they should be able to. The server should have all the latest versions on my mods, the server files are updated and validated. Does anyone know how to proceed with a matter as this? Thanks in advance.
  14. Dynamic Shipwreck Spawner by Vandeanson After a few weeks people realized that all was lost in Chernarus. With the inland being too dangerous for traveling, many gathered as much supplies as they could, loaded it into their boats and took off into the open sea. Many did not make it through the harsh weather conditions and currents... Nowadays, lucky survivors might still stumble across the rusty remains of such endeavors, washed up along the shores, when wandering along Chernarus coastlines... Showcase Videos: Functions of the script - random selection of wreck placement at any shore (with v. 2.0, it is no longer needed to place markers) - random selection of lootable props to be placed around that markere wreck - the wreck will be deleted after 3600 seconds and the script will loop, starting from scratch How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "shipwreck.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - shipwreck.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> shipwreck.sqf 5. Move the shipwreck.sqf to your mission folder. ========================================= NO MARKERS NEED TO BE PLACED! shipwreck.sqf Dependencies: None except Ravage and CBA (if you want to use the ravage looting system) The script works without mods too. Changelog: v.2: - need for marker placement removed - complete randomization of object placement arround wreck - some clean up
  15. SALVATION (@)

    by GEORGE FLOROS [GR] Description: Try to Survive ... Coop ... or Not! This mission supports playing Solo or Multiplayer ,Coop or PVP and also supports EVERY map (ArmA 1/2/3). 20 Different Enemy Faction VS NPCS or Zombies. Gameplay with a lot of options (MODULAR environment). It is a survival mission based in the features (thirst + hunger and loot system) of Ravage mod, that can be played from one player to coop mp or PVP (like Dayz gameplay), with a modular environment, selections via missionparameters for everything included , environment,ambience,loot,enemies,type of mods that you want to play with, ex: Unsung loot items + VC_Village_Guerillas enemies and can be played to every map,by changing the name of the map, ex: SALVATION.CSJ_SEA ( the selection of the map will have effect to the loot spawned cause of the buildings.) It doesn't need a server running , like exile and you can play this also on Dedicated. Features: playing Solo or Multiplayer ,Coop or PVP Supporting EVERY map (ArmA 1/2/3) VCOM AI 20 Different Enemy Faction Gameplay with a lot of options (MODULAR environment) 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 SALVATION: 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 Zombies and Demons http://www.armaholic.com/page.php?id=28958 Max Zombies http://www.armaholic.com/page.php?id=33696 RSO Buildings Pack http://www.armaholic.com/page.php?id=32088 ArmA 3 Custom Buildings - Original http://www.armaholic.com/page.php?id=29678 The Unsung Vietnam War Mod http://www.armaholic.com/page.php?id=29948 Notes: It is supporting EVERY map ! (ArmA 1/2/3) , just by changing the name at the end of the mission name like : SALVATION.Stratis to : SALVATION.Tanoa You can search the static objects of the map for loot. Extra Loot Script by BangaBob (works on every map) is also available. The percentage of loot can be adjusted according the Map selection (can be counted from the server by hitting 0-0-2 in game). 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 + Ravage items = 2 Vests = 3 Backpacks = 4 Ravage items = 5 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 ] and The Unsung Vietnam War Mod. To activate it you must have the certain addons . For changes , go to the mission parameters . Your Selections may have effect on the performance , check more the parameters settings. Every time you are starting the mission , the starting position will be on random. - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Credits & Thanks: haleks [ Ravage ] ryandombrowsky [ Zombies and Demons ( Ryanzombies ) ] Maxjoiner [ Max Zombies ] Community Upgrade Project [ CUP ] RED HAMMER STUDIOS [ RHS ] RSO Creations [ RSO Buildings Pack ] mattaust [ ArmA 3 Custom Buildings - Original ] UNSUNG Mod Team [ The Unsung Vietnam War Mod ] TAW view Distance Script by Tonic 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 Script by Genesis92x Mag Repack Script by Outlawled Snow Storm Script by aliascartoons Thunderbolt Script by aliascartoons Road Flares Script by aliascartoons Real Weather script by code34 Generic Dust Particles Script by Goon Generic Snowstorm Particles Script by Goon Randomly generated roadside IED's script by brians200 AI HALO Jump Script by cobra4v320 Engima's Civilians Script by Engima Engima's Traffic Script by Engima [R3F] Logistics Script by Team R3F Injured Ai simple script by Persian MO Phronk's Furniture script by Phronk Left Shoulder Scripted Weapon script by ArtyomAbramov No Kill Zone Script by SuperChicken Productions Headshot + Killfeed Script by GEORGE FLOROS [GR] Custom DeathScreen Script by GEORGE FLOROS [GR] Earthquakes_GF Script by GEORGE FLOROS [GR] Crashsites_GF Script by GEORGE FLOROS [GR] 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: Version 3.0 Enabled the default save option. Added compatibility with: Max Zombies by Maxjoiner Mod http://www.armaholic.com/page.php?id=33696 + minor fixes Version 2.0 Added compatibility with: The Unsung Vietnam War Mod http://www.armaholic.com/page.php?id=29948 No Kill Zone Script by SuperChicken Productions Road Flares Script by aliascartoons + minor fixes Version 1.0 Requirements: @CBA http://www.armaholic.com/page.php?id=18767 @Ravage Mod http://www.armaholic.com/page.php?id=29638 Forum topic: - BI forums https://forums.bistudio.com/forums/topic/212528-salvation/ - Armaholic forums http://www.armaholic.com/forums.php?m=posts&p=198511#198511 Download : Armaholic Salvation v3.0
  16. Hi. I'm trying to make a script that triggers on AI death. On death the script will check what magazines the unit has, then remove his weapon (which removes all magazines for some reason) then put 1 magazine back to his corpse. So AI will drop only a single magazine of the ammotype they are using. This is what I've got {_x addeventhandler ["killed",{ _this spawn {_unit = _this select 0; removeallweapons _unit}; }]; } forEach allUnits; Now this is the first time I'm scripting in Arma so please use simple instructions. Thank you in advance!
  17. 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
  18. Game crashing and lost loot

    So I played my 2 hour trial and decided to buy the game. over the last 2-3 days I have been playing and love the concept of the game , however, one major flaw I have found.....if I load into a map say with a pistol and a bit of ammo and start looting I can be running around looting and all of a sudden there is a “lost connection to server” error..........it’s all good cause I can just load into another map and do it all over again right?.....wrong!...... every thing I just looted in the pervious map as well as my pistol and ammo I took with me is now gone as if I was killed when I wasn’t, I hope there is a resolution to this problem soon!
  19. Ideas for better improvement

    How’s it going devs, I gotta day I absolutely love vigor so far!! There has been one main issue I have run into, I’m not sure this has been for other players like my self. But when you go to loot a vehicle, dresser, boxes, crates, even the air drop, the X button to loot that item doesn’t register right away. It takes several try’s (moving around) to find that X button to loot. I would recommend to give that a look and see if that’s an issue for other players, and try to fix that issue. Thanks once again Vigor, Game is for sure going some where!!
  20. I have played the game for some hours and i have to say: a very big potential. But i think the most frustrating situations are caused by the too small interaction zones. No matter if its looting a car or a closet. Or if you try to go down a ladder or go up to get out of the water. I think in much situations it would fasten up the game if the zone of interaction with anything would be two or threetimes bigger.
  21. GF Vehicles Configurable Loot Script by GEORGE FLOROS [GR] Description: GF Vehicles Configurable Loot Script , spawn Weapons , Mags , Items , to every vehicle , configurable script. 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 Vehicles Configurable Loot 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: Configurable Script. There is included , a ready Loot List for vanilla and Ravage. one pic: 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: Version 1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40046 Armaholic download GF Vehicles Configurable Loot Script
  22. Hard core gamers will certainly disagree with this, but as a VERY casual player I feel the need to make a suggestion. As a casual I play strictly for fun, when something ceases to be fun, I just don't play it. Another result of my being a casual is my K/D in shooters is anywhere between .50 and .62 depending on the game. In this game that translates to me actually making it out alive with basic loot only one in three matches, and I have never yet actually gotten the drop. That said, only making it out with loot one in three matches combined with loosing everything when you die makes the grind incredible for the casual player. This is exacerbated by the fact that once you reach the max amount of materials for the next upgrade you cease accruing mats. It does me no good to get 915 mats when I die when I'm already maxed out at the 6000 for the next upgrade and that 915 mats just goes into the digital void because my counter can't go above the max for the next upgrade. I propose that the death penalty be reduced to 50% of your loot going away with a RNG mechanic in place to randomly select what that 50% is comprised of. That way players who die more often than they live and / or get a kill can still feel like they're making progression. Now, I'm not trying to convince hard cores to agree with me, I already know from other games and other forums that any conversation along those lines devolves into "GIT GUD" and "But a game should be fun" - already heard that. So, hard cores, just stay calm and realize that I'm making this post for the game developers to see, I'm not trying to convince you personally to be less hard core. Just realize some folks play strictly for fun, and still want to have fun even if they're not that great.
  23. 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: 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
  24. S.E.R.E. COURSE

    by GEORGE FLOROS [GR] Description: Survival,Evasion,Resistance and Escape. 20 Different Enemy Faction VS NPCS or Zombies. Supporting EVERY map (ArmA 1/2/3). Gameplay with a lot of options (MODULAR environment). The mission will End , by exiting the Enemy Lines. Features: Respawn Supporting EVERY map (ArmA 1/2/3) Gameplay with a lot of options[/li] =BTC= Revive [Quiksilver Edit] by Giallustio VCOM AI JIP compatible 20 Different Enemy Faction 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 S.E.R.E. 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 Zombies and Demons http://www.armaholic.com/page.php?id=28958 RSO Buildings Pack http://www.armaholic.com/page.php?id=32088 ArmA 3 Custom Buildings - Original http://www.armaholic.com/page.php?id=29678 Notes: It is supporting EVERY map ! (ArmA 1/2/3) , just by changing the name on the end of the mission name like : S_E_R_E_Course.Stratis to : S_E_R_E_Course.Tanoa It is possible even to play with an ammobox or 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. - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Credits & Thanks: =BTC= Revive [Quiksilver Edit] by Giallustio @ Quiksilver =BTC=_TK_punishment Script by BTC Giallustio TAW view Distance Script by Tonic 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 Script by Genesis92x Mag Repack Script by Outlawled Monsoon Script by aliascartoons Snow Storm Script by aliascartoons Thunderbolt Script by aliascartoons Real Weather by code34 Generic Dust Particles Script by Goon Generic Snowstorm Particles Script by Goon Situational Music Script by DemoCore Randomly generated roadside IED's by brians200 Engima's Civilians Script by Engima Engima's Traffic Script by Engima [R3F] Logistics Script by Team R3F Injured Ai simple script by Persian MO Phronk's Furniture by Phronk Headshot + Killfeed Script by GEORGE FLOROS [GR] Custom DeathScreen Script by GEORGE FLOROS [GR] Earthquakes_GF Script by GEORGE FLOROS [GR] 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: Version 1.0 Forum topic: - BI forums https://forums.bistudio.com/forums/topic/212277-sere-course/ - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39691&n=last#bottom Download : Armaholic S.E.R.E. COURSE v1.1
  25. Hello! I recently some headless clients to my 100ai server and now it's running so much better! (I am using Werthles Headless Client) The server has lootable crates that the ai gear up at that (they loot houses.) While the ai not controlled via headless clients are fully geared, I noticed that the headless clients only grab a vest, nothing more, nothing less, they are ONLY looting that one vest and not guns ammo etc despite them being in the crate they're looting for. (once more, as I note ai NOT controlled by the headless clients are grabbing helmets, ammo guns etc.) Below are some of the mission scripts that are involved in looting, perhaps this can provide help. WeaponFind.sqf (switches to WeaponTakeND.sqf or NextAction.sqf ) WeaponTakeND.sqf NextAction.sqf AddAmmo.sqf DropLootTake.sqf Any help would be very much appreciated!
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