PryMary Posted April 4, 2015 Report Share Posted April 4, 2015 I don't have any issue's with the original script dropping off map on Chernarus. All drops are done in the middle of the map N/E/S/W or a little bit further north or south. none have been any closer than say 5km from the playable edge. See below for the script: /* Author: tDavison Inspiration: blckeagls / A3EAI / VEMF / IgiLoad License: Attribution-NonCommercial-ShareAlike 4.0 International */ //Need to calculate if the supply drop was cancelled, based on variable SDROP_SupplyDropFailChance set in init.sqf if (SDROP_SupplyDropFailChance > 0) then { _failChance = (floor (random 100) + 1); if (_failChance <= SDROP_SupplyDropFailChance) exitWith { //failed to drop crate - restart timer uiSleep SDROP_MissionTimer; [] execVM "\SDROP\missions\SDROP_SupplyDrop.sqf"; }; }; //default helicopter's probability of crashing _heliWillCrash = false; //Need to calculate if the helicopter will crash, based on variable SDROP_HelicopterCrashChance set in init.sqf if (SDROP_HelicopterCrashChance > 0) then { _crashChance = (floor (random 100) + 1); if (_crashChance <= SDROP_HelicopterCrashChance) then {_heliWillCrash = true}; }; // ALTIS - north, south, east, west starting locations for supply helicopter // these distances are all oceanic spawns _posArray = [[72.0000,8184.00,200],[15320.0,7816.00,200],[7528.00,15320.0,200],[6888.00,40.0000,200]]; _mapCenter = [7067.50,7798.63]; _coords = [_mapCenter,500,5000,30,0,10,0] call BIS_fnc_findSafePos; //random supply helicopter spawn _heliSpawnPosition = _posArray call bis_fnc_selectrandom; //these variables determine a safe location for the supply crate drops //using the helicopter spawn as starting point //_coords = [_heliSpawnPosition,0,-1,25,0,25,0] call BIS_fnc_findSafePos; uiSleep 5; NOTE: This is the top 41 lines of: SDROP_SupplyDrop.sqf Hopefully will resolve some issues for peeps :) Pry Link to comment Share on other sites More sharing options...
nightmare Posted April 4, 2015 Report Share Posted April 4, 2015 i've updated my version https://github.com/n...SupplyDropAddon - random drop positions for chernarus,altis,bornholm added, see "config.cpp" Link to comment Share on other sites More sharing options...
DanVonTrap Posted April 4, 2015 Report Share Posted April 4, 2015 i've updated my version https://github.com/n...SupplyDropAddon - random drop positions for chernarus,altis,bornholm added, see "config.cpp" Whos init.sqf do i use your example one of the original authors version? Sorry not long got up so this is prob an easy answer lol Link to comment Share on other sites More sharing options...
ReMuS Posted April 4, 2015 Report Share Posted April 4, 2015 hi my version work well with 0.3.0.1 no problems i downloaded for one months Link to comment Share on other sites More sharing options...
nightmare Posted April 4, 2015 Report Share Posted April 4, 2015 Whos init.sqf do i use your example one of the original authors version? Sorry not long got up so this is prob an easy answer lol my example is not compatible with original authors version Link to comment Share on other sites More sharing options...
DanVonTrap Posted April 4, 2015 Report Share Posted April 4, 2015 my example is not compatible with original authors version Ok awesome i just copy and paste your example one. I wasn't sure if it was the one to use as you put example there. Thanks for the help Link to comment Share on other sites More sharing options...
John Ramb0 Posted April 4, 2015 Report Share Posted April 4, 2015 Hi Nightmare does your latest version include the notification that the mission is active? *EDIT : It does and it's awesome thank you so much Link to comment Share on other sites More sharing options...
XTamiiX Posted April 7, 2015 Report Share Posted April 7, 2015 you can try out my reworked version, what i currently use on chernarus https://github.com/n8m4re/A3Epoch_SupplyDropAddon - all needed configuration stuff in the "config.cpp" - the right map positions will be loaded automaticaly from the config ( so you can switch the map without editing the .sqf eachtime ) ( Chernarus, Altis, Bornholm) - fix from the privious page already included Thanks! Gonna give it a try! EDIT #1 : I must do the following as well ? // stop server loading the client script // tutorial: http://killzonekid.com/arma-scripting-tutorials-basic-multiplayer-coding-summary/ if (isDedicated) exitWith {}; // compile the script on mission load // https://community.bistudio.com/wiki/compileFinal sdropClient=compileFinal preprocessFileLineNumbers "sdropClient.sqf"; // wait client is ready // https://community.bistudio.com/wiki/waitUntil // https://community.bistudio.com/wiki/isPlayer // https://community.bistudio.com/wiki/alive waitUntil{(isPlayer player) && (alive player) && !isNil "EPOCH_loadingScreenDone"}; // Starts running the script // https://community.bistudio.com/wiki/spawn [] spawn sdropClient; Link to comment Share on other sites More sharing options...
SpiRe Posted April 11, 2015 Report Share Posted April 11, 2015 I suggest to delete all junk with attached scopes SOS_F and snds_F... Because it's getting dupped every restart or relog... THat is why its not allowed to use such items at first place :) Link to comment Share on other sites More sharing options...
B_Man Posted April 24, 2015 Report Share Posted April 24, 2015 In this section, is it possible to add a Text that shows up on the map next to the circle that says something like "Supply Drop"? Would that be something like _marker setMarkerText "Supply Drop"?Also, where would I find all the variable options to for the setMarkerShape and setMarkerColor. Was thinking about Red but where would one go if they wanted to use "Air Force Blue". Using a hex color code like #00308F does not work.//create marker at supply crate's landing zone (NOTE: only an approximation of where crate will be, and crate could be slightly outside the LZ)_marker = createMarker ["SupplyDropMarker", _markerOffset];_marker setMarkerSize [400,400];_marker setMarkerBrush "Horizontal";_marker setMarkerShape "ELLIPSE";_marker setMarkerColor "ColorCIV"; Link to comment Share on other sites More sharing options...
- VJ - Posted April 25, 2015 Report Share Posted April 25, 2015 In this section, is it possible to add a Text that shows up on the map next to the circle that says something like "Supply Drop"? Would that be something like _marker setMarkerText "Supply Drop"? Also, where would I find all the variable options to for the setMarkerShape and setMarkerColor. Was thinking about Red but where would one go if they wanted to use "Air Force Blue". Using a hex color code like #00308F does not work. //create marker at supply crate's landing zone (NOTE: only an approximation of where crate will be, and crate could be slightly outside the LZ) _marker = createMarker ["SupplyDropMarker", _markerOffset]; _marker setMarkerSize [400,400]; _marker setMarkerBrush "Horizontal"; _marker setMarkerShape "ELLIPSE"; _marker setMarkerColor "ColorCIV"; yes just add _marker setMarkerText "Supply Drop"; Link to comment Share on other sites More sharing options...
B_Man Posted April 26, 2015 Report Share Posted April 26, 2015 No go. No text shows up on map.//create marker at supply crate's landing zone (NOTE: only an approximation of where crate will be, and crate could be slightly outside the LZ)_marker = createMarker ["SupplyDropMarker", _markerOffset];_marker setMarkerSize [400,400];_marker setMarkerBrush "Horizontal";_marker setMarkerShape "ELLIPSE";_marker setMarkerText "Supply Drop"; //Added by to see if i could get the words supply drop near the colored circle_marker setMarkerColor "ColorRed"; // Trying other colors default is ColorCIVBut found this and going to keep trying.https://community.bistudio.com/wiki/setMarkerTextLocal Link to comment Share on other sites More sharing options...
snafu0185 Posted May 3, 2015 Report Share Posted May 3, 2015 Great script I only have one issue im not getting the notifications of the drops Link to comment Share on other sites More sharing options...
Scaris Posted May 4, 2015 Report Share Posted May 4, 2015 I love this script, I am having one issue though. If a supply drop isn't picked up in a certain time it just goes into limbo. The crate is there however the AI paratroopers are gone. The crate is empty and the helicopter that dropped it off seems to always be hovering nearby. If it's done in time however and all the AI are killed it works fine and starts over again... Link to comment Share on other sites More sharing options...
snafu0185 Posted May 5, 2015 Report Share Posted May 5, 2015 The Helli Dose seem to circle around and fly back over the drop site but then proceeds out to the ocean where it de spawns what I cant seem to get working is the notification that its spoused to give everyone warning them of the drop so hence no body knows and unless they witness the drop have no idea what it is all there is is an unnamed purple spot on the map which I've tried to put in text to identify it _marker setMarkerTextLocal "Supply Drop."; //added to display text after this line _marker setMarkerColor "ColorCIV"; is some one able to help me fix these issues please B_Man 1 Link to comment Share on other sites More sharing options...
Scaris Posted May 12, 2015 Report Share Posted May 12, 2015 you can try out my reworked version, what i currently use on chernarus https://github.com/n8m4re/A3Epoch_SupplyDropAddon - all needed configuration stuff in the "config.cpp" - the right map positions will be loaded automaticaly from the config ( so you can switch the map without editing the .sqf eachtime ) ( Chernarus, Altis, Bornholm) - fix from the privious page already included Nightmare, thanks for putting in updated work on this as I really wanted to keep this script going but it was causing me a lot of issues. One thing I am noticing, and I also submitted the issue on Github is this in my server rpt every restart: Warning Message: Script SDROP\init.sqf not found Link to comment Share on other sites More sharing options...
nightmare Posted May 12, 2015 Report Share Posted May 12, 2015 Nightmare, thanks for putting in updated work on this as I really wanted to keep this script going but it was causing me a lot of issues. One thing I am noticing, and I also submitted the issue on Github is this in my server rpt every restart: Warning Message: Script SDROP\init.sqf not found this is not an error from my version. your server is try to load an script which does not exist anymore, please check your mission. FOLDER\script.sqf SDROP\init.sqf not found Link to comment Share on other sites More sharing options...
scrote Posted May 14, 2015 Report Share Posted May 14, 2015 Very cool addon. I'm using it on my server. I do have two requests: 1. Percentage chance of it running. 2. Percentage chance that the heli will crash before dropping it's crate, just to make it more interesting. Now, if anyone wants to use it for Chernarus: 1. Open SDROP_SupplyDrop.sqf. 2. Replace the "_posArray" line with this: _posArray = [[72.0000,8184.00,200],[15320.0,7816.00,200],[7528.00,15320.0,200],[6888.00,40.0000,200]]; 3. Replace the "_mapCenter" line and the "_coords" line with this: _mapCenter = [7067.50,7798.63]; _coords = [_mapCenter,500,5000,30,0,10,0] call BIS_fnc_findSafePos; The _posArray line has positions for helicopters to spawn on the edges of Chernarus. The _mapCenter sets the center of the map at Novy Sobor and _coords sets the distance from the center of the map to spawn the supply drop to 5000km. The edge of the map is around 7.2km from Novy Sobor, so that keeps the supply drops away from the edges of the map. i cant find any of this anywhere, and the miissions are spawning off the map, i changed the _posarray but i cant find _mapcenter or _coords, apart from that its awesome Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 17, 2015 Report Share Posted May 17, 2015 @tdavison (or whoever makes edits to this) this might be a cool script, but can you pls clean up your scripts and edit you install instructins to reflect that they are not supposed to add what is in your init.sqf into theirs? i have now more than once told someone that they are not supposed to have this in their actual init.sqf, but rather in a file of its own: if (!isDedicated) exitWith {}; when someone has this in their init.sqf and someone else tells them to add a line to the bottom of their init (expecting them to not have it inside any if statements), then script nr 2 will for obvius reasons not work anymore ... so pls, add your stuff into its own script and tell people to add a line to their init, rather than having everyone add a big mess into their inits that most likely will make other scripts fail. Link to comment Share on other sites More sharing options...
Scaris Posted May 18, 2015 Report Share Posted May 18, 2015 this is not an error from my version. your server is try to load an script which does not exist anymore, please check your mission. FOLDER\script.sqf SDROP\init.sqf not found Ya, I had missed pulling the old one out at one spot and that's what was causing it. However, I am having fits if I try to unpack your PBO and repack it. I can unpack it fine, however no matter what tool I repack it with I get: 14:37:47 Warning Message: Script x\addons\a3_sdrop\init\fn_init.sqf not found 14:37:47 Warning Message: Script x\addons\a3_sdrop\init\fn_postinit.sqf not found In my RPT file. I have tried PBO view, which says your PBO isn't even a PBO file, I have tried PBO Manager which repacks it but I get that error, and I have tried makepbo.exe which gives me the same results as PBO Manager. And before you ask, I just tried redownloading the whole thing from your GITHUB site, same problem. Link to comment Share on other sites More sharing options...
Cavadus Posted May 22, 2015 Report Share Posted May 22, 2015 Could someone break down the install for me barney style? Specifically, where do epoch.Altis initServer.sqf and epochAltis int.sqf exist? I understand that if I don't have one I'm supposed to just create the file and add that text which is no big deal but I don't what directory (or pbo?) these two files are supposed to live in. Link to comment Share on other sites More sharing options...
Scaris Posted May 22, 2015 Report Share Posted May 22, 2015 You need to extract your mission file, they are located inside it or you need to create new ones if none exist. The file is called init.sqf and initserver.sqf within the mission file once you depbo it. There are many different tools you can use to extract a PBO. Mikero's are the most popular and they also decrypt the mission.sqm. Mikero Tools: https://dev.withsix.com/projects/mikero-pbodll/files I am afraid you are dabbling in something that you are going to need to get past barney style though... Link to comment Share on other sites More sharing options...
Cavadus Posted May 23, 2015 Report Share Posted May 23, 2015 You need to extract your mission file, they are located inside it or you need to create new ones if none exist. The file is called init.sqf and initserver.sqf within the mission file once you depbo it. There are many different tools you can use to extract a PBO. Mikero's are the most popular and they also decrypt the mission.sqm. Mikero Tools: https://dev.withsix.com/projects/mikero-pbodll/files I am afraid you are dabbling in something that you are going to need to get past barney style though... No worries, that was all of the info I needed. The instructions in the readme didn't specify that those two sqf files are in the mission pbos inside of MPMIssions. Thanks :) Link to comment Share on other sites More sharing options...
Prof.Heini Posted May 24, 2015 Report Share Posted May 24, 2015 Hey guys, I want to add a Text to the marker. Somebody can tell me the right way? I have added "_marker setMarkerText "SupplyDrop";" Is this OK? Where can I add the Textcolor? //create marker at supply crate's landing zone (NOTE: only an approximation of where crate will be, and crate could be slightly outside the LZ) _marker = createMarker ["SupplyDropMarker", _markerOffset]; _marker setMarkerSize [500,500]; _marker setMarkerBrush "Horizontal"; _marker setMarkerShape "ELLIPSE"; _marker setMarkerText "SupplyDrop"; _marker setMarkerColor "ColorCIV"; Link to comment Share on other sites More sharing options...
Cavadus Posted May 27, 2015 Report Share Posted May 27, 2015 So, I'm having an issue editing the loadouts for the crates. I wanted to increase the quantity of food, ammo, and add some ammo types but when I edit the SDROP_functions.sqg I seem to break the crate loadouts. They all just revert to a single default instead of the four different setups. Even if I simply increase the quantity of the existing items it breaks the loadouts in this way. Any ideas? Link to comment Share on other sites More sharing options...
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