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[Release] Flyby


f3cuk

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Music is Little Richard - Long Tall Sally ^^

 

Car radio script from me, based on a siren script :lol:

 

Flyby (only one plane) with Carpackage supply drop as event:

	private["_model","_startpos","_endpos","_rand_player","_spawnchance","_spawnroll","_position","_aircraftpos","_chutePos","_var","_posATL","_CBLBase","_weights","_cntWeights","_num","_lootPos"];

	_model            = ["MV22","AN2_DZ","C130J_US_EP1"] call BIS_fnc_selectRandom;
	_startpos        = [[1000.0,2.0],[3500.0,2.0],[5000.0,2.0],[7500.0,2.0],[9712.0,663.067],[12304.0,1175.07],[14736.0,2500.0],[16240.0,5000.0],[16240.0,7500.0],[16240.0,10000.0]] call BIS_fnc_selectRandom;
	_rand_player    = playableUnits call BIS_fnc_selectRandom;
	
	_spawnChance	= 50; // Percent chance of spawning a crash number between 0 - 100 
	_spawnRoll		= round(random 100);   
 
if (_spawnRoll <= _spawnChance) then
{

	if((isPlayer _rand_player) && (alive _rand_player)) then {

		_rand_num        = ceil(random 1);
		_playerpos        = [_rand_player] call FNC_GetPos;
		_number            = 0;

		for "_i" from 1 to _rand_num do {
		
			_number = (_number + 1);

			[_number,_model,_startpos,_playerpos] spawn {

				private["_aircraft","_aigroup","_pilot","_wp1","_wp2","_cor_y","_cor_x"];
				
				_number     = _this select 0;
				_model         = _this select 1;
				_startpos     = _this select 2;
				_playerpos     = _this select 3;            
				_endpos        = [0,16000,200];

				call {
					if(_number == 1) exitWith {
						_cor_y = 0;
						_cor_x = 0;
					};					
				};

				_aircraft     = createVehicle [_model,[((_startpos select 0) + _cor_y),((_startpos select 1) + _cor_x),200],[],0,"FLY"];
				_aircraft     engineOn true;
				_aircraft     flyInHeight 200;

				_aigroup     = creategroup civilian;

				_pilot         = _aigroup createUnit ["SurvivorW2_DZ",[_aircraft] call FNC_GetPos,[],0,"FORM"];
				_pilot         setCombatMode "BLUE";
				_pilot         moveindriver _aircraft;
				_pilot         assignAsDriver _aircraft;

				_wp1         = _aigroup addWaypoint [[((_playerpos select 0) + _cor_y),((_playerpos select 1) + _cor_x),200],0];
				_wp1         setWaypointType "MOVE";
				_wp1        setWaypointBehaviour "CARELESS";

				_wp2         = _aigroup addWaypoint [[(_endpos select 0),(_endpos select 1),200],0];
				_wp2         setWaypointType "MOVE";
				_wp2         setWaypointBehaviour "CARELESS";
				
				//MattL's carepackage script (edited by dgx) 
				_position = [((_playerpos select 0) + _cor_y),((_playerpos select 1) + _cor_x),200];
				waitUntil { (_aircraft distance _position < 50) };
				_aircraftpos = [_aircraft] call FNC_GetPos;
				_chute = createVehicle ["ParachuteMediumEast", _aircraftpos, [], 0, "FLY"];
				_chutePos = getPos _chute;
				_FlyingSupplyBox = createVehicle ["Supply_Crate_DZE", _chutePos, [], 0, "FLY"];
				_FlyingSupplyBox attachTo [_chute, [0,0,3]];
				_FlyingSupplyBox setVariable ["permaLoot",true];
				_FlyingSupplyBox setVariable ["ObjectID", ""];
				_FlyingSupplyBox addEventHandler ["handleDamage", {false}];
				_chute setVariable ["ObjectID", ""];
				_smoke = "SmokeShellYellow" createVehicle (getPos _FlyingSupplyBox);
				_smoke attachTo [_FlyingSupplyBox, [0,0,0]];
				_var = floor((random 2) + 1);



				while {getPos _FlyingSupplyBox select 2 > 4} do
				{
					_chute SetVelocity [0,0,-5];
					uiSleep 0.1;
				};
				detach _FlyingSupplyBox;
				while {getPos _FlyingSupplyBox select 2 > 0} do {
					_FlyingSupplyBox setPos [getPos _FlyingSupplyBox select 0, getPos _FlyingSupplyBox select 1, (getPos _FlyingSupplyBox select 2) - .25]
				};
				deleteVehicle _chute;
				_posATL = getPosATL _FlyingSupplyBox;
				deleteVehicle _FlyingSupplyBox;
				_SupplyBox = "Supply_Crate_DZE" createVehicle _posATL;
				_SupplyBox setVariable ["permaLoot",true];
				_SupplyBox enableSimulation false;
				//MattL's Carepackages script end
				
				//supply_drop.sqf code
				if (DZE_MissionLootTable) then {
					dgx_itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> "SupplyDrop" >> "lootType");
					} else {
					dgx_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> "SupplyDrop" >> "lootType");
					};
				_CBLBase = dayz_CBLBase find (toLower("SupplyDrop"));
				_weights = dayz_CBLChances select _CBLBase;
				_cntWeights = count _weights;
				_num = (round(random 8)) + 4;
				for "_x" from 1 to _num do {
				//create loot
				_maxLootRadius = (random 4) + 4;
				_lootPos = [_posATL, _maxLootRadius, random 360] call BIS_fnc_relPos;
				_index1 = floor(random _cntWeights);
				_index2 = _weights select _index1;
				_itemType = dgx_itemTypes select _index2;
				[_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot;
				};

				// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 && other such items.
				_nearby = _position nearObjects ["ReammoBox", sizeOf("Supply_Crate_DZE")];
				{
				_x setVariable ["permaLoot",true];
				} count _nearBy;
				
				//supply_drop.sqf code end
				
				waitUntil { (_aircraft distance _endpos < 500) };
				deleteVehicle _aircraft;
				deleteGroup _aigroup;
				deleteVehicle _pilot;
			};
		};
	};
};
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  • 2 months later...

 

Music is Little Richard - Long Tall Sally ^^

 

Car radio script from me, based on a siren script :lol:

 

Flyby (only one plane) with Carpackage supply drop as event:

	private["_model","_startpos","_endpos","_rand_player","_spawnchance","_spawnroll","_position","_aircraftpos","_chutePos","_var","_posATL","_CBLBase","_weights","_cntWeights","_num","_lootPos"];

	_model            = ["MV22","AN2_DZ","C130J_US_EP1"] call BIS_fnc_selectRandom;
	_startpos        = [[1000.0,2.0],[3500.0,2.0],[5000.0,2.0],[7500.0,2.0],[9712.0,663.067],[12304.0,1175.07],[14736.0,2500.0],[16240.0,5000.0],[16240.0,7500.0],[16240.0,10000.0]] call BIS_fnc_selectRandom;
	_rand_player    = playableUnits call BIS_fnc_selectRandom;
	
	_spawnChance	= 50; // Percent chance of spawning a crash number between 0 - 100 
	_spawnRoll		= round(random 100);   
 
if (_spawnRoll <= _spawnChance) then
{

	if((isPlayer _rand_player) && (alive _rand_player)) then {

		_rand_num        = ceil(random 1);
		_playerpos        = [_rand_player] call FNC_GetPos;
		_number            = 0;

		for "_i" from 1 to _rand_num do {
		
			_number = (_number + 1);

			[_number,_model,_startpos,_playerpos] spawn {

				private["_aircraft","_aigroup","_pilot","_wp1","_wp2","_cor_y","_cor_x"];
				
				_number     = _this select 0;
				_model         = _this select 1;
				_startpos     = _this select 2;
				_playerpos     = _this select 3;            
				_endpos        = [0,16000,200];

				call {
					if(_number == 1) exitWith {
						_cor_y = 0;
						_cor_x = 0;
					};					
				};

				_aircraft     = createVehicle [_model,[((_startpos select 0) + _cor_y),((_startpos select 1) + _cor_x),200],[],0,"FLY"];
				_aircraft     engineOn true;
				_aircraft     flyInHeight 200;

				_aigroup     = creategroup civilian;

				_pilot         = _aigroup createUnit ["SurvivorW2_DZ",[_aircraft] call FNC_GetPos,[],0,"FORM"];
				_pilot         setCombatMode "BLUE";
				_pilot         moveindriver _aircraft;
				_pilot         assignAsDriver _aircraft;

				_wp1         = _aigroup addWaypoint [[((_playerpos select 0) + _cor_y),((_playerpos select 1) + _cor_x),200],0];
				_wp1         setWaypointType "MOVE";
				_wp1        setWaypointBehaviour "CARELESS";

				_wp2         = _aigroup addWaypoint [[(_endpos select 0),(_endpos select 1),200],0];
				_wp2         setWaypointType "MOVE";
				_wp2         setWaypointBehaviour "CARELESS";
				
				//MattL's carepackage script (edited by dgx) 
				_position = [((_playerpos select 0) + _cor_y),((_playerpos select 1) + _cor_x),200];
				waitUntil { (_aircraft distance _position < 50) };
				_aircraftpos = [_aircraft] call FNC_GetPos;
				_chute = createVehicle ["ParachuteMediumEast", _aircraftpos, [], 0, "FLY"];
				_chutePos = getPos _chute;
				_FlyingSupplyBox = createVehicle ["Supply_Crate_DZE", _chutePos, [], 0, "FLY"];
				_FlyingSupplyBox attachTo [_chute, [0,0,3]];
				_FlyingSupplyBox setVariable ["permaLoot",true];
				_FlyingSupplyBox setVariable ["ObjectID", ""];
				_FlyingSupplyBox addEventHandler ["handleDamage", {false}];
				_chute setVariable ["ObjectID", ""];
				_smoke = "SmokeShellYellow" createVehicle (getPos _FlyingSupplyBox);
				_smoke attachTo [_FlyingSupplyBox, [0,0,0]];
				_var = floor((random 2) + 1);



				while {getPos _FlyingSupplyBox select 2 > 4} do
				{
					_chute SetVelocity [0,0,-5];
					uiSleep 0.1;
				};
				detach _FlyingSupplyBox;
				while {getPos _FlyingSupplyBox select 2 > 0} do {
					_FlyingSupplyBox setPos [getPos _FlyingSupplyBox select 0, getPos _FlyingSupplyBox select 1, (getPos _FlyingSupplyBox select 2) - .25]
				};
				deleteVehicle _chute;
				_posATL = getPosATL _FlyingSupplyBox;
				deleteVehicle _FlyingSupplyBox;
				_SupplyBox = "Supply_Crate_DZE" createVehicle _posATL;
				_SupplyBox setVariable ["permaLoot",true];
				_SupplyBox enableSimulation false;
				//MattL's Carepackages script end
				
				//supply_drop.sqf code
				if (DZE_MissionLootTable) then {
					dgx_itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> "SupplyDrop" >> "lootType");
					} else {
					dgx_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> "SupplyDrop" >> "lootType");
					};
				_CBLBase = dayz_CBLBase find (toLower("SupplyDrop"));
				_weights = dayz_CBLChances select _CBLBase;
				_cntWeights = count _weights;
				_num = (round(random 8)) + 4;
				for "_x" from 1 to _num do {
				//create loot
				_maxLootRadius = (random 4) + 4;
				_lootPos = [_posATL, _maxLootRadius, random 360] call BIS_fnc_relPos;
				_index1 = floor(random _cntWeights);
				_index2 = _weights select _index1;
				_itemType = dgx_itemTypes select _index2;
				[_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot;
				};

				// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 && other such items.
				_nearby = _position nearObjects ["ReammoBox", sizeOf("Supply_Crate_DZE")];
				{
				_x setVariable ["permaLoot",true];
				} count _nearBy;
				
				//supply_drop.sqf code end
				
				waitUntil { (_aircraft distance _endpos < 500) };
				deleteVehicle _aircraft;
				deleteGroup _aigroup;
				deleteVehicle _pilot;
			};
		};
	};
};

Not to be off subject, but can you manually change songs with the siren script? i tried to get custom songs in the old radio script but could only ever get the default Arma songs to play.....

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  • 4 weeks later...

if somebody need.. 
in remoteexec
   waypointcondition

   waypointstatement

 

add this line : !"["true", ""]" after 5 "" 

 

I don't understand, am I putting !"["true", ""]" after 5 ""  in each of those text files?

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  • 1 month later...
  • 6 months later...

would it be possible to make this so it can be targeted at a particular player (through right clicking on a object for example) or at a fixed location. 

Would the fixed location be as simple as editing the start and end way points so the flight path crosses over the desired area? 

 

Any nudge in the right direction is appreciated, fairly new to arma scripting but want to learn xD

 

thanks 

 

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  • 10 months later...

Hello!

I trying run this script (on first page) but have an errors in RPT:

22:30:13 ["z\addons\dayz_server\system\scheduler\sched_safetyVehicle.sqf","KILLING A HACKER","Haley Smith"," IN ","AV8B"]
22:30:13 ["z\addons\dayz_server\system\scheduler\sched_safetyVehicle.sqf","KILLING A HACKER","Grace Hirasaki"," IN ","AV8B"]
22:30:13 ["z\addons\dayz_server\system\scheduler\sched_safetyVehicle.sqf","KILLING A HACKER","Emily Thompson"," IN ","AV8B"]

I use 1.0.6 epoch and dont use infistar. Any help?

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21 minutes ago, WLF said:

Hello!

I trying run this script (on first page) but have an errors in RPT:


22:30:13 ["z\addons\dayz_server\system\scheduler\sched_safetyVehicle.sqf","KILLING A HACKER","Haley Smith"," IN ","AV8B"]
22:30:13 ["z\addons\dayz_server\system\scheduler\sched_safetyVehicle.sqf","KILLING A HACKER","Grace Hirasaki"," IN ","AV8B"]
22:30:13 ["z\addons\dayz_server\system\scheduler\sched_safetyVehicle.sqf","KILLING A HACKER","Emily Thompson"," IN ","AV8B"]

I use 1.0.6 epoch and dont use infistar. Any help?

try add


PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_aircraft];

below of:

_aircraft     flyInHeight 200;

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9 minutes ago, juandayz said:

try add


PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_aircraft];

below of:

_aircraft     flyInHeight 200;

Remember this is 1.0.6 so PVDZE_serverObjectMonitor is depreciated

dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_aircraft];

Also this script didn't work for me since dayz_CLBase and dayz_CLChances have been changed in 1.0.6

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3 minutes ago, salival said:

Remember this is 1.0.6 so PVDZE_serverObjectMonitor is depreciated


dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_aircraft];

Also this script didn't work for me since dayz_CLBase and dayz_CLChances have been changed in 1.0.6

oh sory,, this is the 1.0.5.1 events page.. i think this was for 1.0.5.1

for .16  yes.. as salival says.

If u gonna use it on 1.6  here you got something similar.. @WLF  remove the crates and change the aircraft models

 

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11 hours ago, salival said:

Remember this is 1.0.6 so PVDZE_serverObjectMonitor is depreciated


dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_aircraft];

Also this script didn't work for me since dayz_CLBase and dayz_CLChances have been changed in 1.0.6

Thx, it works now!

Where I can write when I saw an error in 1.0.6?

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