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Function list
- cScripts_fnc_DocChklist_CFF
- cScripts_fnc_DocChklist_JMTASKS
- cScripts_fnc_DocChklist_LZEXTRACT
- cScripts_fnc_DocChklist_LZINSERT
- cScripts_fnc_DocChklist_LZSPECS
- cScripts_fnc_DocRadio_LACEACE
- cScripts_fnc_DocRadio_MEDEVAC
- cScripts_fnc_DocRadio_ROTARYPICKUP
- cScripts_fnc_DocRadio_SPOTREP
- cScripts_fnc_Doc_Info
- cScripts_fnc_Doc_MissionControl
- cScripts_fnc_Doc_Radio
- cScripts_fnc_gear_applyAbilities
- cScripts_fnc_gear_applyCosmetics
- cScripts_fnc_gear_applyLoadout
- cScripts_fnc_gear_getCurrentLoadout
- cScripts_fnc_gear_getLoadoutRole
- cScripts_fnc_gear_getSideConfig
- cScripts_fnc_gear_hasSavedLoadout
- cScripts_fnc_gear_loadLoadout
- cScripts_fnc_gear_postInit
- cScripts_fnc_gear_postInitProxy
- cScripts_fnc_gear_preInit
- cScripts_fnc_gear_removeLoadout
- cScripts_fnc_gear_saveLoadout
- cScripts_fnc_gear_selectLoadout
- cScripts_fnc_gear_setupRadios
- cScripts_fnc_exportContainerToArsenal
- cScripts_fnc_exportLoadoutContentToArsenal
- cScripts_fnc_exportLoadoutToArsenal
- cScripts_fnc_init_aceArsenalDefault
- cScripts_fnc_init_aceItemReplace
- cScripts_fnc_init_aceTagging
- cScripts_fnc_init_chatCommands
- cScripts_fnc_init_diary
- cScripts_fnc_init_eventHandlers
- cScripts_fnc_init_message
- cScripts_fnc_init_skillAdjustment
- cScripts_fnc_init_staging
- cScripts_fnc_init_vehicle
- cScripts_fnc_init_zenModuels
- cScripts_fnc_addCargo
- cScripts_fnc_checkItemValidity
- cScripts_fnc_createCargoCrate
- cScripts_fnc_doEmptyCrate
- cScripts_fnc_doFieldHospital
- cScripts_fnc_doMedicalCrate
- cScripts_fnc_doStarterCrate
- cScripts_fnc_doStarterCrateSupplies
- cScripts_fnc_doSupplyCrate
- cScripts_fnc_setCargoAttributes
- cScripts_fnc_addGetOutHelo
- cScripts_fnc_addHaloJump
- cScripts_fnc_addLineJump
- cScripts_fnc_addLoadoutAction
- cScripts_fnc_addStagingZone
- cScripts_fnc_gate
- cScripts_fnc_setVehicleLable
- cScripts_fnc_teleport
- cScripts_fnc_zenModule_callEndex
- cScripts_fnc_zenModule_createFieldHospital
- cScripts_fnc_zenModule_createMedicalCrate
- cScripts_fnc_zenModule_createStarterCrate
- cScripts_fnc_zenModule_createSupplyCrate
- cScripts_fnc_zenModule_enableUnitSimulation
- cScripts_fnc_zenModule_regearTrooper
- cScripts_fnc_zenModule_resetPlayerRadio
- cScripts_fnc_zenModule_setDamage
- cScripts_fnc_zenModule_stagingZones
- cScripts_fnc_getCompanyVariable
- cScripts_fnc_getPlayerClan
- cScripts_fnc_getPlayerName
- cScripts_fnc_getPlayerRank
- cScripts_fnc_getPlayerRole
- cScripts_fnc_getRadioChannel
- cScripts_fnc_getSquadInsignia
- cScripts_fnc_getSquadName
- cScripts_fnc_hasCompanyVariable
- cScripts_fnc_isPlayerClan
- cScripts_fnc_setActiveRadio
- cScripts_fnc_setPlayerRank
- cScripts_fnc_setRadioChannel
- cScripts_fnc_setTeamColor
- cScripts_fnc_addArsenal
- cScripts_fnc_addHeal
- cScripts_fnc_addInsigniaSelection
- cScripts_fnc_addInsigniaSelectionList
- cScripts_fnc_addLoadoutSelection
- cScripts_fnc_addObjectToCurator
- cScripts_fnc_addReGear
- cScripts_fnc_checkStagingZone
- cScripts_fnc_clearRadioIds
- cScripts_fnc_createActionCategory
- cScripts_fnc_createVehicleLable
- cScripts_fnc_deleteDroppedObjects
- cScripts_fnc_doGetOutHeloSide
- cScripts_fnc_getArsenalWhitelist
- cScripts_fnc_getAttendance
- cScripts_fnc_getChannelName
- cScripts_fnc_getIcon
- cScripts_fnc_getServerMetrics
- cScripts_fnc_getUnitArsenalDefault
- cScripts_fnc_getVehicleLable
- cScripts_fnc_para_backpack
- cScripts_fnc_para_equipment
- cScripts_fnc_para_haloJump
- cScripts_fnc_para_lineJump
- cScripts_fnc_setupLoadoutCategories
- cScripts_fnc_setupLoadoutSelection
- cScripts_fnc_training_addHitIndicator
- cScripts_fnc_training_clearhitIndicator
- cScripts_fnc_vehicle_addCosmetics
- cScripts_fnc_vehicle_addCosmeticSelection
- cScripts_fnc_vehicle_addFlagAction
- cScripts_fnc_vehicle_addFunctions
- cScripts_fnc_vehicle_addInventory
- cScripts_fnc_vehicle_addPylonLoadout
- cScripts_fnc_vehicle_addPylonSelection
- cScripts_fnc_vehicle_addRadio
- cScripts_fnc_vehicle_addRegearAction
- cScripts_fnc_vehicle_addRepairAction
- cScripts_fnc_vehicle_addStagingActions
- cScripts_fnc_vehicle_applyLoadout
- cScripts_fnc_vehicle_getPylon
- cScripts_fnc_vehicle_setRadio
- cScripts_fnc_vehicle_setupPylonCategories
Go to cScripts_fnc_error, Written by: CPL.Brostrom.A
This function print a formated rpt message.
Arguments:
0: message
1: componant
2: showInChat
3: sendToServer
Exsamples:
["Something is wrong here."] call FUNC(error)
[format["%1 is a player.", player]] call FUNC(error)
Go to cScripts_fnc_info, Written by: CPL.Brostrom.A
This function print a formated rpt message.
Arguments:
0: message
1: componant
2: showInChat
3: sendToServer
Exsamples:
["Something is wrong here."] call FUNC(info)
[format["%1 is a player.", player]] call FUNC(info)
Go to cScripts_fnc_log, Written by: CPL.Brostrom.A
This function print a formated rpt message.
Arguments:
0: message
1: componant
2: showInChat
3: sendToServer
4: typePrefix
Exsamples:
["Something is wrong here."] call FUNC(log)
[format["%1 is a player.", player]] call FUNC(log)
Go to cScripts_fnc_warning, Written by: CPL.Brostrom.A
This function print a formated rpt message.
Arguments:
0: message
1: componant
2: showInChat
3: sendToServer
Exsamples:
["Something is wrong here."] call FUNC(warning)
[format["%1 is a player.", player]] call FUNC(warning)
Go to cScripts_fnc_DocChklist_CFF, Written by: CPL.Brostrom.A and SGT.Argus.J
This function write a diary record.
Arguments:
None
Exsamples:
call cScripts_fnc_Doc_CFF
Go to cScripts_fnc_DocChklist_JMTASKS, Written by: CPL.Brostrom.A and SGT.Argus.J
This function write a diary record.
Arguments:
None
Exsamples:
call cScripts_fnc_Doc_JMTASKS
Go to cScripts_fnc_DocChklist_LZEXTRACT, Written by: CPL.Brostrom.A and SGT.Argus.J
This function write a diary record.
Arguments:
None
Exsamples:
call cScripts_fnc_Doc_LZEXTRACT
Go to cScripts_fnc_DocChklist_LZINSERT, Written by: CPL.Brostrom.A and SGT.Argus.J
This function write a diary record.
Arguments:
None
Exsamples:
call cScripts_fnc_Doc_LZINSERT
Go to cScripts_fnc_DocChklist_LZSPECS, Written by: CPL.Brostrom.A and SGT.Argus.J
This function write a diary record.
Arguments:
None
Exsamples:
call cScripts_fnc_Doc_LZSPECS
Go to cScripts_fnc_DocRadio_LACEACE, Written by: CPL.Brostrom.A and SGT.Argus.J
This function write a diary record.
Arguments:
None
Exsamples:
call cScripts_fnc_Doc_LANEACE
Go to cScripts_fnc_DocRadio_MEDEVAC, Written by: CPL.Brostrom.A and SGT.Argus.J
This function write a diary record.
Arguments:
None
Exsamples:
call cScripts_fnc_Doc_MEDEVAC
Go to cScripts_fnc_DocRadio_ROTARYPICKUP, Written by: CPL.Brostrom.A and SGT.Argus.J
This function write a diary record.
Arguments:
None
Exsamples:
call cScripts_fnc_Doc_ROTARYOICUP
Go to cScripts_fnc_DocRadio_SPOTREP, Written by: CPL.Brostrom.A and SGT.Argus.J
This function write a diary record.
Arguments:
None
Exsamples:
call cScripts_fnc_Doc_SPOTREP
Go to cScripts_fnc_Doc_Info, Written by: CPL.Brostrom.A
This function write a diary record.
Arguments:
None
Exsamples:
call cScripts_fnc_Doc_Info
Go to cScripts_fnc_Doc_MissionControl, Written by: CPL.Brostrom.A
This function write a diary record.
Arguments:
None
Exsamples:
call cScripts_fnc_Doc_MissionControl
Go to cScripts_fnc_Doc_Radio, Written by: CPL.Brostrom.A
This function write a diary record.
Arguments:
None
Exsamples:
call cScripts_fnc_Doc_Radio
Go to cScripts_fnc_gear_applyAbilities, Written by: CPL.Brostrom.A
This function apply abilities to a player based on config entries
Arguments:
0: Unit
1: Config
Exsamples:
[player, (missionConfigFile >> "CfgLoadouts" >> "Cav_B_B_Atlas_Medic_TeamLeader_F")] call cScripts_fnc_gear_applyAbilities
Go to cScripts_fnc_gear_applyCosmetics, Written by: BaerMitUmlaut, CPL.Brostrom.A
This function apply abilities to a player based on config entries
Arguments:
0: Unit
Exsamples:
[player] call cScripts_fnc_gear_applyCosmetics
Go to cScripts_fnc_gear_applyLoadout, Written by: BaerMitUmlaut, CPL.Brostrom.A
This function apply a player loadout
Arguments:
0: Unit
1: Loadout <CLASSNAME / VARIABLE / LOADOUT ARRAY>
Exsamples:
[player, "B_Soldier_F"] call cScripts_fnc_gear_applyLoadout
[player, "Variable_Name"] call cScripts_fnc_gear_applyLoadout
[player, [[],[],[],[],[],[],"","",[],["","","","","",""]]] call cScripts_fnc_gear_applyLoadout
Go to cScripts_fnc_gear_getCurrentLoadout, Written by: CPL.Brostrom.A
This function return your current loadout.
Arguments:
None
Exsamples:
[] call cScripts_fnc_gear_getCurrentLoadout
Go to cScripts_fnc_gear_getLoadoutRole, Written by: CPL.Brostrom.A
This function return your role
Arguments:
0: Loadout
Exsamples:
[player] call cScripts_fnc_gear_getLoadoutRole
Go to cScripts_fnc_gear_getSideConfig, Written by: BaerMitUmlaut
This function return a side string based on side object provided.
Arguments:
0: Side
Exsamples:
[west] call cScripts_fnc_gear_getSideConfig
[independent] call cScripts_fnc_gear_getSideConfig
Go to cScripts_fnc_gear_hasSavedLoadout, Written by: BaerMitUmlaut, CPL.Brostrom.A
This function return true or false if you have a loadout stored.
Arguments:
0: Unit
Exsamples:
["bob"] call cScripts_fnc_gear_hasSavedLoadout
Go to cScripts_fnc_gear_loadLoadout, Written by: BaerMitUmlaut, CPL.Brostrom.A
This function apply abilities to a player based on config entries
Arguments:
0: Unit
1: Loadout <STRING / ARRAY>
Exsamples:
[player] call cScripts_fnc_gear_loadLoadout
Go to cScripts_fnc_gear_postInit, Written by:
Arguments:
Exsamples:
Go to cScripts_fnc_gear_postInitProxy, Written by:
Arguments:
Exsamples:
Go to cScripts_fnc_gear_preInit, Written by:
Arguments:
Exsamples:
Go to cScripts_fnc_gear_removeLoadout, Written by: BaerMitUmlaut, CPL.Brostrom.A
This function remove any saved loadout
Arguments:
0: Unit
Exsamples:
[player] call cScripts_fnc_gear_removeLoadout
Go to cScripts_fnc_gear_saveLoadout, Written by: CPL.Brostrom.A
This function save players loadout
Arguments:
0: Unit
Exsamples:
[player] call cScripts_fnc_gear_saveLoadout
Go to cScripts_fnc_gear_selectLoadout, Written by:
Arguments:
Exsamples:
Go to cScripts_fnc_gear_setupRadios, Written by: BaerMitUmlaut, CPL.Brostrom.A
This function setup radios and apply radio channel to them on server and player. Needs to be in init.sqf
Arguments:
Nothing
Exsamples:
[] call cScripts_fnc_gear_setupRadios
Go to cScripts_fnc_exportContainerToArsenal, Written by: CPL.Brostrom.A
This function export objects to clipboard from a given object. Primarly used for the Cav Arsenal function. The function retun a array or strings as well as clipboard export.
Arguments:
0: Object
Exsamples:
[cursorTarget] call cScripts_fnc_exportContainerToArsenal
Go to cScripts_fnc_exportLoadoutContentToArsenal, Written by: CPL.Brostrom.A
This function export a given company or a classname loadout. Primarly used for the Cav Arsenal function. The function retun a array or strings as well as clipboard export.
Arguments:
0: Company ["cfgLoadoutsClassname","alpha","bravo","charlie"]
Exsamples:
["charlie"] call cScripts_fnc_exportLoadoutContentToArsenal
Go to cScripts_fnc_exportLoadoutToArsenal, Written by: CPL.Brostrom.A
This function export a given company or a classname loadout. Primarly used for the Cav Arsenal function. The function retun a array or strings as well as clipboard export.
Arguments:
None
Exsamples:
call cScripts_fnc_exportLoadoutToArsenal
Go to cScripts_fnc_init_aceArsenalDefault, Written by: CPL.Brostrom.A
This function initzialise ace arsenal default loadouts in eden and in mission.
Arguments:
Exsamples:
call cScripts_fnc_init_aceArsenalDefault
Go to cScripts_fnc_init_aceItemReplace, Written by: CPL.Brostrom.A
This function enables standardization of item use by swaping items to desired item.
Arguments:
Exsamples:
call cScripts_fnc_init_aceItemReplace
Go to cScripts_fnc_init_aceTagging, Written by: CPL.Brostrom.A
This adds custom spray tags to all units.
Arguments:
Exsamples:
call cScripts_fnc_init_aceTagging
Go to cScripts_fnc_init_chatCommands, Written by: CPL.Brostrom.A
This function handle all our custom chat commands
Arguments:
Exsamples:
call cScripts_fnc_init_ChatCommands
Go to cScripts_fnc_init_diary, Written by: CPL.Brostrom.A
This function add diary records.
Arguments:
Exsamples:
call cScripts_fnc_init_diary
Go to cScripts_fnc_init_eventHandlers, Written by: CPL.Brostrom.A
This function add eventhandlers.
Arguments:
Exsamples:
call cScripts_fnc_init_eventHandlers
Go to cScripts_fnc_init_message, Written by: CPL.Brostrom.A
This function print messages on player connect.
Arguments:
Exsamples:
call cScripts_fnc_init_message
Go to cScripts_fnc_init_skillAdjustment, Written by: CPL.Brostrom.A
This function changes AI skill values
Arguments:
Exsamples:
call cScripts_fnc_init_skillAdjustment
Go to cScripts_fnc_init_staging, Written by: CPL.Brostrom.A
This function setup the staging system and automaticly creates respawn marker staging zones.
Arguments:
None
Exsamples:
call cScripts_fnc_init_staging
Go to cScripts_fnc_init_vehicle, Written by: CPL.Brostrom.A
This function add eventhandelers adding cav functionality to all vehicles.
Arguments:
Exsamples:
call cScripts_fnc_init_vehicle
Go to cScripts_fnc_init_zenModuels, Written by: CPL.Brostrom.A
This function load all Cav modules. Requires Zen Mod to run propperly. The function will terminate if not.
Arguments:
None
Exsamples:
call cScripts_fnc_init_zenModuels
Go to cScripts_fnc_addCargo, Written by: Whitsel.M
This function add given supplies to a container. If nothing in the array is defined the container will be empty.
Arguments:
0: Vehicle or Crate
1: Inventory
Exsamples:
[MyCrate, [["ACE_EarPlugs", 60]]] call cScripts_fnc_addCargo;
[MyTruck, [["ACE_personalAidKit", 8], ["ACE_tourniquet", 10]]] call cScripts_fnc_addCargo;
Go to cScripts_fnc_checkItemValidity, Written by: Whitsel.M
This function checks if a item are usable and valid.
Arguments:
0: Item
Exsamples:
["ACE_EarPlugs"] call cScripts_fnc_checkItemValidity;
Go to cScripts_fnc_createCargoCrate, Written by: CPL.Brostrom.A
This function creates a cargo crate with defined loadout and load or places it in a location
Arguments:
0: Classname
1: Inventory <ARRAY/BOOL>
2: Vehicle or Position <OBJECT, ARRAY>
3: Crate Size (Optional)
Exsamples:
["B_supplyCrate_F"] call cScripts_fnc_createCargoCrate;
["B_supplyCrate_F", false] call cScripts_fnc_createCargoCrate;
["B_supplyCrate_F", false, MyTruck] call cScripts_fnc_createCargoCrate;
["B_supplyCrate_F", false, [255,300,2]] call cScripts_fnc_createCargoCrate;
["B_supplyCrate_F", [["ACE_personalAidKit", 8], ["ACE_tourniquet", 10]]] call cScripts_fnc_createCargoCrate;
["B_supplyCrate_F", [["ACE_personalAidKit", 8], ["ACE_tourniquet", 10]], MyTruck] call cScripts_fnc_createCargoCrate;
["B_supplyCrate_F", [["ACE_personalAidKit", 8], ["ACE_tourniquet", 10]], [255,300,2]] call cScripts_fnc_createCargoCrate;
Go to cScripts_fnc_doEmptyCrate, Written by: CPL.Brostrom.A
This function resupply a crate and changes it's texture.
Arguments:
0: Crate
Exsamples:
[this] call cScripts_fnc_doEmptyCrate;
Go to cScripts_fnc_doFieldHospital, Written by: CPL.Brostrom.A
This scripts crate the 7th cavalry field hostpital. It adds equipment and some optional selections to a given object.
You can read more about this function here.
Arguments:
0: Crate
1: Medical Facility (Default: true)
2: Scale cargo ammount (Default: 1)
Exsamples:
[this] call cScripts_fnc_doFieldHospital;
[this, true, 1] call cScripts_fnc_doFieldHospital;
Go to cScripts_fnc_doMedicalCrate, Written by: CPL.Brostrom.A
This function resupply a crate and changes it's texture.
Arguments:
0: Unit
1: Scale
Exsamples:
[this,0.5] call cScripts_fnc_doMedicalCrate;
[this,1] call cScripts_fnc_doMedicalCrate;
Go to cScripts_fnc_doStarterCrate, Written by: CPL.Brostrom.A
This scripts crate the 7th cavalry starter crate. It adds equipment and some selections to a given object.
You can read more about this function here.
Arguments:
0: Object
1: Selection type (Default: "none")
2: ReGear action (Default: true)
3: Heal action (Default: true)
4: Insignia Selection (Default: true)
5: Company variable (Default: true)
6: Arsenal (Default: false)
7: Staging (Default: true)
Exsamples:
[this] call cScripts_fnc_doStarterCrate;
[this,"none",true] call cScripts_fnc_doStarterCrate;
[this,"none",true,true,true,true,false] call cScripts_fnc_doStarterCrate;
[this,"none",true,true,true,true,false,true] call cScripts_fnc_doStarterCrate;
Go to cScripts_fnc_doStarterCrateSupplies, Written by: CPL.Brostrom.A
This function adds equipment to a given item baserd on company type.
You can read more about this function here.
Arguments:
0: Crate
1: Set company type. ["none","alpha","bravo","charlie","medical","full"]
Exsamples:
[this] call cScripts_fnc_doStarterCrateSupplies;
[this,"none"] call cScripts_fnc_doStarterCrateSupplies;
Go to cScripts_fnc_doSupplyCrate, Written by: CPL.Brostrom.A
This populats a given object with items. Use for mission resupplies.
Arguments:
0: Crate
1: Scale cargo ammount (Default: 1)
Exsamples:
[this,0.5] call cScripts_fnc_doSupplyCrate;
[this,1] call cScripts_fnc_doSupplyCrate;
Go to cScripts_fnc_setCargoAttributes, Written by: Whitsel.M
This function allow you to set the cargo space and size of the given object.
Arguments:
0: Vehicle
1: Cargo Space (nil to keep default value)
2: Cargo Size (nil to keep default value)
3: Draggable (Default; true)
4: Carryable (Default; true)
Exsamples:
[myTruck] call cScripts_fnc_setCargoAttributes;
[myTruck, 30, -1] call cScripts_fnc_setCargoAttributes;
[myCrate, -1, 2] call cScripts_fnc_setCargoAttributes;
[myCrate, -1, 2, true, false] call cScripts_fnc_setCargoAttributes;
[myCrate, nil, nil, true, false] call cScripts_fnc_setCargoAttributes;
Go to cScripts_fnc_addGetOutHelo, Written by: CPL.Brostrom.A (With the help from; 654wak654)
This function add two get out side addActions avaible for players in cargoIndex positions.
Arguments:
0: Object
1: Color Action
Exsamples:
[this] call cScripts_fnc_addGetOutHelo
[this, true] call cScripts_fnc_addGetOutHelo
Go to cScripts_fnc_addHaloJump, Written by: CPL.Brostrom.A
This function adds a HALO Jump out option to a vehicle.
Arguments:
0: Vehicle
1: Minimum altetude (Optional) (Default; 5000)
4: Chute Vehicle Class (Optional) (Default; "B_Parachute")
Exsamples:
["my_c130"] call cScripts_fnc_addHaloJump
["my_c130", 5000] call cScripts_fnc_addHaloJump
["my_c130", 5000, "B_Parachute"] call cScripts_fnc_addHaloJump
Go to cScripts_fnc_addLineJump, Written by: CPL.Brostrom.A
This function adds a Jump out option to a vehicle.
Arguments:
0: Vehicle
1: Minimum altetude (Optional) (Default; 180)
2: Maximum altetude (Optional) (Default; 350)
3: Maximum speed (Optional) (Default; 310)
4: Chute Vehicle Class (Optional) (Default; "rhs_d6_Parachute")
Exsamples:
["my_c130"] call cScripts_fnc_addLineJump
["my_c130", 180] call cScripts_fnc_addLineJump
["my_c130", 180, 350, 300] call cScripts_fnc_addLineJump
["my_c130", 180, 350, 300, "rhs_d6_Parachute"] call cScripts_fnc_addLineJump
Go to cScripts_fnc_addLoadoutAction, Written by: CPL.Brostrom.A
This adds a addAction option to the given item for a given loadout.
Arguments:
0: Object
1: Lable
2: Loadout <CLASSNAME / VARIABLE / LOADOUT ARRAY>
Exsamples:
[this, "My Custom Loadout", "My_Loadout_Classname"] call cScripts_fnc_addLoadoutAction
[this, "Rifleman", "B_Soldier_F"] call cScripts_fnc_addLoadoutAction
[this, "Apply a special variable loadout", "Variable_Name"] call cScripts_fnc_addLoadoutAction
[this, "Go Nude", [[],[],[],[],[],[],"","",[],["","","","","",""]]] call cScripts_fnc_addLoadoutAction
Go to cScripts_fnc_addStagingZone, Written by: CPL.Brostrom.A
This function adds a given object or marker to the missionNamespace listing staging zones.
Arguments:
0: Zone <OBJECT/STRING>
1: Zone Size (Optional) [Default; 12]
Return:
Nothing
Exsamples:
[this] call cScripts_fnc_addStagingZone
[bob, 2] call cScripts_fnc_addStagingZone
[TruckMcTruckFace, 12] call cScripts_fnc_addStagingZone
["respawn_west", 12] call cScripts_fnc_addStagingZone
Go to cScripts_fnc_gate, Written by: CPL.Brostrom.A, with help from Commy2
This function make a given gate the ability to open and close automaticly whitout much fiddeling with triggers.
You can read more about this function here.
Arguments:
0: Object
1: Side (Optional) (Default; WEST)
2: Distance (Optional) (Default; 30)
Exsamples:
["gate"] call cScripts_fnc_gate
["gate","WEST"] call cScripts_fnc_gate
["gate","WEST", 30] call cScripts_fnc_gate
Go to cScripts_fnc_setVehicleLable, Written by: CPL.Brostrom.A
This function fetches a texture from the getVehicleLable texture list and apply it to a supported vechicle. Supported vehicles: C-130 3 PARMS OR (Locations: Tail) UH60 Black Hawks 2 PARMS OR (Locations: Tail) STRYKER NONE NONE (Locations: Front) MRAP 5 PARMS OR (Locations: Side) M1A1 Abrams 2 PARMS (Locations: Front, Side) M2/M3 Bradley 1 PARMS (Locations: Side)
You can read more about this function here.
Arguments:
0: Vehicles
1: Texture (Optional)
2: Texture (Optional)
3: Texture (Optional)
4: Texture (Optional)
5: Texture (Optional)
6: Texture (Optional)
7: Texture (Optional)
8: Texture (Optional)
9: Texture (Optional)
Exsamples:
[this] call cScripts_fnc_setVehicleLable
[this,"B","5"] call cScripts_fnc_setVehicleLable
[this,"RedCross"] call cScripts_fnc_setVehicleLable
[this,"RedCross",RedCross,"S","6"] call cScripts_fnc_setVehicleLable
Go to cScripts_fnc_teleport, Written by: CPL.Brostrom.A
This teleports a target to a given marker or any other kind of object. Z will always be 0 for MARKER, LOCATION and TASK.
You can read more about this function here.
Arguments:
0: Object
1: Label text
2: Destination <MARKER/OBJECT/LOCATION/GROUP/TASK>
Exsamples:
[this,"Teleport - Airfield", Airstrip] call cScripts_fnc_teleport
[this,"Teleport - Base", MyBase] call cScripts_fnc_teleport
[this,"Teleport - Talon", "FOB_Talon"] call cScripts_fnc_teleport
[this,"Teleport - Base", "respawn_west"] call cScripts_fnc_teleport
Go to cScripts_fnc_zenModule_callEndex, Written by: CPL.Brostrom.A, CPL.Dunn.W
This module function can disable ai set player weapon to safe and print some hints and spam the chat with ENDEX.
Arguments:
0: modulePos
1: objectPos
Exsamples:
[getPos logic, this] call cScripts_fnc_zenModule_callEndex;
Go to cScripts_fnc_zenModule_createFieldHospital, Written by: CPL.Brostrom.A
This module function spawn a 7th Cavalry Fieald Hostpital.
Arguments:
0: modulePos
1: objectPos
Exsamples:
[getPos logic, this] call cScripts_fnc_zenModule_createFieldHospital
Go to cScripts_fnc_zenModule_createMedicalCrate, Written by: CPL.Brostrom.A
This module function spawn a supply medical crate.
Arguments:
0: modulePos
1: objectPos
Exsamples:
[getPos logic, this] call cScripts_fnc_zenModule_createFieldHospital
Go to cScripts_fnc_zenModule_createStarterCrate, Written by: CPL.Brostrom.A
Modified by: PVT.Schouten.M This module function spawn a 7th Cavalry Starter Crate.
Arguments:
0: modulePos
1: objectPos
Exsamples:
[getPos logic, this] call cScripts_fnc_zenModule_createStarterCrate;
Go to cScripts_fnc_zenModule_createSupplyCrate, Written by: CPL.Brostrom.A
This module function spawn a supply crate.
Arguments:
0: modulePos
1: objectPos
Exsamples:
[getPos logic, this] call cScripts_fnc_zenModule_createSupplyCrate
Go to cScripts_fnc_zenModule_enableUnitSimulation, Written by: CPL.Brostrom.A
This module function enables adn unhide a units, vehicle and its group; that have been hidden and disabled by simulation manager and dynamic simulation.
Arguments:
0: modulePos
1: objectPos
Exsamples:
[getPos logic, this] call cScripts_fnc_zenModule_enableUnitSimulation
Go to cScripts_fnc_zenModule_regearTrooper, Written by: CPL.Brostrom.A
This module function regear to a given unit.
Arguments:
0: modulePos
1: objectPos
Exsamples:
[getPos logic, this] call cScripts_fnc_zenModule_regearTrooper
Go to cScripts_fnc_zenModule_resetPlayerRadio, Written by: CPL.Brostrom.A
This module resets the player radio.
Arguments:
0: modulePos
1: objectPos
Exsamples:
[getPos logic, this] call cScripts_fnc_zenModule_resetPlayerRadio;
Go to cScripts_fnc_zenModule_setDamage, Written by: CPL.Brostrom.A
This module function spawn a supply crate.
Arguments:
0: modulePos
1: objectPos
Exsamples:
[getPos logic, this] call cScripts_fnc_zenModule_createSupplyCrate
Go to cScripts_fnc_zenModule_stagingZones, Written by: CPL.Brostrom.A
This module function can disable the staging zones mid mission.
Arguments:
0: modulePos
1: objectPos
Exsamples:
[getPos logic, this] call cScripts_fnc_zenModule_stagingZones;
Go to cScripts_fnc_getCompanyVariable, Written by: CPL.Brostrom.A
Show you your current company variable.
Arguments:
none
Exsamples:
[player] call cScripts_fnc_getCompanyVariable
Go to cScripts_fnc_getPlayerClan, Written by: CPL.Brostrom.A
Retun the player clan tag
Arguments:
0: player
Exsamples:
[player] call cScripts_fnc_getPlayerClan
Go to cScripts_fnc_getPlayerName, Written by: CPL.Brostrom.A
This function fetches your name based on your name BIS profile or Steam Profile name.
Arguments:
0: player
1: type ['PROFILE', 'STEAM']
Exsamples:
[player,'PROFILE'] call cScripts_fnc_getPlayerName
Go to cScripts_fnc_getPlayerRank, Written by: CPL.Brostrom.A
This function fetches your rank based on your name prefix.
Arguments:
0: player
1: type ['CAV', 'BIS', 'FORMAT']
Exsamples:
[player,'BIS'] call cScripts_fnc_getPlayerRank
Go to cScripts_fnc_getPlayerRole, Written by: CPL.Brostrom.A
This function fetches your rank based on your name description prefix or unit config display text.
Arguments:
None
Exsamples:
call cScripts_fnc_getPlayerRole
Go to cScripts_fnc_getRadioChannel, Written by: CPL.Brostrom.A
This function fetch a squad radio channel based on radio type and squad name.
Arguments:
0: Group name
1: Radio type (Optional) (Default; ACRE_PRC343)
Exsamples:
["BANDIT-1", "ACRE_PRC343"] call cScripts_fnc_getRadioChannel
Go to cScripts_fnc_getSquadInsignia, Written by: CPL.Brostrom.A
This function fetch a squad radio channel based on your squad name.
Arguments:
Exsamples:
[] call cScripts_fnc_getSquadInsignia
Go to cScripts_fnc_getSquadName, Written by: CPL.Brostrom.A
This function fetch a squad name of a unit variable squad name
Arguments:
0: Unit
Exsamples:
[Bob] call cScripts_fnc_getSquadName;
Go to cScripts_fnc_hasCompanyVariable, Written by: CPL.Brostrom.A
Retun true or false if a player have the given company.
Arguments:
0: player
1: Compare string
Exsamples:
[player] call cScripts_fnc_hasCompanyVariable
Go to cScripts_fnc_isPlayerClan, Written by: CPL.Brostrom.A
Compare given clan tag to compare clan tag and return true or false.
Arguments:
0: player
1: Compare clan tag
Exsamples:
[player,"7CAV"] call cScripts_fnc_isPlayerClan
Go to cScripts_fnc_setActiveRadio, Written by: CPL.Brostrom.A
This function sets a defined radio to be the active radio after radio init.
Arguments:
0: Radio (Default; MyDefaultValue)
Exsamples:
["ACRE_PRC343"] call cScripts_fnc_setActiveRadio
Go to cScripts_fnc_setPlayerRank, Written by: CPL.Brostrom.A
This function is used to apply a player rank to a player.
Arguments:
0: Player
Exsamples:
["bob"] call cScripts_fnc_setPlayerRank;
Go to cScripts_fnc_setRadioChannel, Written by: CPL.Brostrom.A
This function sets a player radio channels based on squad name. If -1 no radio will be set.
Arguments:
0: Player
Exsamples:
["bob"] call cScripts_fnc_setRadioChannel
Go to cScripts_fnc_setTeamColor, Written by: CPL.Brostrom.A
Set a team color based on the units name.
Arguments:
None
Exsamples:
call cScripts_fnc_setTeamColor
Go to cScripts_fnc_addArsenal, Written by: CPL.Brostrom.A
This function crates a arsenal on the given object with items used in each company. If full, none, or empty value is given the arsenal will be "full".
Arguments:
0: Object
1: Company
Exsamples:
["box", "full"] call cScripts_fnc_addArsenal
Go to cScripts_fnc_addHeal, Written by: CPL.Brostrom.A
This adds a adda ction as well as a ACE interaction reGear selection. The script reapplyes the players start loadout.
Arguments:
0: Object
Exsamples:
[this] call cScripts_fnc_addHeal;
Go to cScripts_fnc_addInsigniaSelection, Written by: CPL.Brostrom.A
This function generates a insignia selection button.
Arguments:
0: Object
1: Lable
2: actionName
3: Path to icon
4: Categorys (Optional)
Exsamples:
[this,"Remove Insignia"] call cScripts_fnc_addInsigniaSelection;
[this,"Squad Insignia 1/1/C/1-7","11C_17_Insignia","cScripts\Data\Insignia\1-1-C-17.paa"] call cScripts_fnc_addInsigniaSelection;
[this,"Platoon Insignia 1/1/C/1-7","2C_17_Insignia","cScripts\Data\Insignia\2-C-17.paa"] call cScripts_fnc_addInsigniaSelection;
Go to cScripts_fnc_addInsigniaSelectionList, Written by: CPL.Brostrom.A
This function sets up a list of insignias as aceAction or addAction on a given object. (Ussaly the Starter Crate).
Arguments:
0: Object
1: Main ACE Category (Optional)
Exsamples:
["my_box"] call cScripts_fnc_addInsigniaSelectionList;
Go to cScripts_fnc_addLoadoutSelection, Written by: CPL.Brostrom.A (With help from Commy2)
This function generates a quick selection button.
Arguments:
0: Object
1: Lable [Default: ""]
2: Loadout classname [Default: ""]
3: Path to icon (Optional) [Default: ""]
4: Categorys (Optional) [Default: ["ACE_MainActions","cScripts_Loadout_Cat_Main"]]
5: Platoon required to use (Optional) [Default: ""]
6: Require Company Variable (Optional) [Default: false]
Exsamples:
[this,"Rifleman","Class_Rifleman"] call cScripts_fnc_addLoadoutSelection;
[this,"Rifleman","Class_Rifleman","",["ACE_MainActions","cScripts_Loadout_Cat_Main"],""] call cScripts_fnc_addLoadoutSelection;
[this,"Rifleman","Class_Rifleman","",["ACE_MainActions","cScripts_Loadout_Cat_Main"],"", false] call cScripts_fnc_addLoadoutSelection;
Go to cScripts_fnc_addObjectToCurator, Written by: CPL.Brostrom.A
Add object to all curators on next frame.
Arguments:
0: Object
Exsamples:
[this] call cScripts_fnc_addObjectToCurator
Go to cScripts_fnc_addReGear, Written by: CPL.Brostrom.A
This adds a reGear selection option. The script reApplyes the players start loadout.
Arguments:
0: Object
1: ACE Category (Optional)
Exsamples:
[this] call cScripts_fnc_addReGear
[this] call cScripts_fnc_addReGear
[this, ["ACE_MainActions"]] call cScripts_fnc_addReGear
Go to cScripts_fnc_checkStagingZone, Written by: CPL.Brostrom.A
This function checks if your near a staging zone and change the global variable for the player.
Arguments:
None
Return:
True or False
Exsamples:
call cScripts_fnc_checkStagingZone
Go to cScripts_fnc_clearRadioIds, Written by: CPL.Brostrom.A
This function return a funtion icon path or path provided.
Arguments:
nothing
Exsamples:
[player] call cScripts_fnc_clearRadioIds
Go to cScripts_fnc_createActionCategory, Written by: CPL.Brostrom.A
This script creates a ace category.
Arguments:
0: Object
1: ActionName
2: Lable
3: Path to icon
4: Categorys (Optional)
5: Condition (Optional)
Exsamples:
[this,"MyCategory","Insignia","icon.paa",["ACE_MainActions"]] call cScripts_fnc_createActionCategory;
[this,"MySecondCategory","Misc","data/icon.paa",["ACE_MainActions","MyCategory"]] call cScripts_fnc_createActionCategory;
Go to cScripts_fnc_createVehicleLable, Written by: CPL.Brostrom.A
This function create a texture that is attached to a given object.
You can read more about this function here.
Arguments:
0: Vehicle
1: Position
2: Rotation
3: Texture
4: Vector (Optional) (Default; [0,0,1])
4: VectorDirAndUp (Alternative; if Rotation is False)
1: vectorDir [x1, y1, z1]
2: vectorUp [x2, y2, z2]
Exsamples:
["UH60", [-0.49,-2.45,-1.3], 87, "path/to/texture.paa"] call cScripts_fnc_createVehicleLable
["C130", [0.205,-11.9,8.920],-90, "path/to/texture.paa", [-0.05,0,1]] call cScripts_fnc_createVehicleLable
["Stryker", [1.666,-1.32,-0.42] , false, "path/to/texture.paa", [[-1,0,-0.152], [0,0,1]]] call cScripts_fnc_createVehicleLable;
Go to cScripts_fnc_deleteDroppedObjects, Written by:
This function deletes objects and junk on the ground in a given radius.
Arguments:
0: Object
1: Radius
Exsamples:
[this,5] call cScripts_fnc_deleteDroppedObjects
[_object,5] call cScripts_fnc_deleteDroppedObjects
Go to cScripts_fnc_doGetOutHeloSide, Written by: CPL.Brostrom.A (With the help from; 654wak654)
Move the player outside the passanger door on the left or right side.
Arguments:
0: Object
1: Door side (Default Left/true)
Exsamples:
[this, true] call cScripts_fnc_doGetOutHeloSide;
Go to cScripts_fnc_getArsenalWhitelist, Written by: CPL.Brostrom.A
This function return a list of items used for arsenal
Arguments:
None
Return:
ARRAY of items
Exsamples:
[] call cScripts_fnc_getArsenalWhitelist;
Go to cScripts_fnc_getAttendance, Written by: CPL.Brostrom.A
This function return players that haev connected to the server. It will print it to your RPT and add it to your clipboard.
Arguments:
None
Exsamples:
call cScripts_fnc_getAttendance
Go to cScripts_fnc_getChannelName, Written by: CPL.Brostrom.A
This function return channel name or number based on radio.
Arguments:
0: Channel Number
Return:
Radio name as string
Exsamples:
[1] call cScripts_fnc_getChannelName;
Go to cScripts_fnc_getIcon, Written by: CPL.Brostrom.A
This function return a funtion icon path or path provided.
Arguments:
0: Unit
Exsamples:
["\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"] call cScripts_fnc_getIcon
["iconManLeader"] call cScripts_fnc_getIcon
Go to cScripts_fnc_getServerMetrics, Written by: Liber.N
This function allow you to get statistics from the server.
Arguments:
0: Client ID
Exsamples:
[owner player] call cScripts_fnc_getServerMetrics
Go to cScripts_fnc_getUnitArsenalDefault, Written by: CPL.Brostrom.A
This function creates a defualt loadout based on your current selected loadout class
Arguments:
None
Return:
Nothing
Exsamples:
[] call cScripts_fnc_getUnitArsenalDefault;
Go to cScripts_fnc_getVehicleLable, Written by: CPL.Brostrom.A
This function returns a texture path from a given string name..
You can read more about this function here.
Arguments:
0: Texture (Optional)
Exsamples:
["MyExsampleTexture"] call cScripts_fnc_getVehicleLable
Go to cScripts_fnc_para_backpack, Written by: CPL.Brostrom.A
This save your current objects inside of your backpack as a variable And simulate a packpack on your chest. Action is added to allow you to swap back.
Arguments:
0: Player
1: ChuteBackpackClass (Optional) (Default; "B_Parachute")
Exsamples:
["bob"] call cScripts_fnc_para_backpack
["bob", "B_Parachute"] call cScripts_fnc_para_backpack
Go to cScripts_fnc_para_equipment, Written by: CPL.Brostrom.A
This function run a para jump simulation on a given player.
Arguments:
0: Player
Exsamples:
["bob"] call cScripts_fnc_para_equipment
Go to cScripts_fnc_para_haloJump, Written by: CPL.Brostrom.A
This function throw a player out from a airplane and replaces their current backpack with a parachute.
Arguments:
0: Player
1: Vehicle
2: Chute Vehicle (Optional) [Default; "NonSteerable_Parachute_F"]
Exsamples:
["bob","my_C130"] call cScripts_fnc_para_haloJump
["bob","my_C130", "NonSteerable_Parachute_F"] call cScripts_fnc_para_haloJump
Go to cScripts_fnc_para_lineJump, Written by: CPL.Brostrom.A
This jump throw a player out of a aircraft and attaches a parashoot.
Arguments:
0: Player
1: Vehicle
2: Chute Vehicle (Optional) [Default; "NonSteerable_Parachute_F"]
Exsamples:
["bob","my_C130"] call cScripts_fnc_para_lineJump
["bob","my_C130", "NonSteerable_Parachute_F"] call cScripts_fnc_para_lineJump
Go to cScripts_fnc_setupLoadoutCategories, Written by: CPL.Brostrom.A
This function setup a loadout categories
Arguments:
0: Vehicle/Object/Crate
1: Ace Action Category (Optional) (Default; ACE_MainActions)
Exsamples:
[this, "ACE_MainActions"] call cScripts_fnc_setupLoadoutSelection;
[this, "ACE_SelfActions"] call cScripts_fnc_setupLoadoutSelection;
Go to cScripts_fnc_setupLoadoutSelection, Written by: CPL.Brostrom.A
This function setup a quick loadout selection bases on config
Arguments:
0: Vehicle/Object/Crate
1: Allow Only For Company (Optional) (Default; true)
2: Ace Interact Category (Optional) (Default; ACE_MainActions)
Exsamples:
[this, "Charlie", true, "ACE_MainActions"] call cScripts_fnc_setupLoadoutSelection;
[this, "Charlie", true, "ACE_SelfActions"] call cScripts_fnc_setupLoadoutSelection;
Go to cScripts_fnc_training_addHitIndicator, Written by: CPL.Brostrom.A, Ocean.M
This object add tiny hit markers to the target you are firing on indikating where you fired.
Arguments:
0: Object
1: Indikator (Optional)
Exsamples:
[this] call cScripts_fnc_training_addHitIndicator;
[this, myOtherTarget] call cScripts_fnc_training_addHitIndicator;
[this, myOtherTarget, "#(argb,8,8,3)color(1,0.6,0.1,1.0,ca)"] call cScripts_fnc_training_addHitIndicator;
[this, myOtherTarget, "#(argb,8,8,3)color(1,0.1,0.6,1.0,ca)"] call cScripts_fnc_training_addHitIndicator;
Go to cScripts_fnc_training_clearhitIndicator, Written by: CPL.Brostrom.A, Ocean.M
This function clear a hitIndicator objects markers.
Arguments:
0: Object
Exsamples:
[cursorTarget] call cScripts_fnc_training_clearhitIndicator;
Go to cScripts_fnc_testing_loadoutArrays, Written by: CPL.Brostrom.A
This function test all loadout arrays
Arguments:
Exsamples:
call cScripts_fnc_testing_loadoutArrays
Go to cScripts_fnc_vehicle_addCosmetics, Written by: CPL.Brostrom.A
This function changes appearence of the given vehicle within bluefor us objects
Arguments:
0: Vehicle
Exsamples:
["vic"] call cScripts_fnc_vehicle_addCosmetics;
Go to cScripts_fnc_vehicle_addCosmeticSelection, Written by: CPL.Brostrom.A
This function add cosmetic options to vehicles
Arguments:
0: Vehicle
Exsamples:
["truckMcTruckLoad"] call cScripts_fnc_vehicle_addCosmeticSelection
Go to cScripts_fnc_vehicle_addFlagAction, Written by: CPL.Brostrom.A
This function adds a takedown and put up flag action to the given vehicle.
Arguments:
0: Vehicle
Exsamples:
[this] call cScripts_fnc_vehicle_addFlagAction;
Go to cScripts_fnc_vehicle_addFunctions, Written by: CPL.Brostrom.A
This function apply functions to vehicles.
Arguments:
0: Vehicle
Exsamples:
["vic"] call cScripts_fnc_vehicle_addFunctions
Go to cScripts_fnc_vehicle_addInventory, Written by: CPL.Brostrom.A
This function changes the inventory of the given vehicle.
Arguments:
0: Vehicle
Exsamples:
["vic"] call cScripts_fnc_vehicle_addInventory;
Go to cScripts_fnc_vehicle_addPylonLoadout, Written by: CPL.Brostrom.A
This function apply loadouts to vehicles.
Arguments:
0: Vehicle
Exsamples:
["vic"] call cScripts_fnc_vehicle_addPylonLoadout
Go to cScripts_fnc_vehicle_addPylonSelection, Written by: CPL.Brostrom.A
This function add a stagion loadout selection ace action.
Arguments:
0: Vehicle
1: DisplayName
2: VehicleKind
3: LoadoutName
4: PylonArray
5: Icon
6: Category
Exsamples:
[this, "Default Loadout", "rhsusf_m1a1tank_base", "default", [], ""] call cScripts_fnc_vehicle_addPylonSelection;
[_vehicle, _displayName, _vehicleKind, _loadoutName, _pylon, _icon] call cScripts_fnc_vehicle_addPylonSelection;
[_vehicle, "Default Loadout", "rhsusf_m1a1tank_base", "default", [_vehicle, "rhsusf_m1a1tank_base", "default"] call cScripts_fnc_vehicle_getPylon, ""] call cScripts_fnc_vehicle_addPylonSelection;
Go to cScripts_fnc_vehicle_addRadio, Written by: CPL.Brostrom.A
This function changes the inventory of the given vehicle.
Arguments:
0: Vehicle
Exsamples:
["vic"] call cScripts_fnc_vehicle_addRadio;
Go to cScripts_fnc_vehicle_addRegearAction, Written by: CPL.Brostrom.A
This function add a regear action to a vehicle inside of a staging zone.
Arguments:
0: Vehicle
Exsamples:
["truckMcTruckLoad"] call cScripts_fnc_vehicle_addRegearAction
Go to cScripts_fnc_vehicle_addRepairAction, Written by: CPL.Brostrom.A
This function add a repair action to a vehicle inside of a staging zone.
Arguments:
0: Vehicle
Exsamples:
["truckMcTruckLoad"] call cScripts_fnc_vehicle_addRepairAction
Go to cScripts_fnc_vehicle_addStagingActions, Written by: CPL.Brostrom.A
This function add stadgeing to vehicles
Arguments:
0: Vehicle
Exsamples:
["truckMcTruckLoad"] call cScripts_fnc_vehicle_addStagingActions
Go to cScripts_fnc_vehicle_applyLoadout, Written by: CPL.Brostrom.A
This function apply a loadout to a vehicle and save it as a variable.
Arguments:
0: Vehicle
1: LoadoutName
2: VehicleLoadout
Exsamples:
["vic", "default", []] call cScripts_fnc_vehicle_applyLoadout;
Go to cScripts_fnc_vehicle_getPylon, Written by: CPL.Brostrom.A
This function return a vehicle loadout based on loadout name and vehicle kind.
Arguments:
0: VehicleKind
1: LoadoutName (Default; "default")
Exsamples:
["rhsusf_m1a1tank_base", "default"] call cScripts_fnc_vehicle_getPylon;
Go to cScripts_fnc_vehicle_setRadio, Written by: CPL.Brostrom.A
This function changes the inventory of the given vehicle.
Arguments:
0: Vehicle
1: Channel
Exsamples:
["vic"] call cScripts_fnc_vehicle_setRadio;
Go to cScripts_fnc_vehicle_setupPylonCategories, Written by: CPL.Brostrom.A
This function setup a loadout categories
Arguments:
0: Vehicle/Object/Crate
Exsamples:
[this] call cScripts_fnc_vehicle_setupPylonCategories;
7th Cavalry Gaming 2018. | Maintained by S3 1BN Scripting Department