This is a class that create a backpack that will unpack into a IED. It will detonate if shot at.
class B_Carryall_EXP : Weapon_Bag_Base { scope = 2; class assembleInfo { assembleTo = "ModuleExplosive_IEDLandBig_F"; base = ""; displayName = "NATO Exp backpack."; dissasembleTo[] = {}; primary = 1; }; displayName = "NATO Exp backpack."; hiddenSelectionsTextures[] = {"\A3\weapons_f\ammoboxes\bags\data\backpack_small_mcamo_co.paa"}; picture = "\A3\weapons_f\ammoboxes\bags\data\ui\icon_B_C_Small_mcamo.paa"; model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Small"; editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\Default\Prop.jpg"; editorSubcategory = "EdSubcat_Backpacks"; faction = BLU_F; mass = 1; dlc = "backpack"; maximumLoad = 0; // 160; isbackpack = 1; }; |
Use this script to place a random ammo crate in buildings around a center point. This could be very useful for spawning loot.
#define AMMO "rhs_3Ya40_1_single","Box_IED_Exp_F","rhs_mags_crate","Box_East_Grenades_F","ACE_Box_Ammo" _houseList = _randPos124 nearObjects ["House",300]; { _c = 0; while { format ["%1", _x buildingPos _c] != "[0,0,0]" } do {_c = _c + 1}; if (_c > 0) then { _ranNum = floor(random _c); _crate = [AMMO] call BIS_fnc_selectRandom createVehicle [0,0,0]; _crate setPos (_x buildingPos _ranNum); }; sleep 0.123; } forEach _houseList; |
Spawn a machine gunner to guard an enemy HQ.
// Spawn a gunner to guard the HQ. // ------------------------------------------------------------------------------------------- _randPos14 = [_randPos124, 0, 95, 12, 0, 0.3, 0] call BIS_fnc_findSafePos; _mg13 = createVehicle ["rhs_KORD_high_MSV", _randPos14, [], 0, "CAN_COLLIDE"]; _mgguy13 = [_randPos14, EAST, ["rhsgref_ins_crew"],[],[],[],[],[],232] call BIS_fnc_spawnGroup; ((units _mgguy13) select 0) moveInGunner _mg13; // ------------------------------------------------------------------------------------------- |
Select a random building in a city and then get the position of that building to spawn stuff around it.
_allHQ = getMarkerPos "aoMarker" nearObjects ["House", 600]; _building = selectRandom _allHQ; _building setVehicleVarName "hq1"; hq1 = _building; _randPos124 = getPos _building; |
Find a random position in a circle shaped marker. Very useful for finding a position to spawn a HQ or other enemy installation.
_mrk = "aoCircle"; _area = markerSize _mrk; _nul = _area pushBack markerDir _mrk; _nul = _area pushBack ( markerShape _mrk isEqualTo "Ellipse" ); _pos11 = [ _mrk, _area ] call BIS_fnc_randomPosTrigger; _randPos33 = [_pos11, 95, 400, 10, 0, 0.5, 0] call BIS_fnc_findSafePos; |
Spawn an enemy CAS plane that will guard the TAOR from enemy attack. This is selecting a random plane from a list. The value in the square brackets is a location. Place an object in the editor, right-click on it and then use the log->position to clipboard option. This gives you the location of the object that can be used in a script.
// Spawn a CAS jet to patrol the AO. #define PLANE_TYPE "O_Plane_Fighter_02_F","O_Plane_Fighter_02_Stealth_F","rhs_mig29s_vmf","RHS_Su25SM_vvsc","RHS_T50_vvs_generic","RHS_T50_vvs_generic_ext","RHS_T50_vvs_blueonblue" _plane = createVehicle [([PLANE_TYPE] call BIS_fnc_selectRandom), [20479.1,1.69426,-0.00201988], [], 0, "FLY"]; _plane addEventHandler ["Fired",{ (_this select 0) setVehicleAmmo 1 }]; _pilotguy = [[20474.1,7.90055,-1.90735e-006], EAST, ["rhs_pilot"],[],[],[],[],[],232] call BIS_fnc_spawnGroup; ((units _pilotguy) select 0) moveInDriver _plane; _wpcas = _pilotguy addWaypoint [getmarkerPos "aoMarker", 0]; _wpcas setWaypointBehaviour "SAFE"; _wpcas setWaypointCombatMode "RED"; _wpcas setWaypointCompletionRadius 1900; |
This code will make all buildings in a 1900 meter radius of your base indestructible.
{ _x allowdamage false; } foreach (nearestTerrainObjects [[11540,17836.3,0],["house"],1900]); |
Spawn some trees and a crane around your base.
//spawn a construction crane. _posnew19 = [12621.9,17735.6,0]; _sol15 = createSimpleObject ["a3\structures_f\ind\crane\Crane_F.p3d", _posnew19]; _sol15 setPos [_posnew19 select 0, _posnew19 select 1, 36.6]; sleep 2; _pos = [12514.7,17720.9,3.05176e-005]; //define a position, close to player _tree = createSimpleObject ["a3\vegetation_f_exp\Tree\t_Cocos_tall_F.p3d", _pos]; _tree setPos [_pos select 0, _pos select 1,18]; //trees spawn below ground, so we move it up by 8 m sleep 1; _pos2 = [12486.7,17692.8,0]; //define a position, close to player _tree2 = createSimpleObject ["a3\vegetation_f_exp\Tree\t_Cocos_tall_F.p3d", _pos2]; _tree2 setPos [_pos2 select 0, _pos2 select 1,18]; //trees spawn below ground, so we move it up by 8 m sleep 1; _pos3 = [11540,17836.3,0]; //define a position, close to player _tree3 = createSimpleObject ["a3\vegetation_f_exp\Tree\t_Cocos_tall_F.p3d", _pos2]; _tree3 setPos [_pos3 select 0, _pos3 select 1,18]; //trees spawn below ground, so we move it up by 8 m sleep 1; |
Spawn a player in a random safe spot around the spawn point.
_randPos14 = [getMarkerPos "respawn_west", 90, 400, 12, 0, 0.3, 0] call BIS_fnc_findSafePos; player setpos _randPos14; |