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Function list

Broström.A | Evul edited this page Apr 6, 2023 · 23 revisions

Index

Diag

Documents

Gear

Helpers

Init

Logistics

Mission

Modules

Players

Systems

Testing

Vehicle

Functions

Diag

fn_error

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)

fn_info

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)

fn_log

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)

fn_warning

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)

Documents

fn_DocChklist_CFF

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

fn_DocChklist_JMTASKS

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

fn_DocChklist_LZEXTRACT

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

fn_DocChklist_LZINSERT

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

fn_DocChklist_LZSPECS

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

fn_DocRadio_LACEACE

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

fn_DocRadio_MEDEVAC

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

fn_DocRadio_ROTARYPICKUP

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

fn_DocRadio_SPOTREP

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

fn_Doc_Info

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

fn_Doc_MissionControl

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

fn_Doc_Radio

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

Gear

fn_gear_applyAbilities

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

fn_gear_applyCosmetics

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

fn_gear_applyLoadout

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

fn_gear_getCurrentLoadout

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

fn_gear_getLoadoutRole

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

fn_gear_getSideConfig

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

fn_gear_hasSavedLoadout

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

fn_gear_loadLoadout

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

fn_gear_postInit

Go to cScripts_fnc_gear_postInit, Written by:

Arguments:

Exsamples:

fn_gear_postInitProxy

Go to cScripts_fnc_gear_postInitProxy, Written by:

Arguments:

Exsamples:

fn_gear_preInit

Go to cScripts_fnc_gear_preInit, Written by:

Arguments:

Exsamples:

fn_gear_removeLoadout

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

fn_gear_saveLoadout

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

fn_gear_selectLoadout

Go to cScripts_fnc_gear_selectLoadout, Written by:

Arguments:

Exsamples:

fn_gear_setupRadios

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

Helpers

fn_exportContainerToArsenal

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

fn_exportLoadoutContentToArsenal

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

fn_exportLoadoutToArsenal

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

Init

fn_init_aceArsenalDefault

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

fn_init_aceItemReplace

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

fn_init_aceTagging

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

fn_init_chatCommands

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

fn_init_diary

Go to cScripts_fnc_init_diary, Written by: CPL.Brostrom.A

This function add diary records.

Arguments:

Exsamples:

call cScripts_fnc_init_diary

fn_init_eventHandlers

Go to cScripts_fnc_init_eventHandlers, Written by: CPL.Brostrom.A

This function add eventhandlers.

Arguments:

Exsamples:

call cScripts_fnc_init_eventHandlers

fn_init_message

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

fn_init_skillAdjustment

Go to cScripts_fnc_init_skillAdjustment, Written by: CPL.Brostrom.A

This function changes AI skill values

Arguments:

Exsamples:

call cScripts_fnc_init_skillAdjustment

fn_init_staging

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

fn_init_vehicle

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

fn_init_zenModuels

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

Logistics

fn_addCargo

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;

fn_checkItemValidity

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;

fn_createCargoCrate

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;

fn_doEmptyCrate

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;

fn_doFieldHospital

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;

fn_doMedicalCrate

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;

fn_doStarterCrate

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;

fn_doStarterCrateSupplies

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;

fn_doSupplyCrate

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;

fn_setCargoAttributes

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;

Mission

fn_addGetOutHelo

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

fn_addHaloJump

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

fn_addLineJump

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

fn_addLoadoutAction

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

fn_addStagingZone

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

fn_gate

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

fn_setVehicleLable

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

fn_teleport

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

Modules

fn_zenModule_callEndex

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;

fn_zenModule_createFieldHospital

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

fn_zenModule_createMedicalCrate

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

fn_zenModule_createStarterCrate

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;

fn_zenModule_createSupplyCrate

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

fn_zenModule_enableUnitSimulation

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

fn_zenModule_regearTrooper

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

fn_zenModule_resetPlayerRadio

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;

fn_zenModule_setDamage

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

fn_zenModule_stagingZones

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;

Players

fn_getCompanyVariable

Go to cScripts_fnc_getCompanyVariable, Written by: CPL.Brostrom.A

Show you your current company variable.

Arguments:

none

Exsamples:

[player] call cScripts_fnc_getCompanyVariable

fn_getPlayerClan

Go to cScripts_fnc_getPlayerClan, Written by: CPL.Brostrom.A

Retun the player clan tag

Arguments:

0: player

Exsamples:

[player] call cScripts_fnc_getPlayerClan

fn_getPlayerName

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

fn_getPlayerRank

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

fn_getPlayerRole

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

fn_getRadioChannel

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

fn_getSquadInsignia

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

fn_getSquadName

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;

fn_hasCompanyVariable

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

fn_isPlayerClan

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

fn_setActiveRadio

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

fn_setPlayerRank

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;

fn_setRadioChannel

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

fn_setTeamColor

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

Systems

fn_addArsenal

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

fn_addHeal

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;

fn_addInsigniaSelection

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;

fn_addInsigniaSelectionList

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;

fn_addLoadoutSelection

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;

fn_addObjectToCurator

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

fn_addReGear

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

fn_checkStagingZone

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

fn_clearRadioIds

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

fn_createActionCategory

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;

fn_createVehicleLable

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;

fn_deleteDroppedObjects

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

fn_doGetOutHeloSide

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;

fn_getArsenalWhitelist

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;

fn_getAttendance

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

fn_getChannelName

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;

fn_getIcon

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

fn_getServerMetrics

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

fn_getUnitArsenalDefault

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;

fn_getVehicleLable

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

fn_para_backpack

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

fn_para_equipment

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

fn_para_haloJump

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

fn_para_lineJump

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

fn_setupLoadoutCategories

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;

fn_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;

fn_training_addHitIndicator

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;

fn_training_clearhitIndicator

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;

Testing

fn_testing_loadoutArrays

Go to cScripts_fnc_testing_loadoutArrays, Written by: CPL.Brostrom.A

This function test all loadout arrays

Arguments:

Exsamples:

call cScripts_fnc_testing_loadoutArrays

Vehicle

fn_vehicle_addCosmetics

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;

fn_vehicle_addCosmeticSelection

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

fn_vehicle_addFlagAction

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;

fn_vehicle_addFunctions

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

fn_vehicle_addInventory

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;

fn_vehicle_addPylonLoadout

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

fn_vehicle_addPylonSelection

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;

fn_vehicle_addRadio

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;

fn_vehicle_addRegearAction

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

fn_vehicle_addRepairAction

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

fn_vehicle_addStagingActions

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

fn_vehicle_applyLoadout

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;

fn_vehicle_getPylon

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;

fn_vehicle_setRadio

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;

fn_vehicle_setupPylonCategories

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;

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