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https://github.com/EpochModTeam/Epoch.git
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56283e0c08
Credit goes to AWOL for the original Epoch Group System. Temp Groups do not allow outsiders access to bases, vehicles or safes. Easily switch to Temp Group for Co-Op mission, then back to Perm Group. Full access to Kick, Set Mod, Leave Group/Delete Group. When leaving or deleting group, you will be put back into the actual group of your teammates if online. Fixed Leave/Delete Button to show Delete Group onLoad of Temp Group UI Added refresh to Group UI's so all players are in sync after changes
98 lines
2.7 KiB
Plaintext
98 lines
2.7 KiB
Plaintext
/*
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Author: Aaron Clark - EpochMod.com
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Contributors:
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Description:
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Initalize variables used client side and start login FSM
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Licence:
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Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
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Github:
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https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_code/init/client_init.sqf
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*/
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EPOCH_Vehicle_MaintainLock = false;
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EPOCH_CraftingItem = "";
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EPOCH_ESP_TARGETS = [];
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EPOCH_ESPMAP_TARGETS = [];
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EPOCH_ESPGROUPS = [];
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EPOCH_ESPGROUPCOLORS = [];
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EPOCH_ESP_PLAYER = false;
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EPOCH_ESP_VEHICLES = false;
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EPOCH_ESP_VEHICLEPLAYER = [];
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EPOCH_group_level_img = ["x\addons\a3_epoch_code\data\owner.paa", "x\addons\a3_epoch_code\data\mod.paa", "x\addons\a3_epoch_code\data\member.paa"];
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if (isNil 'EPOCH_diag_fps') then {
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EPOCH_diag_fps = 0;
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};
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EPOCH_playerIsSwimming = false;
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EPOCH_lastTrash = diag_tickTime;
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EPOCH_tradeDone = false;
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EPOCH_bankBalance = 0;
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EPOCH_antiWallCount = 0;
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EPOCH_lastTargetTime = diag_tickTime;
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EPOCH_lastSave = diag_tickTime;
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EPOCH_arr_countdown = [];
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EP_light = objNull;
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EPOCH_p2ptradeTarget = objNull;
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EPOCH_lastPlayerPos = getPosATL player;
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EPOCH_Holstered = "";
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Epoch_invited_GroupUID = "";
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Epoch_invited_GroupName = "";
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Epoch_invited_GroupUIDs = [];
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Epoch_invited_GroupUIDsPrev = [];
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Epoch_my_Group = [];
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Epoch_invited_tempGroupUID = "";
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Epoch_invited_tempGroupName = "";
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Epoch_invited_tempGroupUIDs = [];
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Epoch_invited_tempGroupUIDsPrev = [];
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Epoch_my_tempGroup = [];
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EPOCH_lastPlayerPos = [0,0,0];
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EPOCH_prevOffer = [];
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EPOCH_drawIcon3d = false;
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EPOCH_velTransform = false;
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EPOCH_stabilityTarget = objNull;
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EPOCH_currentTarget = objNull;
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EPOCH_currentTargetMode = 0;
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EPOCH_LootedBlds = [];
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EPOCH_lootObjects = [];
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EPOCH_soundLevel = 1;
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EPOCH_arr_interactedObjs = [];
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EPOCH_buildOption = 0;
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EPOCH_nearestLocations = [];
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EPOCH_lastFiredLocation = [];
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rmx_var_drag_MouseDown = false;
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rmx_var_dynamicHUD_groups = [];
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rmx_var_dynamicHUD_groupCTRL = [];
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//Favorites bar
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EPOCH_favBar_itemConsumed = false;
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rmx_var_favBar_Item = "";
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EPOCH_modKeys = [false,false,false];
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["EPOCH_onEachFrame", "onEachFrame", EPOCH_onEachFrame] call BIS_fnc_addStackedEventHandler;
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// Custom Keys
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EPOCH_keysActionPressed = false; //prevents EH spam
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0 call EPOCH_clientKeyMap;
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// load some frequently used configs to variables
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private _CfgEpochClient = 'CfgEpochClient' call EPOCH_returnConfig;
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EPOCH_maxBuildingHeight = getNumber(_CfgEpochClient >> "maxBuildingHeight");
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//ON INIT and RESPAWN
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call EPOCH_clientInit;
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[] execFSM "epoch_code\system\SPVEH.fsm";
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[] execFSM "epoch_code\system\player_login.fsm";
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//Start processing right after Loading screen is done and game has started
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[] spawn {
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waitUntil {!isNull (findDisplay 46) && (!isNil "EPOCH_loadingScreenDone")};
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'load' call epoch_favBar_draw;
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};
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true
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