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GMC Airdrop

GMC Airdrop GMC Airdrop — free to use / re-pack. What This Is Light a flare and a Skycrane flies in, parachutes a drop down with red smoke, and it opens on landing. Three separate drops, each called in by its own flare: Military Container — visible weapon rack, ammo cans, grenades, building + medical pallets, plus configurable cargo. Supply Crate — a 7-gun rack, 5 loaded ammo cans, and plate carriers + helmets… (more)

GMC Airdrop GMC Airdrop — free to use / re-pack. What This Is Light a flare and a Skycrane flies in, parachutes a drop down with red smoke, and it opens on landing. Three separate drops, each called in by its own flare: Military Container — visible weapon rack, ammo cans, grenades, building + medical pallets, plus configurable cargo. Supply Crate — a 7-gun rack, 5 loaded ammo cans, and plate carriers + helmets inside. Vehicle Drop — a ready-to-drive vehicle (M1025 "Humvee" by default) lands fully built: wheels, doors, battery, engine, fuel. Each flare always gives the same drop — no RNG. Everything is editable in JSON. The Three Flares UR_AirdropFlare -> Military Container UR_AirdropFlare_Crate -> Supply Crate UR_AirdropFlare_Car -> Vehicle Drop A player lights the flare in hand and the drop comes to their location. Want only some drops? Add only those flares to your types.xml (or toggle them in Settings.json). Setup Add the mod to your server's -mod= launch line Add solid.bikey to your server's keys folder Add the flare(s) to your types.xml (example below) Players find a flare, light it, and the drop comes in Example types.xml entry — repeat it with the other two names (UR_AirdropFlare_Crate, UR_AirdropFlare_Car): <type name="UR_AirdropFlare"> <nominal>12</nominal> <lifetime>14400</lifetime> <restock>0</restock> <min>6</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="tools"/> <tag name="military"/> </type> Loot Config On first launch the mod creates profiles/GMC_Airdrop/ with three files: Settings.json — which flare triggers which drop, heli height/speed, cooldown, active-drop limit, map bounds LootPools.json — loose cargo inside each drop (and each vehicle's parts) Decorations.json — items shown on the container's rack/pallet slots Edit and restart. To reset, delete the files and restart. Item Format Every item uses the same recursive format — so guns spawn with mags/optics/handguards, ammo cans full of ammo, first-aid kits with meds inside, etc. { "ClassName": "M4A1", // any vanilla / mod class "Count": 1, // how many "Quantity": -1, // mags/ammo: -1 = FULL, 0 = default, >0 = exact "Attachments": [ { "ClassName": "ACOGOptic", "Count": 1, "Quantity": -1, "Attachments": [] }, { "ClassName": "Mag_STANAG_30Rnd", "Count": 1, "Quantity": -1, "Attachments": [] } ] } Attachments go into the correct slot first (mag well, optic rail, ammo can) and fall back to cargo when there's no slot. Settings.json — drops & basics The FlareDrops list maps each flare to its drop. Turn one off with "Enabled": false. The car's VehicleClass can be ANY vehicle. { "Enabled": true, "HeliAltitude": 200.0, "HeliSpeed": 80.0, "DropFallSpeed": 2.0, "FlareCooldownSeconds": 0, "MaxActiveDrops": 10, "MapMinX": 0.0, "MapMinZ": 0.0, "MapMaxX": 15360.0, "MapMaxZ": 15360.0, "FlareDrops": [ { "FlareClass": "UR_AirdropFlare", "Enabled": true, "ContainerType": "Container_Military", "LootPools": ["Military"] }, { "FlareClass": "UR_AirdropFlare_Crate", "Enabled": true, "ContainerType": "Crate", "LootPools": ["CrateGear"] }, { "FlareClass": "UR_AirdropFlare_Car", "Enabled": true, "ContainerType": "Car", "VehicleClass": "Offroad_02", "LootPools": ["M1025"] } ] } Map bounds must match your map or the server can crash. 15360 = Chernarus / Lux; ~12800 = Livonia / Sakhal /

Workshop 3683761663

Not analyzed yet

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