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spectre template v1.0
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// https://community.bistudio.com/wiki/Description.ext | ||
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disabledAI = 1; // 0: disabled - 1: enabled. Default: 0 | ||
enableDebugConsole = 1; // dangerous in MP | ||
forceRotorLibSimulation = 2; // Default: 0 | ||
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author = "Your Name, Aco, and Citadel"; | ||
onLoadName = "Mission Name"; | ||
onLoadMission = "The mission maker describes the mission here."; | ||
//briefingName = "Spectre Super Mission Name"; | ||
loadScreen = "images\loadScreen.paa"; | ||
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respawn = "BASE"; | ||
respawnButton = 1; | ||
respawnDelay = 120; | ||
//respawnVehicleDelay = 120; | ||
respawnDialog = 0; | ||
respawnOnStart = 0; | ||
respawnTemplates[] = { "Ace_Spectator","Counter","Tickets" }; | ||
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showMap = 1; // 0: disabled - 1: enabled. Default: 1 | ||
showWatch = 1; // 0: disabled - 1: enabled. Default: 1 | ||
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corpseManagerMode = 1; // Default: 0 for SP, 2 for MP | ||
corpseLimit = 15; // Default: 15 | ||
corpseRemovalMinTime = 60; // seconds. Default: 10 | ||
corpseRemovalMaxTime = 1200; // seconds. Default: 3600 | ||
wreckManagerMode = 0; // Default: 0 for SP, 2 for MP | ||
wreckLimit = 10; // seconds. Default: 15 | ||
wreckRemovalMinTime = 60; // seconds. Default: 10 | ||
wreckRemovalMaxTime = 1800; // seconds. Default: 36000 (10 hours) | ||
minPlayerDistance = 100; // meters. Default: 0 | ||
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aiKills = 1; // 0: disabled - 1: enabled. Default: 0 | ||
debriefing = 1; // 0: disabled - 1: enabled. Default: 1 | ||
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disableChannels[] = { | ||
{ | ||
0, // channel ID | ||
false, // text chat remains enabled | ||
true // voice chat is disabled | ||
}, | ||
{ | ||
1, // channel ID | ||
false, // text chat remains enabled | ||
true // voice chat is disabled | ||
}, | ||
{ | ||
2, // channel ID | ||
false, // text chat remains enabled | ||
true // voice chat is disabled | ||
}, | ||
{ | ||
3, // channel ID | ||
false, // text chat remains enabled | ||
true // voice chat is disabled | ||
}, | ||
{ | ||
4, // channel ID | ||
false, // text chat remains enabled | ||
true // voice chat is disabled | ||
}, | ||
{ | ||
5, // channel ID | ||
true, // text chat remains enabled | ||
true // voice chat is disabled | ||
}, | ||
}; | ||
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class Header | ||
{ | ||
gameType = "Coop"; // Game type | ||
//minPlayers = 1; // minimum number of players the mission supports | ||
//maxPlayers = 24; // maximum number of players the mission supports | ||
}; | ||
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class CfgFunctions | ||
{ | ||
#include "scripts\rallyPoint\cfgRally.hpp" | ||
}; |
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// https://community.bistudio.com/wiki/Event_Scripts | ||
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// Uncomment below to turn on faster nights. The first value is the daytime time multiplier, the second is the night-time multiplier. The night-time hours are from 9pm to 4am. | ||
// [6,12] execVM "scripts\fasterNights.sqf"; | ||
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// Uncomment below to disable fog. This script simply cycles a command every few minutes to clear the fog from the game. You can edit the script to change this behavior. | ||
// [] execVM "scripts\noFog.sqf"; |
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// https://community.bistudio.com/wiki/Event_Scripts | ||
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//This adds a "Spectre" command category to declutter the ACE menu | ||
_commandSpectrecode = { | ||
hint "Use the sub-menus for Spectre special functions"; | ||
}; | ||
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_commandSpectreaction = ["Spectre","Spectre","",_commandSpectrecode,{true}] call ace_interact_menu_fnc_createAction; | ||
[player, 1, ["ACE_SelfActions"], _commandSpectreaction] call ace_interact_menu_fnc_addActionToObject; | ||
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//This enables players to place down grass cutters, which removes the grass around them | ||
_AceGrassCut = ["grass_cut","Cut Grass","", | ||
{[player] call ace_common_fnc_goKneeling; [player, "AinvPknlMstpSnonWnonDnon_medic_1",1] call ace_common_fnc_doAnimation; | ||
[10,[],{_cutter = "Land_ClutterCutter_medium_F" createVehicle [0,0,0]; | ||
_cutter setPos (getPos player); hint "Grass Cut"},{hint "Cutting interupted"},"Cutting Grass"] call ace_common_fnc_progressBar | ||
},{true}] call ace_interact_menu_fnc_createAction; | ||
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[player, 1, ["ACE_SelfActions", "Spectre"], _AceGrassCut] call ace_interact_menu_fnc_addActionToObject; | ||
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// Adds Platoon Rally Point deployment ability to all players when they become team lead. This will also disable this ability on any Pathfinders, Air Squadron members, or Para-Cavalry troops. Also, if RPWestTerminal or RPWest objects are deleted, this will disable the system. | ||
_WplatoonRP = ["Wplatoon_rp","Deploy Platoon RP","", | ||
{ | ||
_num = player nearEntities ['Man',15]; | ||
if(leader player == player) then | ||
{ | ||
if(count _num >2) then | ||
{ | ||
[player] call ace_common_fnc_goKneeling; [player, "AinvPknlMstpSnonWnonDnon_medic_1",1] call ace_common_fnc_doAnimation; | ||
[40,[],{ | ||
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RPwest setVehiclePosition [(player modelToWorld[0,2,0]), [],0.5, "CAN_COLLIDE"]; | ||
wsquadRP1 setVehiclePosition [(player modelToWorld[1.5,1.5,0]), [],0.2, "CAN_COLLIDE"]; | ||
wsquadRP2 setVehiclePosition [(player modelToWorld[-1.5,3,0]), [],0.2, "CAN_COLLIDE"]; | ||
wsquadRP3 setVehiclePosition [(player modelToWorld[-1.5,1,0]), [],0.2, "CAN_COLLIDE"]; | ||
hint "Rally Point Deployed"; | ||
"RPMARK_1" setmarkerpos player; | ||
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} | ||
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, | ||
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{hint "Deploying interrupted"},"Deploying Rally point"] call ace_common_fnc_progressBar | ||
} | ||
else | ||
{ | ||
hint 'Need more allies nearby to deploy Rally Point' | ||
} | ||
} | ||
else | ||
{ | ||
hint 'Become the Team leader via ACE interactions and try again' | ||
} | ||
},{true}] call ace_interact_menu_fnc_createAction; | ||
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[player, 1, ["ACE_SelfActions","Spectre"], _WplatoonRP] call ace_interact_menu_fnc_addActionToObject; | ||
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// FARP Setup | ||
if (!isNil "farpLogic_01") then { | ||
// Adds FARP deployment and packing ability to Cav players. | ||
_FARPAbility = ["FARPAbility","Deploy Mobile FARP","", | ||
{ | ||
_num = player nearEntities ['Man',15]; | ||
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if (mobileFARPEmergencyPack == false) then | ||
{ | ||
farpLogic_01 setPosATL (getPosATL player); | ||
farpLogic_01 setDir ((getDir player)-45); | ||
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[player] call ace_common_fnc_goKneeling; [player, "AinvPknlMstpSnonWnonDnon_medic_1",1] call ace_common_fnc_doAnimation; | ||
[40,[],{ | ||
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[[],"scripts\mobileFARP\mobileFARP_setup.sqf"] remoteExec ["execVM",0]; | ||
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},{hint "Deploying interrupted" | ||
},"Deploying Mobile FARP"] call ace_common_fnc_progressBar; | ||
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} | ||
else | ||
{ | ||
hint 'The FARP had to emergency withdraw recently. Wait several minutes and try again.' | ||
} | ||
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},{true}] call ace_interact_menu_fnc_createAction; | ||
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if (isNil {player getVariable "slot_Cavalry"}) then {} else { | ||
[player, 1, ["ACE_SelfActions","Spectre"], _FARPAbility] call ace_interact_menu_fnc_addActionToObject; | ||
}; | ||
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// Adds FARP packing ability to Cav players | ||
_FARPPackability = ["FARPPackAbility","Pack Mobile FARP","", | ||
{ | ||
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if(player distance farpLogic_01 < 15) then | ||
{ | ||
[player] call ace_common_fnc_goKneeling; [player, "AinvPknlMstpSnonWnonDnon_medic_1",1] call ace_common_fnc_doAnimation; | ||
[10,[],{ | ||
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[[],"scripts\mobileFARP\mobileFARP_pack.sqf"] remoteExec ["execVM",0]; | ||
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},{hint "Deploying interrupted"},"Packing Mobile FARP"] call ace_common_fnc_progressBar; | ||
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} | ||
else | ||
{ | ||
hint 'Need to be near center of FARP to pack it.' | ||
} | ||
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},{true}] call ace_interact_menu_fnc_createAction; | ||
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if (isNil {player getVariable "slot_Cavalry"}) then {} else { | ||
[player, 1, ["ACE_SelfActions","Spectre"], _FARPPackAbility] call ace_interact_menu_fnc_addActionToObject; | ||
}; | ||
}; | ||
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// Adds marker panel deployment to Cav guys. | ||
_dropSystemTarp = ["dropSystemTarp","Deploy Signal Panel (Yellow)","", | ||
{ | ||
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[player] call ace_common_fnc_goKneeling; [player, "AinvPknlMstpSnonWnonDnon_medic_1",1] call ace_common_fnc_doAnimation; | ||
[5,[],{_panel = "Tarp_01_Large_Yellow_F" createVehicle position player;},{hint "Deploying interrupted"},"Deploying Signal Panel (Yellow)"] call ace_common_fnc_progressBar; | ||
_panel setVehiclePosition [(player modelToWorld[0,0,0.0]), [],1.5, "CAN_COLLIDE"]; | ||
_panel setDir (getDir player); | ||
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},{true}] call ace_interact_menu_fnc_createAction; | ||
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if (isNil {player getVariable "slot_Cavalry"}) then {} else { | ||
[player, 1, ["ACE_SelfActions","Spectre"], _dropSystemTarp] call ace_interact_menu_fnc_addActionToObject; | ||
}; | ||
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//This enables Citadel's Triage System if the module is present | ||
if (!isNil "citadelsTriageSystemModule_01") then { | ||
player addMPEventHandler ["MPKilled", { | ||
params ["_unit", "_killer", "_instigator", "_useEffects"]; | ||
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[_unit, _killer, _instigator, _useEffects] execVM "scripts\triageSystem.sqf"; | ||
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}]; | ||
}; | ||
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