Rok/Sandbox – User
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This is Rok's Sandbox with some code snippets.
Radio Trigger Debugger
sleep 1;
simOn = true;
debugMode = false;
showFPS = false;
showUnits = false;
// Show FPS in hint box
[] spawn {
while {true} do {
while {!showFPS} do {sleep .5;};
while {showFPS} do {
hintSilent str (round diag_fps);
sleep .5;
};
hintSilent "";
};
};
// Show units on map
[] spawn {
_mrkU = createMarkerLocal ["Mk1", [0,0]];
_mrkU setMarkerShapeLocal "ICON";
"Mk1" setMarkerTypeLocal "mil_dot";
"Mk1" setMarkerColorLocal "ColorRed";
while {true} do {
while {!showUnits} do {sleep .5;};
while {showUnits} do {
{"Mk1" setMarkerPosLocal getPos(_x); sleep .1;} forEach allUnits; sleep .1;
};
"Mk1" setMarkerPosLocal [0,0];
};
};
// Radio Triggers
while {true} do {
_tJ = createTrigger["EmptyDetector",[0,0]];
_tJ setTriggerActivation["JULIET","PRESENT",true];
_tJ setTriggerStatements["this", "debugMode = true", ""];
_tJ setTriggerText "Debug Mode On";
while {!debugMode} do {sleep .5};
deleteVehicle _tJ;
// First Page
_tA = createTrigger["EmptyDetector",[0,0]];
_tA setTriggerActivation["ALPHA","PRESENT",true];
_tA setTriggerStatements["this", "simOn = !simOn; {_x enableSimulation simOn;} forEach allUnits; player enableSimulation true;", ""];
_tA setTriggerText "Toggle Simulation";
_tB = createTrigger["EmptyDetector",[0,0]];
_tB setTriggerActivation["BRAVO","PRESENT",true];
_tB setTriggerStatements["this", "player exec 'camera.sqs';", ""];
_tB setTriggerText "Camera";
_tC = createTrigger["EmptyDetector",[0,0]];
_tC setTriggerActivation["CHARLIE","PRESENT",true];
_tC setTriggerStatements["this", "(vehicle player) setFuel 0;", ""];
_tC setTriggerText "Fuel Empty";
_tD = createTrigger["EmptyDetector",[0,0]];
_tD setTriggerActivation["DELTA","PRESENT",true];
_tD setTriggerStatements["this", "(vehicle player) setFuel 1;", ""];
_tD setTriggerText "Fuel Full";
_tE = createTrigger["EmptyDetector",[0,0]];
_tE setTriggerActivation["ECHO","PRESENT",true];
_tE setTriggerStatements["this", "showFPS = !showFPS;", ""];
_tE setTriggerText "Toggle FPS";
_tF = createTrigger["EmptyDetector",[0,0]];
_tF setTriggerActivation["FOXTROT","PRESENT",true];
_tF setTriggerStatements["this", "(vehicle player) setHitPointDamage ['HitEngine',1];", ""];
_tF setTriggerText "Damage Engine";
_tG = createTrigger["EmptyDetector",[0,0]];
_tG setTriggerActivation["GOLF","PRESENT",true];
_tG setTriggerStatements["this", "(vehicle player) setHitPointDamage ['HitVRotor',1];", ""];
_tG setTriggerText "Damage Tailrotor";
_tH = createTrigger["EmptyDetector",[0,0]];
_tH setTriggerActivation["HOTEL","PRESENT",true];
_tH setTriggerStatements["this", "2 fadeSound 1;", ""];
_tH setTriggerText "Sound Resume";
_tI = createTrigger["EmptyDetector",[0,0]];
_tI setTriggerActivation["INDIA","PRESENT",true];
_tI setTriggerStatements["this", "showUnits = !showUnits;", ""];
_tI setTriggerText "Mark Units On Map";
_tJ = createTrigger["EmptyDetector",[0,0]];
_tJ setTriggerActivation["JULIET","PRESENT",true];
_tJ setTriggerStatements["this", "debugMode = false", ""];
_tJ setTriggerText "Next Page >>";
while {debugMode} do {sleep .5};
{deleteVehicle _x} forEach [_tA, _tB, _tC, _tD, _tE, _tF, _tG, _tH, _tI, _tJ];
debugMode = true;
// Second Page
_tA = createTrigger["EmptyDetector",[0,0]];
_tA setTriggerActivation["ALPHA","PRESENT",true];
_tA setTriggerStatements["this", "playMusic 'Track01_Proteus';", ""];
_tA setTriggerText "Music: Track01_Proteus";
_tB = createTrigger["EmptyDetector",[0,0]];
_tB setTriggerActivation["BRAVO","PRESENT",true];
_tB setTriggerStatements["this", "playMusic 'Track02_SolarPower';", ""];
_tB setTriggerText "Music: Track02_SolarPower";
_tC = createTrigger["EmptyDetector",[0,0]];
_tC setTriggerActivation["CHARLIE","PRESENT",true];
_tC setTriggerStatements["this", "playMusic 'Track03_OnTheRoad';", ""];
_tC setTriggerText "Music: Track03_OnTheRoad";
_tD = createTrigger["EmptyDetector",[0,0]];
_tD setTriggerActivation["DELTA","PRESENT",true];
_tD setTriggerStatements["this", "playMusic 'Track04_Underwater1';", ""];
_tD setTriggerText "Music: Track04_Underwater1";
_tE = createTrigger["EmptyDetector",[0,0]];
_tE setTriggerActivation["ECHO","PRESENT",true];
_tE setTriggerStatements["this", "playMusic 'Track05_Underwater2';", ""];
_tE setTriggerText "Music: Track05_Underwater2";
_tF = createTrigger["EmptyDetector",[0,0]];
_tF setTriggerActivation["FOXTROT","PRESENT",true];
_tF setTriggerStatements["this", "playMusic 'Track06_CarnHeli';", ""];
_tF setTriggerText "Music: Track06_CarnHeli";
_tG = createTrigger["EmptyDetector",[0,0]];
_tG setTriggerActivation["GOLF","PRESENT",true];
_tG setTriggerStatements["this", "playMusic 'Track07_ActionDark';", ""];
_tG setTriggerText "Music: Track07_ActionDark";
_tH = createTrigger["EmptyDetector",[0,0]];
_tH setTriggerActivation["HOTEL","PRESENT",true];
_tH setTriggerStatements["this", format["playMusic 'RadioAmbient%1';", (10 + floor(random 15))], ""];
_tH setTriggerText "Music: Random Ambient";
_tI = createTrigger["EmptyDetector",[0,0]];
_tI setTriggerActivation["INDIA","PRESENT",true];
_tI setTriggerStatements["this", format["playMusic 'RadioAmbient%1';", (1 + floor(random 10))], ""];
_tI setTriggerText "Music: Random Ambient 2";
_tJ = createTrigger["EmptyDetector",[0,0]];
_tJ setTriggerActivation["JULIET","PRESENT",true];
_tJ setTriggerStatements["this", "debugMode = false", ""];
_tJ setTriggerText "Debug Mode Off";
while {debugMode} do {sleep .5};
{deleteVehicle _x} forEach [_tA, _tB, _tC, _tD, _tE, _tF, _tG, _tH, _tI, _tJ];
};
Debug Teleport
onMapSingleClick "
if ((local player) and (player == leader player) and _alt) then
{
(vehicle player) setPos _pos;
}";
Ambient Combat Module (Arma 2)
// BIS_ACM is module name.
waitUntil {!isNil {BIS_ACM getVariable "initDone"}};
waitUntil {BIS_ACM getVariable "initDone"};
sleep 5;
// Sets frequency and number of patrols (between 0 and 1. 0 is lowest and 1 is highest).
// Default: 0.5
//
[1, BIS_ACM] call BIS_ACM_setIntensityFunc;
// Min/max spawn distance.
// Default: 500, 1000
//
[BIS_ACM, 400, 1000] call BIS_ACM_setSpawnDistanceFunc;
// Factions to be spawned. Pick from: USMC, CDF, RU, INS, GUE.
// Default: "USMC", "CDF", "RU", "INS", "GUE"
//
[["RU", "INS", "GUE"], BIS_ACM] call BIS_ACM_setFactionsFunc;
// Min/max skill range for spawned units (from 0 to 1. 0 is lowest and 1 is highest).
// Default skill levels are based on difficulty setting.
// cadet mode: 0, 0.5
// Other difficulty settings: 0.3, 0.9
//
[0.1, 0.5, BIS_ACM] call BIS_ACM_setSkillFunc;
// Min/max amount of ammo that units will possess (From 0 to 1. 0 is lowest and 1 is highest).
// Default 1, 1
//
[0.55, 0.85, BIS_ACM] call BIS_ACM_setAmmoFunc;
// Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely.
// Default: 0.75
//
["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;
// Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely.
// Default: 0.25
//
["air_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;
// Add classes to a custom database and use that instead.
// You can pass both actual CfgGroups Config entries or class name Strings.
// [(Module name), (Array of classes)] call BIS_ACM_addGroupClassesFunc;
// Default: Not configured, which means all classes will be used.
//
[BIS_ACM, ["INS_MilitiaSquad", "INS_MotInfSquad", "RU_Mi24PSquadron", "RU_InfSection", "RU_MotInfSection_Recon", "GUE_InfSquad_Assault"]] call BIS_ACM_addGroupClassesFunc;
// Remove classes from the custom class database during a mission.
// Example: [BIS_ACM, ["USMC_TankPlatoon", "INS_TankSection"]] call BIS_ACM_removeGroupClassesFunc;
//
// Leave array empty to switch back to all classes:
// Example: [BIS_ACM, []] call BIS_ACM_removeGroupClassesFunc;
Briefing.html (Arma 1)
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=windows-1250">
<title></title>
</head>
<body bgcolor="#FFFFFF">
<! --- ----------------------------->
<! --- Notes >
<! --- ----------------------------->
<h2><a name="Main"></a></h2>
<p>
Write some text here - it will be in the "Notes" section.
<br><br>
You can use some <a href="marker:MarkerName">links</a> too.
When the player clicks on it, the map will center to the marker.
</p>
<hr>
<! --- End of Notes>
<! --- ----------------------------->
<! --- Missions plan >
<! --- ----------------------------->
<p><a name="Plan"></a>
Short description of the mission.
</p>
<hr>
<p><a name = "OBJ_1"></a>First objective.
</p>
<hr>
<p><a name = "OBJ_2"></a>Second objective.
</p>
<hr>
<! --- End of Missions plan>
<! --- ----------------------------->
<! --- Debriefings --->
<! --- ----------------------------->
<hr>
<br>
<h2><p><a name="Debriefing:End1">Mission Completed</a></p></h2>
<br>
<p>
Write description of End1 here.
</p>
<br>
<hr>
<br>
<h2><p><a name="Debriefing:End2">Mission Failed</a></p></h2>
<br>
<p>
Write description of End2 here.
</p>
<br>
<! --- End of Debriefings --->
</body>
</html>