Pfandgiraffe |
18.10.2010 19:50 |
hier dein script, vorbild a'la evo - das was du wolltest:
erst das hier:
Code:
// resupplys towns with reinforcments
//added with 1.09:
_private = ["_actualtown"];
_actualtown = 0;
_actualtown = BIS_EVO_MissionProgress;
for [{_loop=0}, {_loop<1}, {_loop=_loop}] do
{
_spawn = [0,0,0];
_spawns = [];
_radio = objNull;
_alist = objNull;
_tag = "";
_type = "";
_Allspawns = [["lopatinoref","lopatinorefa","lopatinorefb"],["staryref","staryrefa","staryrefb"],["zelenogorskref","zelenogorskrefa","zelenogorskrefb"],["chernogorskref","chernogorskrefa","chernogorskrefb"],["elektrozavodskref","elektrozavodskrefa","elektrozavodskrefb"],["mstaref","mstarefa","mstarefb"],["khelmref","khelmrefa","khelmrefb"],["krasnostavref","krasnostavrefa","krasnostavrefb"]];
_wtime = 30;
_newtown = BIS_EVO_MissionProgress;
if (_actualtown != _newtown) exitWith {}; //beendet reinforce wenn neue stadt gestartet
_radio = BIS_EVO_radios select BIS_EVO_MissionProgress;
_alist = BIS_EVO_DetectWest;
_curtownInf = (BIS_EVO_Infantry select BIS_EVO_MissionProgress) select 0;
_basetownInf = (BIS_EVO_Infantry select BIS_EVO_MissionProgress) select 1;
_curtownMec = (BIS_EVO_Mechanized select BIS_EVO_MissionProgress) select 0;
_basetownMec = (BIS_EVO_Mechanized select BIS_EVO_MissionProgress) select 1;
//hintSilent format["CI:%1 BI:%2 CM:%3 BM:%4 ",_curtownInf,_basetownInf,_curtownMec,_basetownMec]; //debug, psycho
BIS_EVO_mKamazOpen =
{
_guard = grpNull;
_unit = objNull;
_pos2 = objNull;
_max = objnull;
_allunits = ["TK_Commander_EP1","TK_Soldier_MG_EP1","TK_Soldier_EP1","TK_Soldier_GL_EP1","TK_Soldier_AT_EP1","TK_Soldier_Sniper_EP1"];
_max = count _allunits;
_guard = createGroup (east);
_spawns = _Allspawns select BIS_EVO_MissionProgress;
_pos2 = GetMarkerPos (_spawns select (round random 2));
_ural = createVehicle ["V3S_TK_EP1", _pos2, _spawns, 0, "NONE"];[_ural] call EVO_Lock;_ural addEventHandler ["killed", {handle = [_this select 0] execVM "data\scripts\bury.sqf"}];
Sleep 0.2;
_unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos2, [], 0, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guard;_unit assignAsDriver _ural;_unit moveInDriver _ural;
Sleep 0.2;
_unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos2, [], 0, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural;
Sleep 0.2;
_unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos2, [], 0, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural;
Sleep 0.2;
_unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos2, [], 0, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural;
Sleep 0.2;
_unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos2, [], 0, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural;
Sleep 0.2;
_unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos2, [], 0, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural;
Sleep 0.2;
[position _alist,_guard,_radio,_alist] call BIS_EVO_Erefway;
[_guard, 1] setWaypointType "GETOUT";
{_x addEventHandler ["killed", {handle = [_this select 0,"INF"] execVM "data\scripts\mobjbury.sqf"}]} forEach (units _guard);
_recy = [objnull,_guard] execVM "data\scripts\grecycle.sqf";
_guard setFormation "COLUMN";
};
BIS_EVO_MI17support =
{
_pos = objNull;
_unit = objNull;
_vec = objNull;
_heli = objnull;
_max = objnull;
_allunits2 = ["TK_Soldier_SL_EP1","TK_Soldier_HAT_EP1","TK_Soldier_GL_EP1","TK_Soldier_AR_AP1","TK_Soldier_Spotter_EP1","TK_Soldier_SniperH_EP1"];
_max = count _allunits2;
_pos = position _radio;
_posback = getmarkerpos "EnemyAir03";
_pilot = createGroup (east);
"TK_Soldier_Pilot_EP1" createUnit [getmarkerpos "centerp", _pilot];Sleep BIS_EVO_GlobalSleep;
"TK_Soldier_Pilot_EP1" createUnit [getmarkerpos "centerp", _pilot];Sleep BIS_EVO_GlobalSleep;
_pos1 = [(_pos select 0)-1000 -(random 2000),(_pos select 1)+2000 -(random 3000),(200 + random 100)];
_pos2 = [(_pos select 0)+1000 +(random 2000),(_pos select 1)+2000 -(random 3000),(200 + random 100)];
if(floor (random 2) == 1) then
{
_heli = createVehicle ["Mi17_TK_EP1",_pos1, [], 500, "FLY"];Sleep BIS_EVO_GlobalSleep
}else
{
_heli = createVehicle ["Mi17_TK_EP1",_pos2, [], 500, "FLY"];Sleep BIS_EVO_GlobalSleep
};
_heli setpos [getpos _heli select 0, getpos _heli select 1, 200];
_heli setdir (random 359);
_heli engineon true;
(units _pilot select 0) assignAsDriver _heli;
(units _pilot select 1) assignAsGunner _heli;
(units _pilot select 0) moveInDriver _heli;
(units _pilot select 1) moveInGunner _heli;
_sumark = [_heli] execVM "data\scripts\sumarker.sqf";
_wp = _pilot addWaypoint [_pos, 10];
_wp2 = _pilot addWaypoint [_posback, 10];
{_x setBehaviour "careless"} forEach (units _pilot);
(driver _heli) commandMove _pos;
(driver _heli) doMove _pos;
_heli flyInHeight 150;
waitUntil {(_heli distance _pos) < (random 200) or not (canmove _heli)};
if (canmove _heli) then
{
_para = createGroup (east);
_count = 6;
_i = 0;
while {_i <= _count} do //create falschirmspringer
{
_pos = position _heli;
_unit = _para createUnit [_allunits2 select (round random (_max-1)), [0,0,0], [], 300, "NONE"];
_unit setSkill 2+(random 3);
_unit addEventHandler ["killed", {handle = [_this select 0,"INF"] execVM "data\scripts\mobjbury.sqf"}];
[_unit] join _para;
_vec = createVehicle ["ParachuteEast", _pos, [], 20, 'NONE'];
_vec setpos [_pos select 0,_pos select 1,(_pos select 2)- 12];
_unit MoveInDriver _vec;
sleep 0.7;
_i = _i + 1;
};
{_x setBehaviour "combat"} forEach (units _para);
[position _alist,_para,_radio,_alist] call BIS_EVO_Erefway;
sleep 90;
{deleteVehicle _x} forEach ([_heli] + crew _heli);
if (!isNull _unit) then {deleteVehicle _unit};
deleteGroup _pilot;
}
else //edit psycho -- curtowninf löschen die nie kreiert wurde
{
(BIS_EVO_Infantry select BIS_EVO_MissionProgress) set [0, _curtownInf-6];
};
};
if(_curtownMec <= (_basetownMec) and alive _radio) then
{
_unit = objNull;
_guard = grpNull;
_pos = objNull;
_vec = objNull;
_maxo = 0;
_spawns = _Allspawns select BIS_EVO_MissionProgress;
_pos = GetMarkerPos (_spawns select (round random 2));
_tag = "MEC";
_allvec = ["BMP2_TK_EP1","M113_TK_EP1","BTR60_TK_EP1","BRDM2_TK_EP1","BRDM2_ATGM_TK_EP1","T72_TK_EP1","T55_TK_GUE_EP1","BTR40_MG_TK_GUE_EP1","LandRover_MG_TK_EP1","UAZ_AGS30_TK_EP1"];
_maxo = (count _allvec)-1;
_rds = [];
_rds = (_pos nearRoads 10);
waitUntil{count _rds > 0};
_cardir = (getdir (_rds select 0));
_degrees = [_pos,position _alist] call BIS_EVO_GetRelDir;
_dirdif = (_cardir-_degrees);
if((_dirdif > 89) or (_dirdif < -89)) then{_cardir=_cardir-180};
_pos = position (_rds select 0);
_array = [_allvec select (round random _maxo),_pos,(east),0,_cardir,20] call BIS_EVO_CreateVehicle;
_guard = _array select 0;
_vec = _array select 1;
(BIS_EVO_Mechanized select BIS_EVO_MissionProgress) set [0, _curtownMec+(count units _guard)];
[position _alist,_guard,_radio,_alist] call BIS_EVO_Erefway;
[_guard, 1] setWaypointCombatMode "RED";
{_x addEventHandler ["killed", {handle = [_this select 0,"MEC"] execVM "data\scripts\mobjbury.sqf"}]} forEach (units _guard);
_guard setFormation "COLUMN";
};
sleep 3;
/*
_realcurtownInf = "man" countType (list BIS_EVO_DetectEast);
_curtownInf = _realcurtownInf;
hint format ["realcurt: %1", _realcurtownInf];
*/
if(_curtownInf <= (_basetownInf) and alive _radio) then
{
_tag = "INF";
sleep 0.2;
[] call BIS_EVO_mKamazOpen;
[] call BIS_EVO_MI17support;
(BIS_EVO_Infantry select BIS_EVO_MissionProgress) set [0, _curtownInf+12];
};
sleep _wtime;
};
dann brauchst du das:
Code:
// Deletes dead Enemy
_unit = _this select 0;
_tag = _this select 1;
switch (_tag) do //who died where?
{
case "INF":
{
_curtownInf = (BIS_EVO_Infantry select BIS_EVO_MissionProgress) select 0;
(BIS_EVO_Infantry select BIS_EVO_MissionProgress) set [0, _curtownInf-1];
};
case "MEC":
{
_curtownMec = (BIS_EVO_Mechanized select BIS_EVO_MissionProgress) select 0;
(BIS_EVO_Mechanized select BIS_EVO_MissionProgress) set [0, _curtownMec-1];
};
default
{
};
};
if (not (_unit isKindOf "Man")) then
{
{_x setpos position _unit} forEach crew _unit;
sleep 300.0;
deletevehicle _unit;
};
if (_unit isKindOf "Man") then
{
if(not ((vehicle _unit) isKindOf "Man")) then {_unit setpos (position vehicle _unit)} ;
sleep 310.0;
hideBody _unit;
sleep 4;
deleteVehicle _unit;
};
und einen initialisator...
Code:
// City Setup
_radio = objNull; //edit psycho
_radio = BIS_EVO_radios select BIS_EVO_MissionProgress; //edit psycho
_mkr = (BIS_EVO_MissionTowns select BIS_EVO_MissionProgress);
_pos = getMarkerPos _mkr;
BIS_EVO_DetectEast = createTrigger ["EmptyDetector", _pos];
BIS_EVO_DetectEast setTriggerActivation ["EAST", "PRESENT", true];
BIS_EVO_DetectEast setTriggerArea [500, 500, 0, true];
BIS_EVO_DetectEast setTriggerTimeout [2, 2, 2, true ];
BIS_EVO_DetectWest = createTrigger ["EmptyDetector", _pos];
BIS_EVO_DetectWest setTriggerActivation ["WEST", "PRESENT", true];
BIS_EVO_DetectWest setTriggerArea [600, 600, 0, true];
BIS_EVO_DetectWest setTriggerTimeout [2, 2, 2, true ];
_count = (count BIS_EVO_MissionTowns);
Sleep 2.0;
while {BIS_EVO_MissionProgress < _count} do
{
_mkr = (BIS_EVO_MissionTowns select BIS_EVO_MissionProgress);
_pos = getMarkerPos _mkr;
BIS_EVO_DetectEast setpos _pos;
BIS_EVO_DetectWest setpos _pos;
Sleep 2.0;
_radio = BIS_EVO_radios select BIS_EVO_MissionProgress;
CityClear=false;
[_mkr,BIS_EVO_DetectEast,BIS_EVO_DetectWest,BIS_EVO_MissionProgress] call BIS_EVO_Erec;
Sleep 10.0;
for [{_loop=0}, {_loop<1}, {_loop=_loop}] do
{
if ("Man" countType list BIS_EVO_DetectEast <= 4) then
{
if ("Tank" countType list BIS_EVO_DetectEast == 0) then
{
if("Car" countType list BIS_EVO_DetectEast == 0) then
{
if(not (alive _radio)) then //edit psycho, because reinforce stop to work if town clear before radiotower destroyed
{
if ("Land" countType list BIS_EVO_DetectWest > 0) then{_loop=1};
CityClear=true;
};
};
};
};
Sleep 4;
};
{_handle = [_x] execVM "data\scripts\submit.sqf"} forEach list BIS_EVO_DetectEast;
{_x addscore 10} forEach list BIS_EVO_DetectWest;
BIS_EVO_MissionProgress = BIS_EVO_MissionProgress+1;
publicVariable "BIS_EVO_MissionProgress";
//player globalchat format ["debug info: BIS_EVO_MissionProgress: %1",BIS_EVO_MissionProgress];
};
noch was vergessen...?
Code:
diag_log format ["########################## %1 ################################", missionName];
enableSaving [false, false];
//_psy = [] execVM "showclass.sqf";
//_psy = [player] execVM "cb_mapswitch.sqf";
spawntype = param1;
EVOhour = paramsArray select 2;
grasslevel = paramsArray select 3;
if (grasslevel == 0) then {setTerrainGrid 50};
if (grasslevel == 1) then {setTerrainGrid 25};
if (grasslevel == 2) then {setTerrainGrid 1};
viewparam = paramsArray select 4;
basebeam = paramsArray select 5;
lkwbeam = paramsArray select 6;
farpbeam = paramsArray select 7;
ranklock = paramsArray select 8;
diffparam = paramsArray select 9;
loadoutparam = paramsArray select 10;
townparam = paramsArray select 11;
performanceparam = paramsArray select 12;
EVO_weathersystem = paramsArray select 13;
EVO_contermeassures = paramsArray select 14;
// Respawn settings
publicVariable "spawntype";
if (spawntype == 0 or spawntype == 1) then {server execVM "revive_init.sqf"};
if (spawntype == 2) then {"Respawn_west" setMarkerPos [(getMarkerPos "base" select 0),(getMarkerPos "base" select 1)]};
//debug=true
if (performanceparam == 1) then {enableEnvironment true};
if (performanceparam == 2) then {enableEnvironment false};
[] execVM "Briefing.sqf";
// Score required to attain each rank.
BIS_EVO_rank1 = 10;
BIS_EVO_rank2 = 20;
BIS_EVO_rank3 = 40;
BIS_EVO_rank4 = 80;
BIS_EVO_rank5 = 125;
BIS_EVO_rank6 = 200;
BIS_EVO_GlobalSleep = 0.1; // Global sleep is used after spawning a unit.
if (townparam == 1) then { BIS_EVO_MissionProgress = 0;};
if (townparam == 2) then { BIS_EVO_MissionProgress = 1;};
if (townparam == 3) then { BIS_EVO_MissionProgress = 2;};
if (townparam == 4) then { BIS_EVO_MissionProgress = 3;};
if (townparam == 5) then { BIS_EVO_MissionProgress = 4;};
if (townparam == 6) then { BIS_EVO_MissionProgress = 5;};
if (townparam == 7) then { BIS_EVO_MissionProgress = 6;};
if (townparam == 8) then { BIS_EVO_MissionProgress = 7;};
// Sub mission conditions
BIS_EVO_Onmission=false;
BIS_EVO_sobj1=false;
BIS_EVO_radios = [parso1,somso1,cayso1,dolso1,ortso1,corso1,obrso1,bagso1]; // Each radio in each town
BIS_EVO_MissionTowns = ["mobj1","mobj2","mobj3","mobj4","mobj5","mobj6","mobj7","mobj8"];// Each mission objectives town marker.
// Set difficulty
// Easy
if (diffparam == 60) then
{
BIS_EVO_Infantry = [[3,6],[4,8],[5,10],[6,12],[7,14],[8,16],[9,18],[10,20]];//[Actual number of groups,Base number of groups]
BIS_EVO_Mechanized = [[3,4],[4,5],[5,6],[6,7],[7,7],[7,8],[8,9],[8,10]];//[Actual number of groups,Base number of groups]
};
// Normal
if (diffparam == 30) then
{
BIS_EVO_Infantry = [[6,12],[8,16],[10,20],[12,24],[14,28],[16,32],[18,36],[20,40]];//[Actual number of groups,Base number of groups]//Razor
BIS_EVO_Mechanized = [[4,5],[5,6],[6,8],[8,10],[10,12],[12,14],[15,16],[16,18]];//[Actual number of groups,Base number of groups]//Razor
};
// Hard
if (diffparam == 10) then
{
BIS_EVO_Infantry = [[10,20],[15,30],[20,40],[25,50],[30,60],[35,70],[40,80],[45,90]];//[Actual number of groups,Base number of groups];//[Actual number of groups,Base number of groups]
BIS_EVO_Mechanized = [[8,10],[10,12],[12,14],[14,16],[16,18],[18,20],[20,22],[22,24]];//[Actual number of groups,Base number of groups]
};
// Extreme
if (diffparam == 5) then
{
BIS_EVO_Infantry = [[20,40],[25,50],[30,60],[35,70],[40,80],[45,90],[50,100],[55,110]];//[Actual number of groups,Base number of groups];//[Actual number of groups,Base number of groups]
BIS_EVO_Mechanized = [[10,20],[12,24],[14,28],[16,32],[18,36],[20,40],[22,44],[24,48]];//[Actual number of groups,Base number of groups]
};
// The actual amount of infantry and mechanized enemy groups in a city.|When this number falls lower the the base amount, reinforcements are sent.
// The base amount of infantry and mechanized enemy groups in a city|If all of a group die the number is decremented.
BIS_EVO_CivCount = 0; // Number of civilians spawned
BIS_EVO_vdist=viewparam; // clients saved view distance
BIS_EVO_avdist=viewparam+1000; // clients saved air vehicle view distance
BIS_EVO_gdate = [2007,7,4,EVOhour,59]; // Current date and time
BIS_EVO_Playerlist = []; // List of player names.
BIS_EVO_Playercount = 0; // Amount of players in the game
BIS_EVO_lives=500; // Amount of deaths allowed in a game before it ends when paarm is active
BIS_EVO_PlayerSkill = 0.0;
BIS_EVO_allvar_packed = ""; // String transmitted to JIP clients containing all vars.
BIS_EVO_end=false; // Used to trigger the end of the game
BIS_EVO_sop=objNull; // Sub objective player
BIS_EVO_sot=objNull; // Sub objective target (radio or officer)
BIS_EVO_sor=0; // Sub objective reward
BIS_EVO_sup=objNull; // Player calling support
CB_sup=objNull; // by psycho
BIS_EVO_sut=""; // Type of support called
BIS_EVO_sur="";
BIS_EVO_fattack=false; // detects if the player was attacked by the enemy for medic rewards.
BIS_EVO_mpoint=objNull; // Player eligible for a medic reward.
BIS_EVO_epoint=objNull; // Player eligible for a repair reward.
BIS_EVO_dunit="none"; // Name of disconnection player.
BIS_EVO_runit=objNull; // Player who requires an AI recruit
BIS_EVO_rtype="none"; // Type of AI to be delivered
BIS_EVO_tunit=objNull; // Target player for a join group request
BIS_EVO_junit = objNull; // Player who wishes to join the group
BIS_EVO_jgroup=grpNull; // group junit wants to join
BIS_EVO_lunit = objNull; // Laser target near the bomb site for shared point laser designation
BIS_EVO_lpoint = 1; // Points the designator will receive.
BIS_EVO_punit=objNull; // Player requesting submission.
BIS_EVO_prew=0; // reward score for mission.
BIS_EVO_aunit=objNull; // Player who will be promoted
BIS_EVO_arank="NULL"; // New rank the player will get
BIS_EVO_EngZone = objNull; //Engineer zone
BIS_EVO_elock = 0; // Remembers if the engineer has his truck locked
BIS_EVO_ltrk = objNull; // The truck that is locked
BIS_EVO_mtar=objNull; // the target that the missile is attacking in AA warning
BIS_EVO_fmission=false; // Limits support to one request at a time.
BIS_EVO_latk=objNull; // Person attacking a radio tower
10 setRadioMsg "NULL";
BIS_EVO_Objective0 = taskNull; // Idol objective
BIS_EVO_Objective1 = taskNull; //City 1 to
BIS_EVO_Objective2 = taskNull;
BIS_EVO_Objective3 = taskNull;
BIS_EVO_Objective4 = taskNull;
BIS_EVO_Objective5 = taskNull;
BIS_EVO_Objective6 = taskNull;
BIS_EVO_Objective7 = taskNull;
BIS_EVO_Objective8 = taskNull; //City 8
BIS_EVO_Objective9 = taskNull; //
// Common function to lock vehicles.
//BIS_EVO_Lock =
//{
// _vec = _this select 0;
// if(Param1 == 7) then {_vec lock true} else {_vec lock false};
//};
// Detects empty enemy vehicles and deletes them.
BIS_EVO_IdelSVEC =
{
_svec = _this select 0;
for [{_loop=0}, {_loop<1}, {_loop=_loop}] do
{
if(not alive _svec or count units _svec == 0) then {_loop=1};
Sleep 4.0;
};
sleep 2.0;
if(not alive _svec) exitWith {};
sleep 300;
if(count units _svec == 0) then
{
{_x setpos position _svec} forEach crew _svec;
sleep 1.0;
deletevehicle _svec
};
};
BIS_EVO_aaweapons = ["M_Sidewinder_AA","M_R73_AA","M_Strela_AA","M_Stinger_AA"]; // All ammo that will set off a missile warning
BIS_EVO_pallammo = ["30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","Laserbatteries","MAAWS_HEAT","MAAWS_HEAT","MAAWS_HEAT","17Rnd_9x19_glock17","17Rnd_9x19_glock17","17Rnd_9x19_glock17","17Rnd_9x19_glock17"];// The players default load out
BIS_EVO_pweapons = ["SCAR_L_STD_HOLO","MAAWS","glock17_EP1","Binocular_Vector","Laserdesignator"]; // The players default load out
BIS_EVO_PlayerModel = "US_Soldier_EP1"; // The players default Model
"0" objstatus "Active";
"1" objstatus "Active";
"2" objstatus "Active";
"3" objstatus "Active";
"4" objstatus "Active";
"5" objstatus "Active";
"6" objstatus "Active";
"7" objstatus "Active";
"8" objstatus "Active";
setDate BIS_EVO_gdate;
_base = [] execVM "data\scripts\BIS_EVO_GetRelDir.sqf";
_spawnv = [] execVM "data\scripts\BIS_EVO_CreateVehicle.sqf";
if (isServer) then
{
{_x addEventHandler ["hit", {if((_this select 1) != BIS_EVO_latk) then {(_this select 0) setdamage 0}}]} forEach BIS_EVO_radios;
onplayerconnected "[server] exec ""data\scripts\update.sqf"";if(BIS_EVO_dunit == _name) then {BIS_EVO_dunit = ""none""}";
onPlayerDisconnected "
BIS_EVO_dunit = _name;
_mark = format[""%1mash"",BIS_EVO_dunit];
deleteMarker _mark;
_mark = format[""%1farp"",BIS_EVO_dunit];
deleteMarker _mark;
[] execVM ""data\scripts\noplayermove.sqf"";
";
};
execVM "R3F_ARTY_AND_LOG\init.sqf";
XGreyText = {"<t color='#f0bfbfbf'>" + _this + "</t>"};
XRedText = {"<t color='#f0ff0000'>" + _this + "</t>"};
XBlueText = {"<t color='#f07f7f00'>" + _this + "</t>"};
if (isServer and not (local player)) exitWith {};
// Large marker seen over occupied cites
BIS_EVO_MainObjective = createMarkerLocal ["MainObj", getMarkerPos "mobj1"];
BIS_EVO_MainObjective setMarkerColorLocal "ColorBlack";
BIS_EVO_MainObjective setMarkerShapeLocal "ELLIPSE";
BIS_EVO_MainObjective setMarkerSizeLocal [500, 500];
// For jip, client waits for server to run update.sqf
waitUntil {BIS_EVO_allvar_packed != ""};
_temp = compile BIS_EVO_allvar_packed;
_vars = call _temp;
BIS_EVO_end = _vars select 0;
BIS_EVO_MissionProgress = _vars select 1;
BIS_EVO_lives = _vars select 2;
/*
mando_hitch_no_check_for_drop = true;
mando_hitch_types = ["Landvehicle", "ReammoBox", "StaticWeapon"];
[12] execVM "mando_hitch\mando_hitch.sqf";
[["CH_47F_EP1","UH60M_EP1","UH60M_MEV_EP1"]] execVM "mando_hitch\mando_add_hitch.sqf";
*/
// ----------below this line edit by psycho----------
setfire = true;
//CB_uav_ready = true;
conter_hint = false;
publicVariable "conter_hint";
titleCut ["","black faded", 0];
//code original from doolitle - matched by psycho
if (local player) then
{
_myIn =
{
private ["_return"];
_return = false;
{
if (_x == _this select 0) exitWith {_return = true};
}
forEach (_this select 1);
_return;
};
_cfg = configFile/"CfgPatches";
for [{_i = 0}, {_i < count _cfg}, {_i = _i + 1}] do
{
if (isClass (_cfg select _i) and [configName (_cfg select _i), ["ACE_Main"]] call _myIn) then
{
diag_log format ["Initialisation for %1 stoped! ---- Reason: ACE-Mod is not allowed in this Mission. Please disable this Mod for playing %1. --------------------------", missionName];
_trg = createTrigger ["EmptyDetector", [0,0]];
_trg setTriggerStatements ["true", "", ""];
_trg setTriggerType "END6";
};
};
Mod_Check_done = true;
};
waitUntil {not isNil "Mod_check_done"};
if (local player) then {[] spawn {sleep 10; hintSilent "Modcheck Succeeded --- all your Mods are allowed...";}};
//////////////////////////////////////////
...wenn du wiedermal ein script benötigst, melde dich einfach wieder. :ugly:lol
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