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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_initACELoadouts
- cScripts_fnc_initCuratorObjectPlaced
- cScripts_fnc_initDocuments
- cScripts_fnc_initFortify
- cScripts_fnc_initModules
- cScripts_fnc_initStartupHint
- cScripts_fnc_initSupply
- cScripts_fnc_initTagging
- cScripts_fnc_initVehicle
- cScripts_fnc_doAmmoCrate
- cScripts_fnc_doEmptyCrate
- cScripts_fnc_doExplosivesCrate
- cScripts_fnc_doFieldHospital
- cScripts_fnc_doGrenadesCrate
- cScripts_fnc_doLaunchersCrate
- cScripts_fnc_doMedicalCrate
- cScripts_fnc_doSpecialWeaponsCrate
- cScripts_fnc_doStarterCrate
- cScripts_fnc_doStarterCrateSupplies
- cScripts_fnc_doSupplyCrate
- cScripts_fnc_doWeaponsCrate
- cScripts_fnc_addGetOutHelo
- cScripts_fnc_addJump
- cScripts_fnc_gate
- cScripts_fnc_setVehicleLable
- cScripts_fnc_teleport
- cScripts_fnc_moduleApplyVehicleInventory
- cScripts_fnc_moduleApplyVehicleLable
- cScripts_fnc_moduleCallEndex
- cScripts_fnc_moduleCreateFieldHospital
- cScripts_fnc_moduleCreateMedicalCrate
- cScripts_fnc_moduleCreateSpecialWeaponsCrate
- cScripts_fnc_moduleCreateStarterCrate
- cScripts_fnc_moduleCreateSupplyCrate
- cScripts_fnc_moduleMakeDoctor
- cScripts_fnc_moduleMakeEngineer
- cScripts_fnc_moduleRegearTrooper
- cScripts_fnc_doPlayerAnnouncement
- 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_setPlayerRank
- cScripts_fnc_setPostInitPlayerSettings
- cScripts_fnc_setPreInitPlayerSettings
- cScripts_fnc_setRadioChannel
- cScripts_fnc_setTeamColor
- cScripts_fnc_addAceCategory
- cScripts_fnc_addArsenal
- cScripts_fnc_addFortifyArea
- cScripts_fnc_addHeal
- cScripts_fnc_addInsigniaSelection
- cScripts_fnc_addInsigniaSelectionList
- cScripts_fnc_addJump
- cScripts_fnc_addLoadoutAction
- cScripts_fnc_addObjectToCurator
- cScripts_fnc_addQuickSelection
- cScripts_fnc_addQuickSelectionList
- cScripts_fnc_addReGear
- cScripts_fnc_createVehicleLable
- cScripts_fnc_doGetOutHeloLeft
- cScripts_fnc_doGetOutHeloRight
- cScripts_fnc_doJump
- cScripts_fnc_getChannelName
- cScripts_fnc_getVehicleLable
- cScripts_fnc_handleJump
- cScripts_fnc_setVehicleInventory
- cScripts_fnc_setVehicleSettings
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
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
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
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_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
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
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
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
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
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
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
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
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
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
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
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;
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_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;
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;
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;
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;
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_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;
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;
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;
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_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;
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;
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
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
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
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
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
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
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;
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
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
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
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;
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
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
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
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
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;
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
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: hasVariable
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_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_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;
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;
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
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_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;
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_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
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
Exsamples:
["my_box"] call cScripts_fnc_initInsigniaSelections;
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
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
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_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;
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;
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
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
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;
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;
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
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_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
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
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;
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
7th Cavalry Gaming 2018. | Maintained by S3 1BN Scripting Department