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(((Rubble Town)))

2015-07-06_00012_zpshmk0xc9i.jpg

Screenshot by Rogers

 

What is Rubble Town?

Rubble town is an event that spawns destroyed buildings and rubble.

There's one loot box and no Ai spawn in to guard it. Snatch n' Grab!

The loot box will spawn in random spots chosen from an array of 5 coordinates.

The loot box will spawn in the same 5 spots even though the mission spawns dynamically.

I'll add more coordinates to the array so when people get use to this event/mission it wont be so predictable.

I'll have to add more rubble to rubble town before adding more coordinates to the array. Need more hiding spots for the loot box.

I used the Military.sqf from "4 types of side missions" script as a template to make this.

Check back soon if you decide to add this, there will most likely be many updates and more events.

 

INSTRUCTIONS (updated July 6th 2015)

 

1. Copy the code below and save it as rubble_town.sqf inside your modules folder

private ["_spawnChance", "_spawnMarker", "_spawnRadius", "_markerRadius", "_item", "_debug", "_start_time", "_loot", "_loot_amount", "_loot_box", "_wait_time", "_spawnRoll", "_position", "_event_marker", "_loot_pos", "_debug_marker","_loot_box", "_hint", "_baserunover", "_baserunover1", "_baserunover2", "_baserunover3","_baserunover4","_baserunover5","_baserunover6","_baserunover7","_baserunover8","_baserunover9","_baserunover10","_baserunover11","_baserunover12","_baserunover13","_baserunover14","_baserunover15","_baserunover16","_baserunover17","_baserunover18"];

_spawnChance =  0.69; // Percentage chance of event happening
_markerRadius = 350; // Radius the loot can spawn and used for the marker
_debug = true; // Puts a marker exactly were the loot spawns


_loot_box = "GuerillaCacheBox";
_loot_lists = [
[
["FN_FAL","M4A3_CCO_EP1","AKS_74_kobra","Sa58V_RCO_EP1"],
["20Rnd_762x51_FNFAL","20Rnd_762x51_FNFAL","20Rnd_762x51_FNFAL","30Rnd_762x39_SA58","30Rnd_762x39_SA58","30Rnd_762x39_SA58","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaRbull","ItemSodaRbull","ItemSodaRbull"]
],
[
["UZI_SD_EP1"],
["30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemSodaOrangeSherbet"]
],
[
["MP5SD"],
["30Rnd_9x19_MP5SD","30Rnd_9x19_MP5SD","30Rnd_9x19_MP5SD","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz"]
],
[
["ChainSaw"],
["ItemCorrugated","ItemCorrugated","ItemCorrugated","ItemCorrugated","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemComboLock","ItemGenerator"]
],
[
["M40A3","M14_EP1","SVD_CAMO","M24_des_EP1"],
["5Rnd_762x51_M24","5Rnd_762x51_M24","5Rnd_762x51_M24","5Rnd_762x51_M24","10Rnd_762x54_SVD","10Rnd_762x54_SVD","10Rnd_762x54_SVD","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemSodaOrangeSherbet"]
],
[
["Pecheneg_DZ"],
["100Rnd_762x54_PK","100Rnd_762x54_PK","HandGrenade_east","HandGrenade_east","HandGrenade_east","HandGrenade_east","HandGrenade_east","HandGrenade_east","HandGrenade_east","bulk_ItemTankTrap","bulk_PartGeneric"]
],
[
["glock17_EP1","Colt1911","M9","MakarovSD","revolver_EP1"],
["17Rnd_9x19_glock17","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","HandGrenade_West","wood_ramp_kit","MortarBucket","MortarBucket","MortarBucket","MortarBucket","MortarBucket","MortarBucket","SmokeShellOrange","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","bulk_15Rnd_9x19_M9SD","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","metal_floor_kit","metal_floor_kit","metal_floor_kit","metal_floor_kit"]
],
[
["Mk_48_DZ","Mk_48_DZ","M240_DZ","M240_DZ"],
["100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","metal_floor_kit","metal_floor_kit","metal_floor_kit","metal_floor_kit"]
],
[
["BAF_AS50_scoped"],
["10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","ItemSodaOrangeSherbet"]
],
[
["M110_NVG_EP1","M4SPR","M8_sharpshooter","M24","M40A3"],
["20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks"]
],
[
["m240_scoped_EP1_DZE","Mk_48_DZ","M240_DZ","M60A4_EP1_DZ","RPK_74"],
["100Rnd_762x51_M240","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_556x45_BetaCMag","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_556x45_BetaCMag","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_556x45_BetaCMag","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_556x45_BetaCMag","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_762x51_M240","100Rnd_762x51_M240","200Rnd_556x45_M249","2000Rnd_762x51_M134","2000Rnd_762x51_M134","ItemAVE","ItemLRK","ItemTNK","ItemARM","ItemORP","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked"]
],
[
["M4A1_HWS_GL_SD_Camo","M16A2GL","M16A4","M16A4_GL","M16A4_ACG_GL","M16A4_ACG","M4A1","M4A1_HWS_GL","M4A1_HWS_GL_camo","M4A1_HWS_GL_SD_Camo","M4A1_RCO_GL","M4A1_Aim","M4A1_Aim_camo","M4A1_AIM_SD_camo"],
["30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","FoodCanFrankBeans","FoodCanFrankBeans","FoodCanBakedBeans","FoodMRE","HandGrenade_east","2000Rnd_762x51_M134","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks"]
],
[
["VSS_vintorez","Saiga12K","M8_compact"],
["30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade_east","HandGrenade_east","FoodCanSardines","FoodMRE","FoodPistachio","FoodNutmix","FoodMRE","FoodPistachio","FoodNutmix","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks"]
]
];
_loot = _loot_lists call BIS_fnc_selectRandom;


_loot_amount = 75;
_wait_time = 900; 


// Dont mess with theses unless u know what yours doing
_start_time = time;
_spawnRadius = 5000;
_spawnMarker = 'center';


if (isNil "EPOCH_EVENT_RUNNING") then {
EPOCH_EVENT_RUNNING = false;
};


// Check for another event running
if (EPOCH_EVENT_RUNNING) exitWith {
diag_log("Event already running");
};


// Random chance of event happening
_spawnRoll = random 1;
if (_spawnRoll > _spawnChance and !_debug) exitWith {};


// Random location
_position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;


diag_log(format["Spawning loot event at %1", _position]);


_event_marker = createMarker [ format ["loot_event_marker_%1", _start_time], _position];
_event_marker setMarkerShape "ELLIPSE";
_event_marker setMarkerColor "ColorOrange";
_event_marker setMarkerAlpha 0.5;
_event_marker setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)];


_positionarray = [
[(_position select 0) - 14.5, (_position select 1) - 21,-0.012],
[(_position select 0) - 20, (_position select 1) - 20,-0.012],
[(_position select 0) + 25, (_position select 1) + 5,-0.012],
[(_position select 0) + 16, (_position select 1) - 14,-0.012],
[(_position select 0) + 49, (_position select 1) + 17.5,-0.012],
[(_position select 0) + 38.5, (_position select 1) - 16,-0.012]
];
_loot_pos = _positionarray call BIS_fnc_selectRandom;


_vehclass = cargo_trucks call BIS_fnc_selectRandom;


if (_debug) then {
_debug_marker = createMarker [ format ["loot_event_debug_marker_%1", _start_time], _loot_pos];
_debug_marker setMarkerShape "ICON";
_debug_marker setMarkerType "mil_dot";
_debug_marker setMarkerColor "ColorOrange";
_debug_marker setMarkerAlpha 1;
};


diag_log(format["Creating ammo box at %1", _loot_pos]);


// Create ammo box
_loot_box = createVehicle [_loot_box,_loot_pos,[], 0, "NONE"];
clearMagazineCargoGlobal _loot_box;
clearWeaponCargoGlobal _loot_box;


// Cut the grass around the loot position
_clutter = createVehicle ["ClutterCutter_small_2_EP1", _loot_pos, [], 0, "CAN_COLLIDE"];
_clutter setPos _loot_pos;
// cut the grass    end


// Buildings and Objects
_baserunover = createVehicle ["Land_a_stationhouse_ruins",[(_position select 0) - 5, (_position select 1) + 16,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover setDir 0;
_baserunover setVectorUp surfaceNormal position _baserunover;
_baserunover1 = createVehicle ["Land_kostel_trosky_ruins", [(_position select 0) + 1, (_position select 1) - 13,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover1 setDir 0;
_baserunover1 setVectorUp surfaceNormal position _baserunover1;
_baserunover2 = createVehicle ["Land_ruin_01", [(_position select 0) - 13, (_position select 1) - 3,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover2 setDir 0;
_baserunover2 setVectorUp surfaceNormal position _baserunover2;
_baserunover3 = createVehicle ["Land_ruin_chimney", [(_position select 0) + 14, (_position select 1) - 8,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover3 setDir 0;
_baserunover3 setVectorUp surfaceNormal position _baserunover3;
_baserunover4 = createVehicle ["Land_ruin_corner_2",[(_position select 0) + 17, (_position select 1) - 14,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover4 setDir 0;
_baserunover4 setVectorUp surfaceNormal position _baserunover4;
_baserunover5 = createVehicle ["Land_ruin_walldoor", [(_position select 0) - 12, (_position select 1) - 11,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover5 setDir 0;
_baserunover5 setVectorUp surfaceNormal position _baserunover5;
_baserunover6 = createVehicle ["MAP_rubble_bricks_02", [(_position select 0) + 7, (_position select 1) + 3,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover6 setDir 0;
_baserunover6 setVectorUp surfaceNormal position _baserunover6;
_baserunover7 = createVehicle ["MAP_rubble_wood_03", [(_position select 0) - 19, (_position select 1) - 9,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover7 setDir 0;
_baserunover7 setVectorUp surfaceNormal position _baserunover7;
_baserunover8 = createVehicle ["MAP_T34", [(_position select 0) - 7, (_position select 1) - 1,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover8 setDir 0;
_baserunover8 setVectorUp surfaceNormal position _baserunover8;
_baserunover9 = createVehicle ["MAP_Misc_trunk_water", [(_position select 0) - 9, (_position select 1) - 14,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover9 setDir 0;
_baserunover9 setVectorUp surfaceNormal position _baserunover9;
_baserunover10 = createVehicle ["MAP_HouseBlock_C1_ruins", [(_position select 0) + 30, (_position select 1) + 18,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover10 setDir 0;
_baserunover10 setVectorUp surfaceNormal position _baserunover10;
_baserunover11 = createVehicle ["MAP_HouseBlock_A3_ruins", [(_position select 0) + 41, (_position select 1) - 17,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover11 setDir -183.96;
_baserunover11 setVectorUp surfaceNormal position _baserunover11;
_baserunover12 = createVehicle ["MAP_Ind_Stack_Big_ruins", [(_position select 0) - 30, (_position select 1) - 28,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover12 setDir 0;
_baserunover12 setVectorUp surfaceNormal position _baserunover12;
_baserunover13 = createVehicle ["MAP_dulni_bs",[(_position select 0) + 48, (_position select 1) + 20,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover13 setDir 0;
_baserunover13 setVectorUp surfaceNormal position _baserunover13;
_baserunover14 = createVehicle ["MAP_rubble_rocks_01", [(_position select 0) + 49, (_position select 1) + 5,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover14 setDir -123.02;
_baserunover14 setVectorUp surfaceNormal position _baserunover14;
_baserunover15 = createVehicle ["HMMWVWreck", [(_position select 0) + 22, (_position select 1) + 8,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover15 setDir 0;
_baserunover15 setVectorUp surfaceNormal position _baserunover15;
_baserunover16 = createVehicle ["UralWreck", [(_position select 0) + 27, (_position select 1) + 3,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover16 setDir 33.81;
_baserunover16 setVectorUp surfaceNormal position _baserunover16;
_baserunover17 = createVehicle ["UralWreck", [(_position select 0) - 44, (_position select 1) + 11,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover17 setDir 45.3;
_baserunover17 setVectorUp surfaceNormal position _baserunover17;
_baserunover18 = createVehicle ["UralWreck", [(_position select 0) - 10, (_position select 1) - 23,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover18 setDir 200.2;
_baserunover18 setVectorUp surfaceNormal position _baserunover18;


// Add loot
{
_loot_box addWeaponCargoGlobal [_x,1];
} forEach (_loot select 0);
{
_loot_box addMagazineCargoGlobal [_x,1];
} forEach (_loot select 1);


// Send Top Right message to users , requires Remote message script
_hint = parseText format["<t align='center' color='#FF0000' shadow='2' size='1.75'>Rubble Town</t><br/><t align='center' color='#ffffff'>A special forces unit lost a precious cargo, Check your Map for the Location!</t>"];
customRemoteMessage = ['hint', _hint];
publicVariable "customRemoteMessage";


// Send center message to users 
[nil,nil,rTitleText,"Mercenaries stashed a loot crate in rubble town]", "PLAIN",10] call RE;


diag_log(format["Loot event setup, waiting for %1 seconds", _wait_time]);


// Wait
sleep _wait_time;


// Clean up
EPOCH_EVENT_RUNNING = false;
deleteVehicle _loot_box;
deleteMarker _event_marker;
if (_debug) then {
deleteMarker _debug_marker;
};

YOU SHOULD EDIT THE GEAR THAT SPAWNS IN THE LOOT BOX. 

 

2. Add this event to the events list inside init.sqf

["any","any","any","any",23,"rubble_town"]

3. Make a sandwich (optional)

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  • 10 months later...
  • 1 month later...
On 4/6/2016 at 5:38 PM, lonewolfgaming said:

Wondering if anyone knows if the text Rubble Town can be added to the map marker to let people know what event it is?

not tested but find in rubbletown.sqf

Spoiler


_event_marker = createMarker [ format ["loot_event_marker_%1", _start_time], _position];
_event_marker setMarkerShape "ELLIPSE";
_event_marker setMarkerColor "ColorOrange";
_event_marker setMarkerAlpha 0.5;
_event_marker setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)];

replace to

Spoiler

_event_marker = createMarker [ format ["loot_event_marker_%1", _start_time], _position];
_event_marker  setMarkerText "Rubble Town";
_event_marker setMarkerType "mil_circle";//or something else can be //Strongpoint //mil_unknown //  thers a lot.
_event_marker setMarkerColor "ColorOrange"; //or ColorRed//ColorBlack//green//blue//etc..
_event_marker setMarkerBrush "Solid";
_event_marker setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)];

 

if works and marker is  big  then change [(_markerRadius + 50), (_markerRadius + 50)];  by [(_markerRadius + 1), (_markerRadius + 1)];

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@lonewolfgaming your right. here is for others who want the same

if (_debug) then {
_debug_marker = createMarker [ format ["loot_event_debug_marker_%1", _start_time], _loot_pos];
_debug_marker setMarkerText "Rubble Town";
_debug_marker setMarkerShape "ICON";
_debug_marker setMarkerType "mil_dot";
_debug_marker setMarkerColor "ColorOrange";
_debug_marker setMarkerAlpha 1;
};

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