-
Notifications
You must be signed in to change notification settings - Fork 2
/
init.sqf
178 lines (125 loc) · 6.88 KB
/
init.sqf
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
/*
This file is called in multiplayer, as the loading screen is transitioning into the game. It runs on all connected clients, and the server.
Below is the setup for the majority of QOL scripts in this pack.
Enable/disable them as it suits you.
*/
//Lighting Setup Engine - Optional
//"LightShafts" ppEffectAdjust [0.9, 0.8, 0.9, 0.8];
//Third Party Scripts (Look at mentioned file to enable
//[] execVM "MissionScripts\ThirdPartyScripts\ThirdPartyScriptInit.sqf";
//Zeus Enhanced Modules setup (comment out to disable)
[] call Waldo_fnc_ZenInitModules;
/*===========================================================================================================================*/
//Set ace namespace variables for maximum drag/carryweights (Tune these so that you can carry/drag your logistics boxes ingame)
ACE_maxWeightDrag = 10000;
ACE_maxWeightCarry = 6000;
/*===========================================================================================================================*/
/*
AI Tweak setup
These commands initiate Waldos AI Tweaks. It is an Either/OR situation, where the DAY OR NIGHT mode can be active per mission.
Daytime Mission parameter - uncomment this for daytime AI values.
*/
"DAY" call Waldo_fnc_AITweak;
// Nightime Mission - uncomment this for nightime AI values.
//"NIGHT" call Waldo_fnc_AITweak;
/*===========================================================================================================================*/
/*
ACRE 2 RADIO SETUP PARAMETERS
This section deals with setting up preset radio channels. Channel Naming is currently unavailable as it causes ACRE radios to be inconsistent.
You can set which squads are assigned to which of the channels you have chosen. Side does not matter here.
The format is as follows ["Squad Name",["ChannelSelection1","ChannelSelection2","ChannelSelection3"] where the Squad name is idential to the group name you picked earlier.
ChannelSelection1 though 3 should match one channel in the LongRangeRadioChannel for the side of that squad. You can have up to three choices,
however this is limited by the number of AN/PRC-152,AN/PRC-148 and AN/PRC-117F radios on that squad.
You should enter channels based on the range required. E.g. Platoon Net followed by Air2Ground or Company Net.
AN/PRC-343 Radios are done automatically based on squad callsign and Numerical designations (if any).
ACRE CEOI in the map screen will note all channel assignments for referance.
*/
private _RadioSetups = [
["Viking-1-1",[1,5]],
["Viking 5",[2,7]],
["Viking 3.2",[3,2]],
["Banshee",[4,1]]
];
[_RadioSetups] call Waldo_fnc_ACRE2Init;
/*
ACRE 2 Babel Setup
The script activates the Babel system in Arma 3 with Advanced Combat Radio Environment 2 (ACRE2). It sets up the languages spoken by different sides and defines the languages spoken by interpreters.
It adds all the necessary languages to the ACRE2 Babel system, assigns them to the respective units based on the side they belong to, and creates a diary record with a list of languages spoken in the area.
Arguments:
_languages - An array of sub-arrays. Each sub-array contains a side (West, East, Independent, Civilian) and the languages they speak as strings.
_interpreters - An array of units that are interpreters. These units can speak all languages.
Example:
[
[
[West, "English","French"],
[East, "Chinese"],
[independent, "Altian"],
[civilian, "Altian"]
],
[unit, unit2]
] call Waldo_fnc_BabelActivation;
*/
/*
[
[
[west, "English", "French"],
[east, "Russian"],
[civilian, "French"]
]
] call Waldo_fnc_BabelActivation;
*/
/*
ACRE 2 CEOI
The Below list are named channels for you to assign names to. These names will appear in the CEOI, and assigned appropriately to a channel number from 1 to 99.
The position of each channel in the list determines which channel number it will be assigned in the CEOI. E.g. The second Entry ("PLATOON 2" in the example given) will be channel 2 in the CEOI.
This is broken down per Side as displayed.
*/
_LongRangeRadioChannels_BLUFOR = ["PLATOON 1","PLATOON 2","PLATOON 3","COMPANY","AIR 2 GROUND","AIR 2 AIR","CAS 1","CAS 2","CFF 1","CFF 2","CONVOY 1"];
missionNamespace setVariable ["Waldo_ACRE2Setup_LRChannels_BLUFOR", _LongRangeRadioChannels_BLUFOR];
_LongRangeRadioChannels_OPFOR = ["PLATOON 1","PLATOON 2","PLATOON 3","COMPANY","AIR 2 GROUND","AIR 2 AIR","CAS 1","CAS 2","CFF 1","CFF 2","CONVOY 1"];
missionNamespace setVariable ["Waldo_ACRE2Setup_LRChannels_OPFOR", _LongRangeRadioChannels_OPFOR];
_LongRangeRadioChannels_IND = ["PLATOON 1","PLATOON 2","PLATOON 3","COMPANY","AIR 2 GROUND","AIR 2 AIR","CAS 1","CAS 2","CFF 1","CFF 2","CONVOY 1"];
missionNamespace setVariable ["Waldo_ACRE2Setup_LRChannels_IND", _LongRangeRadioChannels_IND];
_LongRangeRadioChannels_CIV = ["PLATOON 1","PLATOON 2","PLATOON 3","COMPANY","AIR 2 GROUND","AIR 2 AIR","CAS 1","CAS 2","CFF 1","CFF 2","CONVOY 1"];
missionNamespace setVariable ["Waldo_ACRE2Setup_LRChannels_CIV", _LongRangeRadioChannels_CIV];
/*===========================================================================================================================*/
/*
Vehicle function eventhandler
This adds vehicle functions to affected vehicles:
- Get out on specfic side. Only affects RHS gear so far.
- Auto added medical/logistics status to vehicles. Only affects RHS gear so far.
- HALO / Static line [WIP] Only affects RHS gear so far.
*/
call Waldo_fnc_InitVehicles;
/*
Briefing documents
*/
call Waldo_fnc_AddDocs;
/*
Sets team colour based on contents of role description.
Colour selections are RED,BLUE,GREEN,YELLOW.
Name Selections are ALPHA,BRAVO,CHARLIE,DELTA - which maps to colours as in colour selections.
Role selections are SQUAD Leader (Yellow), MEDIC (Green).
Currently based on the first word in the role description.
So Squad Leader will trigger assignment as Yellow but Viking Squad Leader will not- will likely refine this later.
*/
call Waldo_fnc_SetTeamColour;
/*===========================================================================================================================*/
/*
Introduction Text - Cool Introduction stuff like location, date, time and mission name and locale
When left with no parameters, as below, the script autogenerates the location based on the terrain name, and the mission title from the description.ext
You can optionally define replacements for the title & location, as is demonstrated in the trigger in the exemplar mission.
*/
["",""] call Waldo_fnc_InfoText;
/*
waldos Init Completion flag
======DO NOT TOUCH!=====
*/
sleep 10; // Buffer cycles for other inits to be completed - should not be removed
//Wait until player is in control of themselves, and then, if INIT flag isnt already set, set it.
waitUntil {!isNull player && player == player};
private _firstPlayerIn = missionNamespace getVariable "WALDO_INIT_COMPLETE";
if (isNil "_firstPlayerIn") then
{
missionNamespace setVariable ["WALDO_INIT_COMPLETE", true, true];
};