Rok/Sandbox – User

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[[Category:Sandbox]]
[[Category:Sandbox]]
This is [[User:Rok|Rok]]'s Sandbox with some code snippets.


This is [[User:Rok|Rok]]'s 'Sandbox'.


==HTML Test (briefing.html)==
== Radio Trigger Debugger ==
<nowiki>
 
<sqf>
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];
};
</sqf>
 
 
== Debug Teleport ==
 
<sqf>
onMapSingleClick "
if ((local player) and (player == leader player) and _alt) then
{
(vehicle player) setPos _pos;
}";
</sqf>
 
 
== Ambient Combat Module (Arma 2) ==
 
<sqf>
// 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;
</sqf>
 
 
== Briefing.html (Arma 1) ==
 
<syntaxhighlight lang="html">
<html>
<html>


Line 74: Line 309:
</body>
</body>
</html>
</html>
</nowiki>
</syntaxhighlight>
 
==Links==
===Internal Links (pages on this wiki)===
 
[[Operation Flashpoint: Easter Eggs]] (use full title for normal pages)
 
[[Operation Flashpoint: Easter Eggs|Easter Eggs]] (to name a link use [URL | name])
 
[[:Category:Armed Assault]] (put colon in first column for category pages)
 
===External Links (to other sites)===
http://en.wikipedia.org/wiki/Wikipedia:How_to_edit_a_page
 
[http://meta.wikimedia.org/wiki/Help:Wikitext_examples More wikitext examples] (to name a link use [URL space name])

Latest revision as of 10:12, 28 July 2022

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>