mirror of
https://github.com/rambo/arma3_missions.git
synced 2024-08-30 16:52:13 +00:00
get rid of the old wibler import and rename this to something sensible
This commit is contained in:
parent
9cba6c2f13
commit
3fc9181c29
@ -1,25 +0,0 @@
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diag_log format["AASquad called, _this: %1", _this];
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_centrePos = _this select 0;
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_playerno = _this select 1;
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_centreX = _centrePos select 0;
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_centrePos set [0, _centreX - 1000 + (floor random 500)];
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_position = _centrePos findEmptyPosition [0,100];
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_groupEnemy = createGroup east;
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"O_soldier_AA_F" createUnit [_position, _groupEnemy,"",0.9, "CORPORAL"];
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AAMDArray set [_playerno, (AAMDArray select _playerno) + [_groupEnemy]];
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publicVariable "AAMDArray";
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_enemyCount = count (AAMDArray select _playerno);
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if (_enemyCount > 5) then
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{
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null = [((AAMDArray select _playerno) select 0), "aa", _playerno] execVM "deleteSquad.sqf";
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};
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@ -1,49 +0,0 @@
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// since we're working with the player object here, make sure it exists
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waitUntil { !isNil {player} };
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waitUntil { player == player };
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switch (side player) do
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{
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case WEST: // BLUFOR briefing goes here
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{
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player createDiaryRecord ["Diary", ["I found a bug?",
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"No you didn't. Shhh."]];
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player createDiaryRecord ["Diary", ["Does it end?",
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"Nope! The mission will continue on until you feel you've had enough training, at which point you can quit."]];
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player createDiaryRecord ["Diary", ["How do I change the parameters?",
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"The parameters can be changed by hosting the mission as a multiplayer server (Multiplayer > New > LAN) and selecting the 'PARAMETERS' option in the top right.
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You can then tweak it to your hearts content!"]];
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player createDiaryRecord ["Diary", ["Refuelling",
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"There is a refuelling truck at the air field which you can use to refill your tank if you begin to run low."]];
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player createDiaryRecord ["Diary", ["Mission Objectives",
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"Select your chopper of choice and fly to the marked LZ. You'll be meeting up with fireteams who've requested EVAC and transporting them to other LZs. Watch out for enemy squads and anti-air troopers."]];
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};
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case EAST: // REDFOR briefing goes here
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{
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};
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case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here
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{
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};
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case CIVILIAN: // CIVILIAN briefing goes here
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{
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};
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};
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@ -1,96 +0,0 @@
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//null = [(playersArray select _playerno), [positionA, positionB, positionC...], previousLocation] execVM "createObj.sqf";
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diag_log format["createObj called, _this: %1", _this];
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waitUntil {!(isNil "missionInitComplete")};
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_target = _this select 0;
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_prevLZ = _this select 2;
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_playerno = _this select 3;
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_player = playersArray select _playerno;
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if ((playersArray select _playerno) isEqualTo false) exitWith { diag_log format["createObj: no such player %1", _playerno] };
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if (!((taskIdsArray select _playerno) isEqualTo false)) exitWith { diag_log format["createObj: Task %1 already exists for %2", (taskIdsArray select _playerno), _playerno] };
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_lzLoc = (lzList - [_prevLZ]) call BIS_fnc_SelectRandom;
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_handle = [(getPos _lzLoc), (playersArray select _playerno), _playerno] execVM 'createSquad.sqf';
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waitUntil {isNull _handle};
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_squadArray = squadMDArray select _playerno;
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_squad = _squadArray select (count _squadArray - 1);
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_lzhot = false;
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//Make the LZ hot if the roll demands it
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if ((random 1) < hotLZChance) then
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{
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null = [(getPos _lzLoc), _playerno] execVM 'enemySquad.sqf';
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_lzhot = true;
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};
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_lzAA = false;
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if ((random 1) < AAChance) then
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{
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null = [(getPos _lzLoc), _playerno] execVM 'AASquad.sqf';
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_lzAA = true;
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};
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landingCompleteArray set [_playerno, false];
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publicVariable "landingCompleteArray";
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if (bSmoke) then
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{
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null = [(getPos _lzLoc), _playerno] execVM 'spawnSmoke.sqf';
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};
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_shortestDesc = format["LZ %1", lzCounter];
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_shortdesc = _shortestDesc;
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_longdesc = _shortdesc;
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if (!!(ferryingArray select _playerno)) then
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{
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diag_log format["creating ferry task for %1 (player %2)", _squad, _playerno];
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_longdesc = format["%1 wants to fly to this location", _squad];
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_shortdesc = format["Drop off %1", _squad];
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if (_lzAA and _lzhot) then
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{
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_longdesc = _longdesc + "<br/><strong>Be advised:</strong> Intel reports heavy enemy activity with AA assets at the location";
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};
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if (!_lzAA and _lzhot) then
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{
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_longdesc = _longdesc + "<br/><strong>Be advised:</strong> Intel reports enemy activity at the location";
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};
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} else {
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diag_log format["creating pickup task for %1 (player %2)", _squad, _playerno];
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_longdesc = format["%1 is requesting airlift from this location", _squad];
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_shortdesc = format["Pick up %1", _squad];
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if (_lzAA and _lzhot) then
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{
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_longdesc = _longdesc + "<br/><strong>Be advised:</strong> LZ is hot and enemy AA assets have been observed";
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};
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if (!_lzAA and _lzhot) then
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{
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_longdesc = _longdesc + "<br/><strong>Be advised:</strong> LZ is hot";
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};
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};
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_longdesc = _longdesc + format["<br/>Land within %1m", lzSize];
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_taskid = format["p%1_lz%2", _playerno, _lzLoc];
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[[_player, west],[_taskid],[_longdesc, _shortdesc, _shortestDesc],(getPos _lzLoc),"AUTOASSIGNED",1,true, "move", true] call BIS_fnc_taskCreate;
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taskIdsArray set [_playerno, _taskid];
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lzCounter = lzCounter + 1;
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publicVariable "lzCounter";
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_trg = createTrigger["EmptyDetector",getPos _lzLoc, true];
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_trg setTriggerArea[lzSize,lzSize,0,false];
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_trg setTriggerActivation["WEST","PRESENT",false];
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_trg setTriggerTimeout [2.5, 2.5, 2.5, true];
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_trgaction = format["null = [thisTrigger, '%2', (playersArray select %1), %3, %1] execVM 'landingComplete.sqf'", _playerno, _taskid, _lzLoc];
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_trgcond = "[thisList] call lzlanded";
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diag_log format["LZ trigger condition: %1", _trgcond];
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diag_log format["LZ trigger action: %1", _trgaction];
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_trg setTriggerStatements[_trgcond, _trgaction, ""];
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trigIdsArray set [_playerno, _trg];
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@ -1,17 +0,0 @@
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_spawnPos = _this select 0;
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_target = _this select 1;
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_playerno = _this select 2;
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diag_log format["createSquad called, _this: %1", _this];
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if (ferryingArray select _playerno) exitWith {};
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_groupTaxi = createGroup west;
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"B_Soldier_F" createUnit [_spawnPos, _groupTaxi,"",0.5, "CORPORAL"];
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"B_Soldier_F" createUnit [_spawnPos, _groupTaxi,"",0.5, "PRIVATE"];
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"B_Soldier_F" createUnit [_spawnPos, _groupTaxi,"",0.5, "PRIVATE"];
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"B_Soldier_F" createUnit [_spawnPos, _groupTaxi,"",0.5, "PRIVATE"];
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squadMDArray set [_playerno, (squadMDArray select _playerno) + [_groupTaxi]];
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publicVariable "squadMDArray";
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//if (!ferrying) exitWith {};
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_group = _this select 0;
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_side = _this select 1;
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_playerno = _this select 2;
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diag_log format["deleteSquad called, _this: %1", _this];
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switch (_side) do
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{
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case "west": { squadMDArray set [_playerno, (squadMDArray select _playerno) - [_group]] };
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case "east": { enemyMDArray set [_playerno, (enemyMDArray select _playerno) - [_group]] };
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case "aa": { AAMDArray set [_playerno, (AAMDArray select _playerno) - [_group]] };
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};
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{deleteVehicle _x} forEach units _group;
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publicVariable "squadMDArray";
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publicVariable "enemyMDArray";
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publicVariable "AAMDArray";
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@ -1,63 +0,0 @@
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onLoadIntroTime=false;
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onLoadMissionTime=false;
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disabledAI=1;
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debriefing=1;
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showGPS=1;
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Respawn = 3;
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RespawnDelay = 8;
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RespawnDialog = 0;
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enabledebugconsole = 1;
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loadScreen = "main.jpg";
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author = Eero 'rambo' af Heurlin;
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onLoadName = Helicopter Training MP;
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//Parameters
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class Params
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{
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class DayTime
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{
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//paramsArray[0]
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title = "Time Of Day";
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values[] = {5,12,7,0,1};
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texts[] = {"Dawn","Midday","Dusk", "Midnight", "Random"};
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default = 12;
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};
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class LZSize
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{
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//paramsArray[1]
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title = "LZ Size";
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values[] = {100,200,300,400,500,600,700,800,900,1000};
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texts[] = {"100m","200m","300m","400m","500m","600m","700m","800m","900m","1000m"};
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default = 300;
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};
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class SmokeSetting
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{
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//paramsArray[2]
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title = "Smoke/Chemlights";
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values[] = {0,1};
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texts[] = {"Off", "On"};
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default = 1;
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};
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class HotLZProbability
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{
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//paramsArray[3]
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title = "Hot LZ Chance";
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values[] = {0,20,50,80,100};
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texts[] = {"Never", "Low", "Medium", "High", "Always"};
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default = 50;
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};
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class AAProbability
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{
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//paramsArray[4]
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title = "Anti Air Population";
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values[] = {0,10,20,50,100};
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texts[] = {"None", "Low", "Medium", "High", "Kill Me"};
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default = 10;
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};
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};
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@ -1,20 +0,0 @@
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_group = _this select 0;
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_vehicle = _this select 1;
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_playerno = _this select 2;
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diag_log format["ejectSquad called, _this: %1", _this];
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if (!(ferryingArray select _playerno)) exitWith {};
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deleteWaypoint [_group,1];
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{_x action["eject", vehicle _x]} forEach units _group;
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{unAssignVehicle _x} forEach units _group;
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{_x enableAI "TARGET"; _x enableAI "AUTOTARGET";} foreach units _group;
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wp = _group addwaypoint [lz1,5,1];
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wp setwaypointType "MOVE";
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ferryingArray set [_playerno, false];
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publicVariable "ferryingArray";
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@ -1,23 +0,0 @@
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_centrePos = _this select 0;
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_playerno = _this select 1;
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diag_log format["enemySquad called, _this: %1", _this];
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_centreX = _centrePos select 0;
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_centrePos set [0, _centreX + 100 + (floor random 300)];
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_position = _centrePos findEmptyPosition [0,100];
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_groupEnemy = createGroup east;
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"O_Soldier_F" createUnit [_position, _groupEnemy,"",0.6, "CORPORAL"];
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"O_Soldier_F" createUnit [_position, _groupEnemy,"",0.1, "PRIVATE"];
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"O_soldier_M_F" createUnit [_position, _groupEnemy,"",0.3, "PRIVATE"];
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"O_soldier_AR_F" createUnit [_position, _groupEnemy,"",0.3, "PRIVATE"];
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"O_soldier_M_F" createUnit [_position, _groupEnemy,"",0.3, "PRIVATE"];
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"O_soldier_AR_F" createUnit [_position, _groupEnemy,"",0.3, "PRIVATE"];
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"O_soldier_M_F" createUnit [_position, _groupEnemy,"",0.3, "PRIVATE"];
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"O_soldier_AR_F" createUnit [_position, _groupEnemy,"",0.3, "PRIVATE"];
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"O_soldier_M_F" createUnit [_position, _groupEnemy,"",0.3, "PRIVATE"];
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"O_soldier_AR_F" createUnit [_position, _groupEnemy,"",0.3, "PRIVATE"];
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enemyMDArray set [_playerno, (enemyMDArray select _playerno) + [_groupEnemy]];
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publicVariable "enemyMDArray";
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@ -1,85 +0,0 @@
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lzLanded = compile preProcessfile "lzlanded.sqf";
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null = execVM "briefing.sqf";
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_maxplayers = 4;
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_lzCount = 86;
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//Handle parameters
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//Time of day
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_time = paramsArray select 0;
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if (_time != 1) then
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{
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skipTime (_time - daytime + 24 ) % 24;
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}
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else
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{
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skiptime (floor random 24);
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};
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//LZ size
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lzSize = paramsArray select 1;
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publicVariable "lzSize";
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//Smoke setting
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bSmoke = if ((paramsArray select 2) == 1) then {true} else {false};
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publicVariable "bSmoke";
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//Hot LZ chance
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_hotLZParam = paramsArray select 3;
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hotLZChance = if (_hotLZParam > 0) then {_hotLZParam / 100} else {0.0};
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publicVariable "hotLZChance";
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//Anti air chance
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_AAParam = paramsArray select 4;
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AAChance = if (_AAParam > 0) then {_AAParam / 100} else {0.0};
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publicVariable "AAChance";
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lzList = [];
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_x = 0;
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while {_x < _lzCount} do
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{
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_lz = missionNamespace getVariable ("lz" + format["%1", _x + 1]);
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lzList = lzList + [_lz];
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_x = _x + 1;
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};
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publicVariable "lzList";
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squadMDArray = [];
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enemyMDArray = [];
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AAMDArray = [];
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ferryingArray = [];
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landingCompleteArray = [];
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squadLoadedArray = [];
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playersArray = [];
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taskIdsArray = [];
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trigIdsArray = [];
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lzCounter = 1;
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for [{_iX = 0}, {_iX < _maxplayers}, {_iX = _iX + 1}] do
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{
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squadMDArray set [_iX, []];
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enemyMDArray set [_iX, []];
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AAMDArray set [_iX, []];
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ferryingArray set [_iX, false];
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landingCompleteArray set [_iX, false];
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squadLoadedArray set [_iX, false];
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playersArray set [_iX, false];
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taskIdsArray set [_iX, false];
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trigIdsArray set [_iX, false];
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};
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publicVariable "squadMDArray";
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publicVariable "enemyMDArray";
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publicVariable "AAMDArray";
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publicVariable "ferryingArray";
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publicVariable "landingCompleteArray";
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publicVariable "squadLoadedArray";
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publicVariable "playersArray";
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publicVariable "taskIdsArray";
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publicVariable "trigIdsArray";
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publicVariable "lzCounter";
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missionInitComplete = true;
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publicVariable "missionInitComplete";
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@ -1,16 +0,0 @@
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waitUntil {!(isNil "missionInitComplete")};
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diag_log format["initPlayer called, _this: %1", _this];
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_target = _this select 0;
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_playerno = _this select 1;
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_killhandler = compile(format["{Null = [_this, %1] execVM 'playerkilled.sqf';}", _playerno]);
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_spawnhandler = compile(format["{Null = [_this, %1] execVM 'playerspawn.sqf';}", _playerno]);
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// To pass the _playerno we must compile the value into the expression instead of passing variable as pointer
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//_target addEventHandler ["Killed", call _killhandler];
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_target addMPEventHandler ["MPKilled", call _killhandler];
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//_target addEventHandler ["Respawn", call _spawnhandler];
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_target addMPEventHandler ["MPRespawn", call _spawnhandler];
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[[_target], _playerno] execVM "playerspawn.sqf";
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@ -1,54 +0,0 @@
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//null = [trigger, task, player, previousLocation, locations, player_number] execVM "landingComplete.sqf";
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_trg = _this select 0;
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_taskid = _this select 1;
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_target = _this select 2;
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_prevLZ = _this select 3;
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_playerno = _this select 4;
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diag_log format["landingComplete called, _this: %1", _this];
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_vehiclePlayer = vehicle (playersArray select _playerno);
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deletevehicle _trg;
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null = [_taskid, "SUCCEEDED", False] spawn BIS_fnc_taskSetState;
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hint 'Landing successful!';
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// the trigger was deleted when handler was called
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trigIdsArray set [_playerno, false];
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_squadArray = squadMDArray select _playerno;
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_enemyArray = enemyMDArray select _playerno;
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_squadCount = count _squadArray;
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_enemyCount = count _enemyArray;
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null = [(_squadArray select _squadCount - 1), _vehiclePlayer, _playerno] execVM 'ejectSquad.sqf';
|
||||
|
||||
if (_enemyCount > 1) then
|
||||
{
|
||||
null = [(_enemyArray select 0), "east", _playerno] execVM "deleteSquad.sqf";
|
||||
};
|
||||
if (_squadCount > 1) then
|
||||
{
|
||||
null = [(_squadArray select 0), "west", _playerno] execVM "deleteSquad.sqf";
|
||||
};
|
||||
|
||||
landingCompleteArray set [_playerno, true];
|
||||
publicVariable "landingCompleteArray";
|
||||
[_taskid] call BIS_fnc_deleteTask;
|
||||
taskIdsArray set [_playerno, false];
|
||||
publicVariable "taskIdsArray";
|
||||
|
||||
|
||||
_handle = [_vehiclePlayer, (_squadArray select _squadCount -1), _playerno] execVM "loadSquad.sqf";
|
||||
|
||||
_trgLoaded = createTrigger["EmptyDetector",getPos _prevLZ];
|
||||
_trgLoaded setTriggerArea[lzSize,lzSize,0,false];
|
||||
_trgLoaded setTriggerActivation["WEST","PRESENT",false];
|
||||
_trgLoaded setTriggerTimeout [3, 3, 3, true];
|
||||
_trgcond = format["(squadLoadedArray select %1)", _playerno];
|
||||
_trgaction = format["null = [(playersArray select %1),null, %2, %1] execVM 'createObj.sqf';", _playerno, _prevLZ];
|
||||
diag_log format["load condition: %1", _trgcond];
|
||||
diag_log format["load action: %1", _trgaction];
|
||||
_trgLoaded setTriggerStatements[_trgcond, _trgaction, ""];
|
@ -1,41 +0,0 @@
|
||||
|
||||
_vehicle = _this select 0;
|
||||
_group = _this select 1;
|
||||
_playerno = _this select 2;
|
||||
diag_log format["loadSquad called, _this: %1", _this];
|
||||
|
||||
|
||||
if ((ferryingArray select _playerno)) exitWith {};
|
||||
|
||||
if ({alive _x} count units _group == 0)
|
||||
then
|
||||
{
|
||||
hint "They're all dead!";
|
||||
squadLoadedArray set [_playerno, true];
|
||||
publicVariable "squadLoadedArray";
|
||||
diag_log format["squadLoadedArray: %1, ferryingArray: %2, _playerno: %3", squadLoadedArray, ferryingArray, _playerno];
|
||||
exit;
|
||||
};
|
||||
|
||||
{_x assignAsCargo _vehicle} foreach units _group;
|
||||
{[_x] ordergetin true} foreach units _group;
|
||||
{_x disableAI "TARGET"; _x disableAI "AUTOTARGET";} foreach units _group;
|
||||
|
||||
wp = _group addwaypoint [_vehicle,5,1];
|
||||
wp setwaypointType "GETIN";
|
||||
|
||||
while {not (squadLoadedArray select _playerno)} do
|
||||
{
|
||||
diag_log format["Squad %1 is loading to %2", _group, _vehicle];
|
||||
if ({alive _x} count units _group == {_x in _vehicle} count units _group)
|
||||
then
|
||||
{
|
||||
diag_log format["Squad %1 is DONE loading to %2", _group, _vehicle];
|
||||
squadLoadedArray set [_playerno, true];
|
||||
publicVariable "squadLoadedArray";
|
||||
};
|
||||
sleep 2;
|
||||
};
|
||||
ferryingArray set [_playerno, true];
|
||||
publicVariable "ferryingArray";
|
||||
diag_log format["squadLoadedArray: %1, ferryingArray: %2, _playerno: %3", squadLoadedArray, ferryingArray, _playerno];
|
@ -1,13 +0,0 @@
|
||||
_triggerList = _this select 0;
|
||||
_returnValue = false;
|
||||
|
||||
{
|
||||
_plr = _x;
|
||||
_veh = vehicle _plr;
|
||||
if ( (_plr != _veh) && (isTouchingGround _veh) && (_veh in _triggerList) ) then
|
||||
{
|
||||
_returnValue = true;
|
||||
}
|
||||
} forEach playableUnits;
|
||||
|
||||
_returnValue
|
@ -1,13 +0,0 @@
|
||||
_vehicle = _this select 0;
|
||||
_target = _this select 1;
|
||||
|
||||
_respawnPos = missionNamespace getVariable ("respawn" + format["%1", _vehicle]);
|
||||
|
||||
|
||||
if (alive _vehicle)
|
||||
then
|
||||
{
|
||||
_vehicle setPos (getPos _respawnPos);
|
||||
_vehicle setDamage 0;
|
||||
_target setPos (getPos _respawnPos);
|
||||
}
|
File diff suppressed because it is too large
Load Diff
@ -1,37 +0,0 @@
|
||||
diag_log format["playerkilled called, _this: %1", _this];
|
||||
_evt = _this select 0;
|
||||
_target = _evt select 0;
|
||||
_playerno = _this select 1;
|
||||
|
||||
if (!((taskIdsArray select _playerno) isEqualTo player)) exitWith { diag_log format["playerkilled: %1 != %2", (taskIdsArray select _playerno), player] };
|
||||
|
||||
if (!((taskIdsArray select _playerno) isEqualTo false)) then
|
||||
{
|
||||
_taskid = taskIdsArray select _playerno;
|
||||
null = [_taskid, "FAILED", False] spawn BIS_fnc_taskSetState;
|
||||
[_taskid] call BIS_fnc_deleteTask;
|
||||
};
|
||||
taskIdsArray set [_playerno, false];
|
||||
|
||||
// for some reason this either like so or with !! causes compile error
|
||||
if (!((trigIdsArray select _playerno) isEqualTo false)) then
|
||||
{
|
||||
deleteVehicle (trigIdsArray select _playerno);
|
||||
};
|
||||
trigIdsArray set [_playerno, false];
|
||||
|
||||
publicVariable "taskIdsArray";
|
||||
publicVariable "trigIdsArray";
|
||||
|
||||
_squadArray = squadMDArray select _playerno;
|
||||
_enemyArray = enemyMDArray select _playerno;
|
||||
|
||||
{
|
||||
[_x, "east", _playerno] execVM "deleteSquad.sqf";
|
||||
} foreach _enemyArray;
|
||||
publicVariable "enemyMDArray";
|
||||
|
||||
{
|
||||
[_x, "west", _playerno] execVM "deleteSquad.sqf";
|
||||
} foreach _squadArray;
|
||||
publicVariable "squadMDArray";
|
@ -1,16 +0,0 @@
|
||||
diag_log format["playerspawn called, _this: %1", _this];
|
||||
_target = (_this select 0) select 0;
|
||||
_playerno = _this select 1;
|
||||
playersArray set [_playerno, _target];
|
||||
|
||||
ferryingArray set [_playerno, false];
|
||||
landingCompleteArray set [_playerno, false];
|
||||
|
||||
null = [(playersArray select _playerno), null, [], _playerno] execVM "createObj.sqf";
|
||||
|
||||
(playersArray select _playerno) addItem "SatchelCharge_Remote_Mag";
|
||||
(playersArray select _playerno) addweapon "NVGoggles";
|
||||
|
||||
publicVariable "playersArray";
|
||||
publicVariable "ferryingArray";
|
||||
publicVariable "landingCompleteArray";
|
@ -1,7 +0,0 @@
|
||||
_vehicle = _this select 0;
|
||||
|
||||
if (alive _vehicle)
|
||||
then
|
||||
{
|
||||
_vehicle setDamage 0;
|
||||
}
|
@ -1,24 +0,0 @@
|
||||
|
||||
_smokeLoc = _this select 0;
|
||||
_playerno = _this select 1;
|
||||
diag_log format["spawnSmoke called, _this: %1", _this];
|
||||
|
||||
while {!(landingCompleteArray select _playerno)} do
|
||||
{
|
||||
_hour = daytime;
|
||||
if (_hour > 5 && _hour < 19) then
|
||||
{
|
||||
_smoke= "SmokeShellGreen" createVehicle _smokeLoc;
|
||||
sleep 40;
|
||||
deleteVehicle _smoke;
|
||||
}
|
||||
else
|
||||
{
|
||||
_chemlight= "Chemlight_green" createVehicle _smokeLoc;
|
||||
_smoke= "SmokeShellGreen" createVehicle _smokeLoc;
|
||||
sleep 40;
|
||||
deleteVehicle _chemlight;
|
||||
deleteVehicle _smoke;
|
||||
};
|
||||
|
||||
}
|
@ -1,7 +0,0 @@
|
||||
_vehicle = _this select 0;
|
||||
_pilot = _this select 1;
|
||||
diag_log format["vehicleIinit called, _this: %1", _this];
|
||||
|
||||
_vehicle addAction ["Repair", "repair.sqf"];
|
||||
_vehicle addAction ["Respawn", "manualRespawn.sqf", [_vehicle, _pilot]];
|
||||
_pilot addRating 9999;
|
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Before Width: | Height: | Size: 30 KiB |
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Reference in New Issue
Block a user