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Function list

Broström.A | Evul edited this page Dec 18, 2019 · 23 revisions

Index

Debug

Documents

Helpers

Init

Logistics

Mission

Modules

Players

Systems

Functions

Debug

fn_logError

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

This function print debug information in the RPT log

Arguments:

0: Message

Exsamples:

["Something is wrong here."] call cScripts_fnc_logError

fn_logInfo

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

This function print debug information in the RPT log

Arguments:

0: Message

Exsamples:

["Something is wrong here."] call cScripts_fnc_logInfo

fn_logWarning

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

This function print debug information in the RPT log

Arguments:

0: Message

Exsamples:

["Something is wrong here."] call cScripts_fnc_logWarning

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

Helpers

fn_exportBoxToArsenal

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

This function is used used to export objects to clipboard from a object to be used in the Cav Arsenal. The function also retun a array or strings as well as clipboard export.

Arguments:

0: Object

Exsamples:

[cursorTarget] call cScripts_fnc_exportBoxToArsenal

fn_exportLoadoutsToArsenal

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

This function is used used to export a companies loadouts to be used in the Cav Arsenal function. The function also retun a array or strings as well as clipboard export.

Arguments:

0: Company ["cfgLoadoutsClassname","alpha","bravo","charlie","heavyweapons","medical","full"]

Exsamples:

["charlie"] call cScripts_fnc_exportLoadoutsToArsenal

Init

fn_initACELoadouts

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

This function initzialise ace arsenal default loadouts in eden and in mission.

Arguments:

None

Exsamples:

call cScripts_fnc_initAceLoadouts

fn_initCuratorObjectPlaced

Go to cScripts_fnc_initCuratorObjectPlaced, Written by: SSG.Argus.J, CPL.Brostrom.A

This function make sure that systems are added to a curator spawned objects.

Arguments:

None

Exsamples:

call cScripts_fnc_initCuratorObjectPlaced

fn_initDocuments

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

This function add diary records for all players.

Arguments:

None

Exsamples:

call cScripts_fnc_initDocuments

fn_initFortify

Go to cScripts_fnc_initFortify, Written by: SGT.Brostrom.A

This function is partly based on Bojan and PFC.Vex.W Fortify system. This function handles Fortify regeistrated objects.

Arguments:

None

Exsamples:

call cScripts_fnc_handleFortify

fn_initModules

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

This function load all Cav modules. Requires Achilles to run propperly will not load this function otherwise.

Arguments:

None

Exsamples:

call cScripts_fnc_initModules

fn_initStartupHint

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

This function give all players a hint on mission start only.

Arguments:

0: Time (Default; 60)

Exsamples:

call cScripts_fnc_initStartupHint
[60,1,"My custom Mission!","I have design this mission!"] call cScripts_fnc_initStartupHint

fn_initSupply

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

This function add eventhandelers chaning the inventory of all crates.

Arguments:

None

Exsamples:

call cScripts_fnc_initSupply

fn_initTagging

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

This adds custom spray tags to all units.

Arguments:

None

Exsamples:

call cScripts_fnc_initTagging

fn_initVehicle

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

This function add eventhandelers adding cav functionality to all vehicles.

Arguments:

Exsamples:

call cScripts_fnc_initVehicle

Logistics

fn_doAmmoCrate

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

This function resupply a crate and changes it's texture.

Arguments:

0: Crate

1: Scale cargo ammount (Default: 1)

Exsamples:

[this,0.5] call cScripts_fnc_doAmmoCrate;
[this,1] call cScripts_fnc_doAmmoCrate;

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_doExplosivesCrate

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

This function resupply a crate and changes it's texture.

Arguments:

0: Crate

1: Scale cargo ammount (Default: 1)

Exsamples:

[this,0.5] call cScripts_fnc_doExplosivesCrate;
[this,1] call cScripts_fnc_doExplosivesCrate;

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.

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_doGrenadesCrate

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

This function resupply a crate and changes it's texture.

Arguments:

0: Crate

1: Scale cargo ammount (Default: 1)

Exsamples:

[this,0.5] call cScripts_fnc_doGrenadesCrate;
[this,1] call cScripts_fnc_doGrenadesCrate;

fn_doLaunchersCrate

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

This function resupply a crate and changes it's texture.

Arguments:

0: Crate

1: Scale cargo ammount (Default: 1)

Exsamples:

[this,0.5] call cScripts_fnc_doLaunchersCrate;
[this,1] call cScripts_fnc_doLaunchersCrate;

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_doSpecialWeaponsCrate

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

This function resupply a crate and changes it's texture.

Arguments:

0: Crate

1: Scale cargo ammount (Default: 1)

2: Type

Exsamples:

[this] call cScripts_fnc_doSpecialWeaponsCrate;
[this,"Full",0.5] call cScripts_fnc_doSpecialWeaponsCrate;
[this,"Full",1] call cScripts_fnc_doSpecialWeaponsCrate;

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.

Arguments:

0: Object

1: Selection type (Default: "none") ["none","all","officer","alpha","bravo","charlie"]

2: ReGear action (Default: true)

3: Heal action (Default: true)

4: Insignia Selection (Default: true)

5: Company variable (Default: true)

6: Arsenal (Default: false)

Exsamples:

[this] call cScripts_fnc_doStarterCrate;
[this,"none",true] call cScripts_fnc_doStarterCrate;
[this,"none",true,true,true,true,false] 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.

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_doWeaponsCrate

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

This function resupply a crate and changes it's texture.

Arguments:

0: Crate

1: Scale cargo ammount (Default: 1)

Exsamples:

[this,0.5] call cScripts_fnc_doWeaponsCrate;
[this,1] call cScripts_fnc_doWeaponsCrate;

Mission

fn_addGetOutHelo

Go to cScripts_fnc_addGetOutHelo, Written by: CPL.Brostrom.A (With the help from; 654wak654)

This function add two get out addAction that is only avaible for players in cargo as well is ffv cargoIndex position. Postions effected are 0 to 11 in other words not -1.

Arguments:

0: Object

Exsamples:

[this] call cScripts_fnc_addGetOutHelo;
[this, true] call cScripts_fnc_addGetOutHelo;

fn_addJump

Go to cScripts_fnc_addJump, 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_addJump
["my_c130", 180] call cScripts_fnc_addJump
["my_c130", 180, 350, 300] call cScripts_fnc_addJump
["my_c130", 180, 350, 300, "rhs_d6_Parachute"] call cScripts_fnc_addJump

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.

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)

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.

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_moduleApplyVehicleInventory

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

This module function allow you to retrofitt a given vehicle to utalize a better and more awesome inventory.

Arguments:

0: Object

Exsamples:

this call cScripts_fnc_moduleApplyVehicleInventory

fn_moduleApplyVehicleLable

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

This module function allow you to apply a texture lable to a given vehicle.

Arguments:

0: Object

Exsamples:

this call cScripts_fnc_moduleApplyVehicleLable

fn_moduleCallEndex

Go to cScripts_fnc_moduleCallEndex, 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:

Nothing

Exsamples:

call cScripts_fnc_moduleCallEndex;

fn_moduleCreateFieldHospital

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

This module function spawn a 7th Cavalry Fieald Hostpital.

Arguments:

0: Object

Exsamples:

this call cScripts_fnc_moduleCreateFieldHostpital

fn_moduleCreateMedicalCrate

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

This module function spawn a supply medical crate.

Arguments:

0: Object

Exsamples:

this call cScripts_fnc_moduleCreateMedicalCrate

fn_moduleCreateSpecialWeaponsCrate

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

This module function spawn a special weapons crate.

Arguments:

0: Object

Exsamples:

this call cScripts_fnc_moduleCreateSupplyCrate

fn_moduleCreateStarterCrate

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

Modified by: PVT.Schouten.M This module function spawn a 7th Cavalry Starter Crate.

Arguments:

0: Object

Exsamples:

this call cScripts_fnc_moduleCreateStarterCrate;

fn_moduleCreateSupplyCrate

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

This module function spawn a supply crate.

Arguments:

0: Object

Exsamples:

this call cScripts_fnc_moduleCreateSupplyCrate

fn_moduleMakeDoctor

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

This module function apply the doctor ability to a given unit.

Arguments:

0: Unit

Exsamples:

this call cScripts_fnc_moduleMakeDoctor

fn_moduleMakeEngineer

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

This module function apply the doctor ability to a given unit.

Arguments:

0: Unit

Exsamples:

this call cScripts_fnc_moduleMakeEngineer

fn_moduleRegearTrooper

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

This module function regear to a given unit.

Arguments:

0: Unit

Exsamples:

this call cScripts_fnc_moduleRegearTrooper

Players

fn_doPlayerAnnouncement

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

This function announce the player once on mission join when the loadout is set.

Arguments:

0: Player

Exsamples:

[this] call cScripts_fnc_doPlayerAnnouncement;

fn_getCompanyVariable

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

Show you your current company variable.

Arguments:

0: player

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: hasVariable

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_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_setPostInitPlayerSettings

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

This function is used to handle player premissions and some player functions.

Arguments:

0: Player

1: Safe Mode

2: Put in Earplugs

3: Facewere blacklist

4: Set radio channel

5: Set Squad insignia

6: Set Team coloring at start

Exsamples:

["bob",true,true,true,true,true,true] call cScripts_fnc_setPostInitPlayerSettings;

fn_setPreInitPlayerSettings

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

This function is used to handle player premissions

Arguments:

0: Player

1: Company

2: Medic Type (Optional) (Default; 0)

3: Engineer Type (Optional) (Default; 0)

4: EOD (Optional) (Default; false)

5: Set Rank (Optional) (Default; true)

Exsamples:

["bob"] call cScripts_fnc_setPreInitPlayerSettings;
["bob", "charlie",0] call cScripts_fnc_setPreInitPlayerSettings;
["bob", "charlie", 0, 0, false, true] call cScripts_fnc_setPreInitPlayerSettings;

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: Argument Name <OBJECT/BOOL/NUMBER/STRING/ARRAY/CODE> (Optional) (Default; MyDefaultValue)

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_addAceCategory

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

This script auto generates the selections.

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_addAceCategory;
[this,"MySecondCategory","Misc","data/icon.paa",["ACE_MainActions","MyCategory"]] call cScripts_fnc_addAceCategory;

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_addFortifyArea

Go to cScripts_fnc_addFortifyArea, Written by: SGT.Brostrom.A

This function is partly based on Bojan and PFC.Vex.W Fortify system. This function setup a aria around the given vehicle to alow construction of fortification structures

Arguments:

0: Vehicle

Exsamples:

["myTruck"] call cScripts_fnc_addFortifyArea
["myTruck", 50] call cScripts_fnc_addFortifyArea

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

Exsamples:

["my_box"] call cScripts_fnc_initInsigniaSelections;

fn_addJump

Go to cScripts_fnc_addJump, 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_addJump
["my_c130", 180] call cScripts_fnc_addJump
["my_c130", 180, 350, 300] call cScripts_fnc_addJump
["my_c130", 180, 350, 300, "rhs_d6_Parachute"] call cScripts_fnc_addJump

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 defined in cfgLoadouts.

Arguments:

0: Object

1: Lable

1: Loadout classname

Exsamples:

[this,"My Custom Loadout", "My_Loadout_Classname"] call cScripts_fnc_addLoadoutAction

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_addQuickSelection

Go to cScripts_fnc_addQuickSelection, Written by: CPL.Brostrom.A (With help from Commy2)

This function generates a quick selection button.

Arguments:

0: Object

1: Lable

2: Loadout classname

3: Path to icon (Optional) [Default: ""]

4: Categorys (Optional) [Default: ["ACE_MainActions","cScriptQuickSelectionMenu"]]

5: Platoon required to use (Optional) [Default: ""]

6: Require Company Variable (Optional) [Default: false]

Exsamples:

[this,"Rifleman","Class_Rifleman"] call cScripts_fnc_addQuickSelection;
[this,"Rifleman","Class_Rifleman","",["ACE_MainActions","cScriptQuickSelectionMenu"],""] call cScripts_fnc_addQuickSelection;
[this,"Rifleman","Class_Rifleman","",["ACE_MainActions","cScriptQuickSelectionMenu"],"", false] call cScripts_fnc_addQuickSelection;

fn_addQuickSelectionList

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

This function contain quick selection buttons and categorys via the arsenal menu. The crates can be filterd via squad, platoon or just ignore filters and write "all".

Arguments:

0: Object

1: Selection type ["none","all","officer","alpha","bravo","charlie"]

2: Require correct company to select loadout. (default: true)

Exsamples:

[this] call cScripts_fnc_initQuickSelections;
[this,"full",true] call cScripts_fnc_initQuickSelections;

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. But may also heal you if option is allowed.

Arguments:

0: Object

1: Allow Heal

Exsamples:

[this,true] call cScripts_fnc_addReGear

fn_createVehicleLable

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

This function create a texture that is attached to a given object.

Arguments:

0: Vehicle

1: Position

2: Rotation

3: Texture

4: Vector (Optional) (Default; [0,0,1])

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

fn_doGetOutHeloLeft

Go to cScripts_fnc_doGetOutHeloLeft, Written by: CPL.Brostrom.A (With the help from; 654wak654)

Move the player outside the passanger door on the left side.

Arguments:

0: Object

Exsamples:

[this] call cScripts_fnc_doGetOutHeloLeft;

fn_doGetOutHeloRight

Go to cScripts_fnc_doGetOutHeloRight, Written by: CPL.Brostrom.A (With the help from; 654wak654)

Move the player outside the passanger door on the right side.

Arguments:

0: Object

Exsamples:

[this] call cScripts_fnc_doGetOutHeloRight;

fn_doJump

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

This jump throw a player out of a aircraft and ataches a parashoot.

Arguments:

0: Player

1: Vehicle

1: Chute Vehicle (Optional) [Default; "NonSteerable_Parachute_F"]

Exsamples:

["bob","my_C130"] call cScripts_fnc_doJump
["bob","my_C130", "NonSteerable_Parachute_F"] call cScripts_fnc_doJump

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_getVehicleLable

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

This function returns a texture path from a given string name..

Arguments:

0: Texture (Optional)

Exsamples:

["MyExsampleTexture"] call cScripts_fnc_getVehicleLable

fn_handleJump

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

This function run a para jump simulation on a given player.

Arguments:

0: Player

Exsamples:

["bob"] call cScripts_fnc_handleJump

fn_setVehicleInventory

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

This function changes the inventory of defined vehicles.

Arguments:

0: Vehicle

Exsamples:

["vic"] call cScripts_fnc_setVehicleInventory;

fn_setVehicleSettings

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

This function apply settigns to vehicles.

Arguments:

0: Vehicle

Exsamples:

["vic"] call cScripts_fnc_setVehicleSettings

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