Arma3_Exile_Mission/mpmissions/Exile.Altis/intro.sqf
Zepheris 230ea2b038 Initial Arma Exile setup. Current Mods: a3_dms, a3_exile_occupation, arma server monitor, marma, modified
ExileServer_system_rcon_thread_check.sqf added debug line to track server uptime and server restart countdown
2018-03-01 19:51:54 -07:00

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/**
* Exile Mod
* www.exilemod.com
* © 2015 Exile Mod Team
*
* This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
* To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
*/
private ["_objectStorage", "_staticObjectTemplates"];
/*
// Preload camery settings
waitUntil { preloadCamera [29549.7,1508.77,189.029] };
// Remember what we have instanciated, so we can clean up a bit
_objectStorage = [];
// Static objects for the scene
_staticObjectTemplates =
[
["Land_Pier_F",[29566.7,1512.72,186.76],182.273,0,0,false],
["Land_Pier_wall_F",[29566.6,1560.03,186.705],1.36361,0,0,false],
["Land_Pier_Box_F",[29539.6,1550.11,192.115],0,0,0,false],
["Land_Pier_F",[29596.6,1533.61,186.95],91.8181,0,0,false],
["Land_Bunker_F",[29580.4,1509.79,189.09],95.4545,0,0,false],
["Land_MilOffices_V1_F",[29600.1,1534.35,189.543],90.909,0,0,false],
["Land_Pier_Box_F",[29591.6,1507.34,200.259],95.0001,0,0,false],
["Land_Pier_F",[29562.8,1502.29,186.759],2.27276,0,0,false],
["Land_Airport_Tower_F",[29540.2,1549.9,192.079],0,0,0,false],
["Land_JetEngineStarter_01_F",[29579.3,1496.5,189.031],18.6364,0,0,false],
["Land_Radar_F",[29598.7,1561.89,191.255],8.18185,0,0,false],
["Exile_Sign_TraderCity",[29546.8,1517.4,189.039],272,0,0,false],
["Land_TTowerBig_1_F",[29592,1507.42,201.014],3.18181,0,0,false],
["Submarine_01_F",[29524.1,1476.42,176.398],147.273,0,0,false],
["C_Boat_Civil_04_F",[29562.7,1535.25,179.236],271.364,0,0,false]
];
{
private ["_staticObject"];
_staticObject = (_x select 0) createVehicleLocal [0,0,0];
_staticObject setDir (_x select 2);
_staticObject setPosATL (_x select 1);
_staticObject enableSimulation false;
_objectStorage pushBack _staticObject;
}
forEach _staticObjectTemplates;
// Create the chopper and close all doors
_chopper = "O_Heli_Transport_04_covered_F" createVehicleLocal [0,0,0];
_chopper setDir 326.364;
_chopper setPosATL [29549.7,1508.77,189.029];
_chopper enableSimulation true;
_chopper animateDoor ['Door_1_source', 0, true];
_chopper animateDoor ['Door_2_source', 0, true];
_chopper animateDoor ['Door_3_source', 0, true];
_chopper animateDoor ['Door_4_source', 0, true];
_chopper animateDoor ['Door_5_source', 0, true];
_chopper animateDoor ['Door_6_source', 0, true];
_objectStorage pushBack _chopper;
// Prisoner 1
_prisoner01 =
[
"Exile_Cutscene_Prisoner01",
"AfricanHead_01",
["Acts_AidlPsitMstpSsurWnonDnon01"],
[29552.5,1510.03,189.027],
341.323
]
call ExileClient_object_trader_create;
_objectStorage pushBack _prisoner01;
// Prisoner 2
_prisoner02 =
[
"Exile_Cutscene_Prisoner02",
"WhiteHead_03",
["InBaseMoves_HandsBehindBack1"],
[29550.4,1509.77,189.026],
45.1028
]
call ExileClient_object_trader_create;
_objectStorage pushBack _prisoner02;
// Pilot, just statnding there
_pilot =
[
"Exile_Cutscene_Pilot",
"PersianHead_A3_02",
["passendger_flatground_1_Idle_Unarmed"],
[29549.5,1512.48,189.031],
82.2734
]
call ExileClient_object_trader_create;
_objectStorage pushBack _pilot;
// Boss, treating us
_boss =
[
"Exile_Cutscene_Police01",
"GreekHead_A3_08",
["Acts_Abuse_abusing"],
[29556.3,1513.86,189.033],
88.0126
]
call ExileClient_object_trader_create;
_objectStorage pushBack _boss;
// Guard 1
_police01 =
[
"Exile_Cutscene_Police02",
"GreekHead_A3_08",
["HubStanding_idle1", "HubStanding_idle2", "HubStanding_idle3"],
[29549.4,1518,189.04],
139.341
]
call ExileClient_object_trader_create;
_objectStorage pushBack _police01;
// Guard 2
_police02 =
[
"Exile_Cutscene_Police01",
"GreekHead_A3_08",
["InBaseMoves_patrolling1"],
[29555.1,1516.7,189.038],
205.865
]
call ExileClient_object_trader_create;
_objectStorage pushBack _police02;
// And our small player fale
_player =
[
"Exile_Cutscene_Player",
"WhiteHead_01",
["Acts_Abuse_abuser"],
[29556.3,1513.86,189.033],
88.0126
]
call ExileClient_object_trader_create;
_objectStorage pushBack _player;
_player allowDamage false; // It can bleed thou
*/
// End the loading screen
endLoadingScreen;
/*
// Fade in sound
3 fadeSound 1;
cutText ["", "BLACK IN", 3];
// GOGO ! :)
_camera = "camera" camCreate (_player modelToWorld [0, 0, 10]);
_camera camSetTarget _player;
_camera cameraEffect ["EXTERNAL", "BACK TOP"];
_camera camSetRelPos [0, 0.7, 1.5];
_camera camCommand "inertia on";
_camera camCommit 1;
uiSleep 1;
_boss say ["ExileIntro01", 5];
uiSleep 3;
_boss say ["ExileIntro02", 5];
uiSleep 5;
[300] call BIS_fnc_bloodEffect;
_player setdamage 0.5;
_player setBleedingRemaining 3;
_player say ["ExileIntro10", 5];
uiSleep 1;
_boss say ["ExileIntro03", 5];
uiSleep 3;
_boss say ["ExileIntro04", 5];
uisleep 6;
_boss say ["ExileIntro05", 5];
uisleep 5;
_boss say ["ExileIntro07", 5];
_chopper engineOn true;
uisleep 3;
_boss say ["ExileIntro08", 5];
_chopper animateDoor ['Door_1_source', 1, false];
_chopper animateDoor ['Door_2_source', 1, false];
uiSleep 10;
_boss say ["ExileIntro09", 5];
// Open chopper doors
_chopper animateDoor ['Door_3_source', 1, false];
_chopper animateDoor ['Door_4_source', 1, false];
_chopper animateDoor ['Door_5_source', 1, false];
_chopper animateDoor ['Door_6_source', 1, false];
uisleep 15;
// Fade out sound and screen to black/silent
5 fadeSound 0;
titleText ["", "BLACK OUT", 5];
// Cleanup after 5 seconds
uiSleep 5;
_camera cameraEffect ["terminate","back"];
camDestroy _camera;
{
deleteVehicle _x;
}
forEach _objectStorage;
*/
ExileClientIntroIsPlaying = false;
true