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Merge branch 'main' into DEVGRU-Viking
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AndreasBrostrom authored Apr 2, 2024
2 parents 4a13044 + 4517d14 commit 11fd607
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331 changes: 1 addition & 330 deletions cScripts/cScripts_preInit.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -23,336 +23,7 @@ EGVAR(Staging,showAllLoadouts) = false;
GVAR(isPlayer) = hasInterface || {isPlayer player};
GVAR(OneLife) = !isNil{(getArray (missionconfigfile >> "respawnTemplates") select 0) == "ace_spectator"};

// Make settings name
private _cScriptSettings = "cScripts Mission Settings";

// 1; Mission
[ // Mission Type
QEGVAR(Settings,setMissionType),
"LIST",
["Mission Type", "This will deside on what kind of startup hint you get on mission start."],
[_cScriptSettings, "1; Mission"],
[[0,1,2,3], ["Custom", "Operation", "Training", "Public"], 1],
true,
{},
true
] call CBA_fnc_addSetting;
[ // Ai setting
QEGVAR(Settings,setAiSystemDifficulty),
"LIST",
["AI Setting", "This adjustes the ai and make them less godlike and more arcade to play against."],
[_cScriptSettings, "1; Mission"],
[[0,1,2], ["Arma Default", "Adjusted", "Faction Based"], 2],
true,
{},
true
] call CBA_fnc_addSetting;
[ // Ai setting
QEGVAR(Settings,AllowAILoadouts),
"CHECKBOX",
["AI Loadouts (Experimental)", "Allow gear system to apply loadouts to AI units as well as player."],
[_cScriptSettings, "1; Mission"],
false,
true,
{},
true
] call CBA_fnc_addSetting;

//2; Radios
[ // Enable
QEGVAR(Settings,enableRadios),
"CHECKBOX",
["Enable","Allow cScripts to set up and handle radio distrubution"],
[_cScriptSettings, "2; Radios"],
true,
true,
{},
true
] call CBA_fnc_addSetting;
[ // Long Range Radio Channels
QEGVAR(Settings,setRadioChannelNames),
"EDITBOX",
["Long Range Radio Channels (ACRE)","Array of radio channels used for ACRE the index of the array translate to channel."],
[_cScriptSettings, "2; Radios"],
'["UNUSED","AVIATION","VIKING","LANCER","BANSHEE","SABRE","BANDIT","MISFIT","HAVOC","IDF-1","IDF-2","CAS-1","CAS-2","GROUND-TO-AIR","ATLAS","FARP","CONVOY","ZEUS","CAG","COMMAND"]',
true,
{},
true
] call CBA_fnc_addSetting;
[ // Squad Radio Channels
QEGVAR(Settings,setRadio),
"CHECKBOX",
["Squad Radio Channels (ACRE)","Allow radio channels to be changed based on player squadname."],
[_cScriptSettings, "2; Radios"],
true,
true,
{},
true
] call CBA_fnc_addSetting;


// 3; Player
[ // Documents
QEGVAR(Settings,showDiaryRecords),
"CHECKBOX",
["Documents","Allow the mission to write diary help documents."],
[_cScriptSettings, "3; Player"],
true,
true,
{},
true
] call CBA_fnc_addSetting;
[ // Rank
QEGVAR(Settings,setPlayerRank),
"CHECKBOX",
["Rank","Allow mission to apply arma rank based on name rank prefixes."],
[_cScriptSettings, "3; Player"],
true,
true,
{},
true
] call CBA_fnc_addSetting;
[ // Tagging
QEGVAR(Settings,allowCustomTagging),
"CHECKBOX",
["Custom Tagging","Allow players to spray custom taggs."],
[_cScriptSettings, "3; Player"],
true,
true,
{},
true
] call CBA_fnc_addSetting;
[ // Insignia
QEGVAR(Settings,allowInsigniaApplication),
"CHECKBOX",
["Insignia","Automaticly apply insignias based on squad name."],
[_cScriptSettings, "3; Player"],
true,
true,
{},
true
] call CBA_fnc_addSetting;
[ // Apply Earplugs
QEGVAR(Settings,addEarplugs),
"CHECKBOX",
["Apply Earplugs","Automaticly apply earplugs to players on spawn and respawn."],
[_cScriptSettings, "3; Player"],
true,
true,
{},
true
] call CBA_fnc_addSetting;


// 4; Staging
[ // Enable
QEGVAR(Settings,enableStagingSystem),
"CHECKBOX",
["Enable","Enables the staging system."],
[_cScriptSettings, "4; Staging"],
true,
true,
{},
false
] call CBA_fnc_addSetting;
[ // Show all loadouts
QEGVAR(Settings,showAllLoadouts),
"CHECKBOX",
["Show all loadouts","Allow the selection of any loadouts from the personal selection menu."],
[_cScriptSettings, "4; Staging"],
false,
true,
{
params ["_value"];
{ EGVAR(Staging,showAllLoadouts) = _value; } remoteExecCall ["call"];
},
false
] call CBA_fnc_addSetting;


// 5; Vehicle
[ // Enable
QEGVAR(Settings,enableVehicleSystem),
"CHECKBOX",
["Enable", "Enables scripted settings and functions to apply to vehicles."],
[_cScriptSettings, "5; Vehicle"],
true,
true,
{},
true
] call CBA_fnc_addSetting;
[ // Pylon
QEGVAR(Settings,enableVehiclePylon),
"CHECKBOX",
["Pylon", "Enables scripted loadouts or pylon to be applied to vehicles based on faction"],
[_cScriptSettings, "5; Vehicle"],
true,
true,
{},
true
] call CBA_fnc_addSetting;
[ // Loadouts
QEGVAR(Settings,enableVehicleInventory),
"CHECKBOX",
["Inventory", "Enables scripted inventory to be applied to vehicles based on faction"],
[_cScriptSettings, "5; Vehicle"],
true,
true,
{},
true
] call CBA_fnc_addSetting;
[ // Radio
QEGVAR(Settings,enableVehicleRadios),
"CHECKBOX",
["Radio", "Enables vehicles radio to be enabled and set on vehicles"],
[_cScriptSettings, "5; Vehicle"],
false,
true,
{},
true
] call CBA_fnc_addSetting;
[ // Factions
QEGVAR(Settings,vehicleFactions),
"EDITBOX",
["Factions","Array of factions allowing system loadout and pylon changes"],
[_cScriptSettings, "5; Vehicle"],
'["BLU_F", "BLU_CTRG_F", "BLU_T_F", "BLU_USA_7CAV_F", "rhs_faction_usaf", "rhs_faction_usarmy", "rhs_faction_usarmy_d", "rhs_faction_usarmy_wd", "rhs_faction_usmc", "rhs_faction_usmc_d", "rhs_faction_usmc_wd", "rhs_faction_usn","rhs_faction_socom","USAF"]',
true,
{},
true
] call CBA_fnc_addSetting;


// 6; Item Replacement system
[ // Enable
QEGVAR(Settings,allowReplaceItem),
"CHECKBOX",
["Enable","Allow objects to be replaced with streamlined gear for consistency."],
[_cScriptSettings, "6; Item Replacement"],
true,
true,
{},
true
] call CBA_fnc_addSetting;
[ // Medical Items
QEGVAR(Settings,replaceMedical),
"LIST",
["Medical Items","Allow medical items to be replaced with our custom ones.\nNote: this system will not be disabled if the ace medical convert items is enabled."],
[_cScriptSettings, "6; Item Replacement"],
[[0,1], ["Disabled", "Convert medical equipment"], 1],
true,
{},
true
] call CBA_fnc_addSetting;
[ // Magazines
QEGVAR(Settings,replaceMagazines),
"LIST",
["Magazines","Force specific usage of sertain objects"],
[_cScriptSettings, "6; Item Replacement"],
[[0,1,2], ["Disabled", "Use RHS then ACE magazines", "Use ACE then RHS magazines"], 0],
true,
{},
true
] call CBA_fnc_addSetting;
[ // M67 Fragmentation Grenade
QEGVAR(Settings,replaceHandGrenades),
"LIST",
["M67 Fragmentation Grenade","Force specific usage of sertain objects"],
[_cScriptSettings, "6; Item Replacement"],
[[0,1,2], ["Disabled", "Use ACE M67", "Use RHS M67"], 1],
true,
{},
true
] call CBA_fnc_addSetting;
[ // M84 Stun Grenade
QEGVAR(Settings,replaceStunGrenades),
"LIST",
["M84 Stun Grenade","Force specific usage of sertain objects"],
[_cScriptSettings, "6; Item Replacement"],
[[0,1,2], ["Disabled", "Use ACE M84", "Use RHS M84"], 1],
true,
{},
true
] call CBA_fnc_addSetting;
[ // Smoke Grenade
QEGVAR(Settings,replaceSmokeGrenades),
"LIST",
["Smoke Grenade","Force specific usage of sertain objects"],
[_cScriptSettings, "6; Item Replacement"],
[[0,1,2], ["Disabled", "Use ACE Smokes", "Use RHS Smokes"], 1],
true,
{},
true
] call CBA_fnc_addSetting;


// 7; Combat Jump Simulation
[ // Simulation Type
QEGVAR(Settings,jumpSimulation),
"LIST",
["Simulation Type","Combat jump simulation is a system that checks for lose equiped gear in the form of;\nnight vision googles, hats or glasses and make you lose the on a combat jump.\n None: No simulation is done.\n Basic: Lose gear unassigned.\n Advanced: Lose gear is removed."],
[_cScriptSettings, "7; Combat Jump Simulation"],
[[0,1,2], ["None", "Basic", "Advanced"], 2],
true,
{},
true
] call CBA_fnc_addSetting;
[ // Include Night Vision Googles
QEGVAR(Settings,jumpSimulationNVG),
"CHECKBOX",
["Include Night Vision Googles","Include equiped Night Vison Googles in the simulation."],
[_cScriptSettings, "7; Combat Jump Simulation"],
true,
true,
{},
true
] call CBA_fnc_addSetting;
[ // Include Non-combat Googles
QEGVAR(Settings,jumpSimulationGlasses),
"CHECKBOX",
["Include Non-combat Googles","Include Non-combat Googles in the simulation. This refere to sunshades and simular non-safety googles."],
[_cScriptSettings, "7; Combat Jump Simulation"],
true,
true,
{},
true
] call CBA_fnc_addSetting;
[ // Include Non-combat Headgear
QEGVAR(Settings,jumpSimulationHat),
"CHECKBOX",
["Include Non-combat Headgear","Include Non-combat Headgear in the simulation. This refere to hats bandanas and baretes."],
[_cScriptSettings, "7; Combat Jump Simulation"],
true,
true,
{},
true
] call CBA_fnc_addSetting;


// 8; Zeus
[ // Enable Custom Zeus Moduels
QEGVAR(Settings,enable7cavZeusModules),
"CHECKBOX",
["Enable Custom Zeus Moduels","Allow mission to add 7Cav moduels using the Achilles or ZEN framework."],
[_cScriptSettings, "8; Zeus"],
true,
true,
{},
true
] call CBA_fnc_addSetting;


// 9; Other
[ // Primary Clan Tag
QEGVAR(Settings,primaryClanTag),
"EDITBOX",
["Primary Clantag","Primary clan tag to to check for"],
[_cScriptSettings, "9; Other"],
'7CAV',
true,
{},
true
] call CBA_fnc_addSetting;
#include "initSettings.inc.sqf"

INFO(if (is3DEN) then {"EDEN"} else {"preInit"}, "Initialization of CBA Settings completed...");

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