Corrected an error in configs when useAPEX is not defined.
Thanks Grahame for pointing this out.
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@ -143,8 +143,6 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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blck_AIPatrolVehiclesGreen = blck_AIPatrolVehicles;
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blck_AIPatrolVehiclesOrange = blck_AIPatrolVehicles;
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#define useAPEX 1
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// Blacklisted itesm
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blck_blacklistedOptics = ["optic_Nightstalker","optic_tws","optic_tws_mg"];
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@ -244,7 +242,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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blck_WeaponList_Green = blck_WeaponList_Green + blck_apexWeapons;
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#endif
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blck_baseBackpacks = ["B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_oli","B_Carryall_khk","B_Carryall_cbr" ];
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blck_backpacks = ["B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_oli","B_Carryall_khk","B_Carryall_cbr" ];
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blck_ApexBackpacks = [
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"B_Bergen_mcamo_F","B_Bergen_dgtl_F","B_Bergen_hex_F","B_Bergen_tna_F","B_AssaultPack_tna_F","B_Carryall_ghex_F",
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"B_FieldPack_ghex_F","B_ViperHarness_blk_F","B_ViperHarness_ghex_F","B_ViperHarness_hex_F","B_ViperHarness_khk_F",
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@ -252,7 +250,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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];
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#ifdef useAPEX
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blck_backpacks = blck_baseBackpacks + blck_ApexBackpacks;
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blck_backpacks = blck_backpacks + blck_ApexBackpacks;
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#endif
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blck_BanditHeadgear = ["H_Shemag_khk","H_Shemag_olive","H_Shemag_tan","H_ShemagOpen_khk"];
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@ -143,8 +143,6 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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blck_AIPatrolVehiclesGreen = blck_AIPatrolVehicles;
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blck_AIPatrolVehiclesOrange = blck_AIPatrolVehicles;
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#define useAPEX 1
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blck_AIPatrolVehicles =
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[
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//"Exile_Car_Offroad_Armed_Guerilla01",
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@ -267,7 +265,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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blck_WeaponList_Green = blck_WeaponList_Green + blck_apexWeapons;
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#endif
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blck_baseBackpacks = ["B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_oli","B_Carryall_khk","B_Carryall_cbr" ];
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blck_backpacks = ["B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_oli","B_Carryall_khk","B_Carryall_cbr" ];
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blck_ApexBackpacks = [
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"B_Bergen_mcamo_F","B_Bergen_dgtl_F","B_Bergen_hex_F","B_Bergen_tna_F","B_AssaultPack_tna_F","B_Carryall_ghex_F",
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"B_FieldPack_ghex_F","B_ViperHarness_blk_F","B_ViperHarness_ghex_F","B_ViperHarness_hex_F","B_ViperHarness_khk_F",
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@ -302,7 +302,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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blck_WeaponList_Green = blck_WeaponList_Green + blck_apexWeapons;
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#endif
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blck_baseBackpacks = ["B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_oli","B_Carryall_khk","B_Carryall_cbr" ];
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blck_backpacks = ["B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_oli","B_Carryall_khk","B_Carryall_cbr" ];
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#ifdef useAPEX
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blck_ApexBackpacks = [
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@ -310,7 +310,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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"B_FieldPack_ghex_F","B_ViperHarness_blk_F","B_ViperHarness_ghex_F","B_ViperHarness_hex_F","B_ViperHarness_khk_F",
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"B_ViperHarness_oli_F","B_ViperLightHarness_blk_F","B_ViperLightHarness_ghex_F","B_ViperLightHarness_hex_F","B_ViperLightHarness_khk_F","B_ViperLightHarness_oli_F"
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];
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blck_backpacks = blck_baseBackpacks + blck_ApexBackpacks;
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blck_backpacks = blck_ApexBackpacks + blck_backpacks;
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#endif
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blck_BanditHeadgear = ["H_Shemag_khk","H_Shemag_olive","H_Shemag_tan","H_ShemagOpen_khk"];
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@ -314,7 +314,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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blck_baseBackpacks = ["B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_oli","B_Carryall_khk","B_Carryall_cbr" ];
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blck_backpacks = ["B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_oli","B_Carryall_khk","B_Carryall_cbr" ];
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#ifdef useAPEX
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blck_ApexBackpacks = [
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@ -322,7 +322,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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"B_FieldPack_ghex_F","B_ViperHarness_blk_F","B_ViperHarness_ghex_F","B_ViperHarness_hex_F","B_ViperHarness_khk_F",
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"B_ViperHarness_oli_F","B_ViperLightHarness_blk_F","B_ViperLightHarness_ghex_F","B_ViperLightHarness_hex_F","B_ViperLightHarness_khk_F","B_ViperLightHarness_oli_F"
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];
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blck_backpacks = blck_baseBackpacks + blck_ApexBackpacks;
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blck_backpacks = blck_backpacks + blck_ApexBackpacks;
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#endif
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blck_BanditHeadgear = ["H_Shemag_khk","H_Shemag_olive","H_Shemag_tan","H_ShemagOpen_khk"];
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46
battleye.txt
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46
battleye.txt
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@ -0,0 +1,46 @@
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This update includes an optional ability to spawn static missions.
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This can be done by laying out everything for your static mission in the editor,
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then using a simple copy - paste - edit strategy.
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I have provided one example editor mission (staticMissionExamples.Altis)
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which I have used to configure a static mission ( ).
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My approach to doing this as follows:
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1) Start Arma with the following mods:
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@epoch;@exile;@m3eden editor.
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(adjust to meet your specific needs; obviously any additional mods such as those from CUP can be included).
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2) Start the Eden Editor.
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3) Lay out your static mission. You should:
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place a marker indicating where it will spawn (save your work)
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Place all buldings, sandbags, etc (save your work)
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Place any vehicle or air patrols - note that they will patrol using the postion at which you place them as the centerpoint of their patrol.
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(save your work).
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Place any static weapons.
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(save your work).
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Place a unit at each location you wish to have a group patrol.
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Place some sort of ammo box, cardboard box, or other loot container.
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Save your work.
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Note the postion of your marker.
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Export all of the objects, units, and vehicles using the function supplied by M3EDEN Editor.
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You want to use the export absolute position functions for this.
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Now, create a copy of one of the example missions.
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Set the mission center to the position of your marker.
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Carefully copy the data for your structures into the appropriate array.
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Do the same for all other objects, vehicles, loot vehicles and so forth.
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Note that you will need to edit the fields for AI, vehicle patrols etc to ensure that all require information is present.
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Once you have done this, add the file to the custom_server\Missions\Static\missions directory then
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add an entry for your static mission to GMS_StaticMissionLists.sqf
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in order to specify additional options. Use the information provided in the example static missions to guide you.
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OPTIONAL
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Directly call functions to add units, vehicle patrols, air patrols etc.
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More to come on this.
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14
blckeagles_BEexceptions.txt
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14
blckeagles_BEexceptions.txt
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@ -0,0 +1,14 @@
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Scripts.txt
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To a line begining with:
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5 "BIS_fnc_dynamictext"
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Add:
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!="[_text,_xcoord,_ycoord,_screentime,0.5] spawn BIS_fnc_dynamicText;"
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to a line beginning with:
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5 removeAllEventHandlers
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Add:
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!="call GMS_fnc_nextAnimation;\n} else {\n_hostage removeAllEventHandlers "AnimDone";"
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