Global Mobilization Script Snippets: Difference between revisions
(→Searchlight Guard Towers: updated guard tower script snippet) |
|||
(3 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
[[image:gm picture ca.png|borderless|60px | {{TOC|side}}<div class="float-right">[[image:gm picture ca.png|borderless|60px|link= Global Mobilization]]</div> | ||
This page serves as a place to collect all smaller known script snippets (and other tricks) related to using the content of [[Global Mobilization]] | This page serves as a place to collect all smaller known script snippets (and other tricks) related to using the content of [[Global Mobilization]]. | ||
== Destroy specific chunks of a house == | == Destroy specific chunks of a house == | ||
Use this code on an invisible object nearby the house. chunk_01_hp to chunk_11_hp. But most homes only have 3-4 chunks. | Use this code on an invisible object nearby the house. chunk_01_hp to chunk_11_hp. But most homes only have 3-4 chunks. | ||
<sqf> | <sqf> | ||
(nearestBuilding this) setHit ["chunk_03_hp",1,false] | (nearestBuilding this) setHit ["chunk_03_hp", 1, false]; | ||
</sqf> | </sqf> | ||
== Extend a vehicle's large antenna == | |||
== Extend a vehicle's large antenna == | |||
<sqf> | <sqf> | ||
_vic animateSource [ | _vic animateSource ["antennamast_01_elev_source", 1, true]; | ||
</sqf> | </sqf> | ||
To lower it again, set the second parameter from 1 to 0. If you want to have a slow assembly/disassembly animation, omit the last parameter that is set to true in this example. | To lower it again, set the second parameter from 1 to 0. If you want to have a slow assembly/disassembly animation, omit the last parameter that is set to true in this example. | ||
Line 15: | Line 20: | ||
== Close the XSW-30 target searchlight on the Leopard tanks == | == Close the XSW-30 target searchlight on the Leopard tanks == | ||
<sqf> | <sqf> | ||
leo animateSource ["MainTurret_searchLight_door_source", 0, true] | leo animateSource ["MainTurret_searchLight_door_source", 0, true]; | ||
</sqf> | </sqf> | ||
Set the second parameter to 1 to open it again. Warning: This doesn't affect the searchlight functionality. It will shine through closed doors. | Set the second parameter to 1 to open it again. Warning: This doesn't affect the searchlight functionality. It will shine through closed doors. | ||
== Open doors and hatches on a vehicle == | == Open doors and hatches on a vehicle == | ||
<sqf> | <sqf> | ||
<object> animatedoor ["<DoorName>",1]; | <object> animatedoor ["<DoorName>", 1]; | ||
</sqf> | </sqf> | ||
Animate the M113's main rear hatch: | |||
<sqf> | <sqf> | ||
m113dk animatedoor ["hatch_2_1_source",1]; | m113dk animatedoor ["hatch_2_1_source", 1]; | ||
</sqf> | </sqf> | ||
Line 34: | Line 42: | ||
A list of most commonly found doors and hatches: | A list of most commonly found doors and hatches: | ||
{{Columns|2| | |||
hatch_1_1_source | * {{hl|hatch_1_1_source}} | ||
hatch_1_2_source | * {{hl|hatch_1_2_source}} | ||
hatch_2_1_source | * {{hl|hatch_2_1_source}} | ||
hatch_2_2_source | * {{hl|hatch_2_2_source}} | ||
* {{hl|door_1_1_source}} | |||
* {{hl|door_1_2_source}} | |||
* {{hl|door_2_1_source}} | |||
* {{hl|door_2_2_source}} | |||
}} | |||
It varies per asset, so you may have to try a few combinations until you find the right animation. | |||
== Set a vehicle's tactical sign == | == Set a vehicle's tactical sign == | ||
<sqf> | <sqf> | ||
[myM113, ["1", "gm_din_norm_gry","gm_tacticalSign_nato_mechanizedInfantry","100","gm_din_norm_gry"]] call gm_core_vehicles_fnc_setTacticalSign | [myM113, ["1", "gm_din_norm_gry", "gm_tacticalSign_nato_mechanizedInfantry", "100", "gm_din_norm_gry"]] call gm_core_vehicles_fnc_setTacticalSign; | ||
</sqf> | </sqf> | ||
The | The array is in format [preIconNumber, preIconNumberFont, tacticalSymbol, postIconNumber, postIconNumberFont]: | ||
< | * preIconNumber: [[String]] - pre-icon number | ||
* preIconNumberFont: [[String]] - pre-icon number font | |||
* tacticalSymbol: [[String]] - tactical symbol; for available tactical symbols browse <sqf inline>configFile >> "gm_tacticalSigns"</sqf>; possible values: | |||
** {{hl|"gm_tacticalSign_nato_armored"}} | |||
** {{hl|"gm_tacticalSign_nato_armoredEngineer"}} | |||
** {{hl|"gm_tacticalSign_nato_armoredRecon"}} | |||
** {{hl|"gm_tacticalSign_nato_artillery"}} | |||
* postIconNumber: [[String]] - post-icon number | |||
* postIconNumberFont: [[String]] - post-icon number font | |||
== GM flags present on a flagpole == | == GM flags present on a flagpole == | ||
Line 77: | Line 78: | ||
Place an existing flagpole, and write the following into the init-field of this object: | Place an existing flagpole, and write the following into the init-field of this object: | ||
<sqf> | <sqf> | ||
this setFlagTexture "\gm\gm_core\data\flags\gm_flag_gc_co.paa" | this setFlagTexture "\gm\gm_core\data\flags\gm_flag_gc_co.paa"; | ||
</sqf> | </sqf> | ||
The following flags are available from within GM: | The following flags are available from within GM: | ||
{{Columns|4| | |||
gm_flag_au_co.paa | * {{hl|gm_flag_au_co.paa}} | ||
gm_flag_be_co.paa | * {{hl|gm_flag_be_co.paa}} | ||
gm_flag_bu_co.paa | * {{hl|gm_flag_bu_co.paa}} | ||
gm_flag_ca_co.paa | * {{hl|gm_flag_ca_co.paa}} | ||
gm_flag_cs_co.paa | * {{hl|gm_flag_cs_co.paa}} | ||
gm_flag_cz_co.paa | * {{hl|gm_flag_cz_co.paa}} | ||
gm_flag_dk_co.paa | * {{hl|gm_flag_dk_co.paa}} | ||
gm_flag_fi_co.paa | * {{hl|gm_flag_fi_co.paa}} | ||
gm_flag_fr_co.paa | * {{hl|gm_flag_fr_co.paa}} | ||
gm_flag_gc_co.paa | * {{hl|gm_flag_gc_co.paa}} | ||
gm_flag_ge_co.paa | * {{hl|gm_flag_ge_co.paa}} | ||
gm_flag_gr_co.paa | * {{hl|gm_flag_gr_co.paa}} | ||
gm_flag_hu_co.paa | * {{hl|gm_flag_hu_co.paa}} | ||
gm_flag_ic_co.paa | * {{hl|gm_flag_ic_co.paa}} | ||
gm_flag_it_co.paa | * {{hl|gm_flag_it_co.paa}} | ||
gm_flag_lu_co.paa | * {{hl|gm_flag_lu_co.paa}} | ||
gm_flag_nato_co.paa | * {{hl|gm_flag_nato_co.paa}} | ||
gm_flag_nl_co.paa | * {{hl|gm_flag_nl_co.paa}} | ||
gm_flag_no_co.paa | * {{hl|gm_flag_no_co.paa}} | ||
gm_flag_pl_co.paa | * {{hl|gm_flag_pl_co.paa}} | ||
gm_flag_po_co.paa | * {{hl|gm_flag_po_co.paa}} | ||
gm_flag_ro_co.paa | * {{hl|gm_flag_ro_co.paa}} | ||
gm_flag_se_co.paa | * {{hl|gm_flag_se_co.paa}} | ||
gm_flag_sp_co.paa | * {{hl|gm_flag_sp_co.paa}} | ||
gm_flag_tu_co.paa | * {{hl|gm_flag_tu_co.paa}} | ||
gm_flag_uk_co.paa | * {{hl|gm_flag_uk_co.paa}} | ||
gm_flag_ur_co.paa | * {{hl|gm_flag_ur_co.paa}} | ||
gm_flag_us_co.paa | * {{hl|gm_flag_us_co.paa}} | ||
}} | |||
They are assigned via the NATO 2-Letter Nation code from STANAG 1059 7th Edition. | They are assigned via the NATO 2-Letter Nation code from STANAG 1059 7th Edition. | ||
Find the 9th edition (which differs) here: | Find the 9th edition (which differs) here: {{Link|https://en.wikipedia.org/wiki/List_of_NATO_country_codes}} | ||
https://en.wikipedia.org/wiki/List_of_NATO_country_codes | GE = West Germany | ||
GC = East Germany | |||
== Toggle vehicle beacons and sirens == | == Toggle vehicle beacons and sirens == | ||
<sqf> | <sqf> | ||
[this, | [this, "gm_beacons_org", true] call gm_core_vehicles_fnc_beaconSwitch; | ||
</sqf> | </sqf> | ||
<sqf> | <sqf> | ||
[this, | [this, "", true] call gm_core_vehicles_fnc_beaconSwitch; | ||
</sqf> | </sqf> | ||
Line 132: | Line 133: | ||
<sqf inline>true</sqf> for on, <sqf inline>false</sqf> for off. | <sqf inline>true</sqf> for on, <sqf inline>false</sqf> for off. | ||
<sqf inline>gm_beacons_org</sqf> for the orange one, and <sqf inline>gm_beacons_blu</sqf> for blue. Leave it empty <sqf inline> | <sqf inline>gm_beacons_org</sqf> for the orange one, and <sqf inline>gm_beacons_blu</sqf> for blue. Leave it empty <sqf inline>""</sqf> as secondary method. | ||
To toggle beacons on a car via script: (also possible gm_beacons_orn on vehicles with orange beacon lights). | To toggle beacons on a car via script: (also possible gm_beacons_orn on vehicles with orange beacon lights). | ||
Toggle on: | Toggle on: | ||
<sqf inline>[this, | <sqf inline>[this, "gm_beacons_blu", true] call gm_core_vehicles_fnc_beaconSwitch;</sqf> | ||
Toggle off: | Toggle off: | ||
<sqf inline>[this, | <sqf inline>[this, "gm_beacons_blu", false] call gm_core_vehicles_fnc_beaconSwitch;</sqf> | ||
Sirens on: | Sirens on: | ||
<sqf inline>[this, | <sqf inline>[this, "CustomSoundController1", 1, 0.2] remoteExec ["BIS_fnc_setCustomSoundController"];</sqf> | ||
Sirens off: | Sirens off: | ||
<sqf inline>[this, | <sqf inline>[this, "CustomSoundController1", 0, 0.4] remoteExec ["BIS_fnc_setCustomSoundController"];</sqf> | ||
== Use the teletype effect from the Campaign Intro == | == Use the teletype effect from the Campaign Intro == | ||
Line 158: | Line 160: | ||
2) | 2) | ||
Include this in CfgSounds: | Include this in [[Description.ext#CfgSounds|CfgSounds]]: | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
class gm_teletype_stroke_01 | class gm_teletype_stroke_01 | ||
{ | { | ||
name = ""; | |||
titles[] = {}; | |||
sound[] = { "@gm\gm_missions\gm_campaign_01\missions\gm_campaign_intro.gm_weferlingen_summer\sounds\gm_teletype_stroke_01.ogg", 3, 1, 100 }; | |||
}; | }; | ||
class gm_teletype_stroke_02 : gm_teletype_stroke_01 | class gm_teletype_stroke_02 : gm_teletype_stroke_01 | ||
{ | { | ||
sound[] = { "@gm\gm_missions\gm_campaign_01\missions\gm_campaign_intro.gm_weferlingen_summer\sounds\gm_teletype_stroke_01.ogg", 3, 0.98, 100 }; | |||
}; | }; | ||
class gm_teletype_stroke_03 : gm_teletype_stroke_01 | class gm_teletype_stroke_03 : gm_teletype_stroke_01 | ||
{ | { | ||
sound[] = { "@gm\gm_missions\gm_campaign_01\missions\gm_campaign_intro.gm_weferlingen_summer\sounds\gm_teletype_stroke_01.ogg", 3, 1.02, 100 }; | |||
}; | }; | ||
</syntaxhighlight> | |||
3) | 3) | ||
Create script called typeText.sqf. | Create script called typeText.sqf. | ||
<sqf> | <sqf> | ||
_text = _this; | private _text = _this; | ||
if (isNull (uiNameSpace getVariable ["gm_teleraet_overlay", displayNull])) then {91 cutRsc ["gm_teleraet_overlay", "PLAIN"]}; | if (isNull (uiNameSpace getVariable ["gm_teleraet_overlay", displayNull])) then {91 cutRsc ["gm_teleraet_overlay", "PLAIN"]}; | ||
_o = uiNameSpace getVariable ["gm_teleraet_overlay", displayNull]; | private _o = uiNameSpace getVariable ["gm_teleraet_overlay", displayNull]; | ||
_len = count _text; | private _len = count _text; | ||
_cache = [""]; | private _cache = [""]; | ||
_curLnLen = 0; | private _curLnLen = 0; | ||
_cln = 0; | private _cln = 0; | ||
_maxLines = 7; | private _maxLines = 7; | ||
for "_i" from 1 to _len do | for "_i" from 1 to _len do | ||
{ | { | ||
_curC = _text select [_i-1,1]; | private _curC = _text select [_i-1, 1]; | ||
switch true do | switch true do | ||
{ | { | ||
Line 196: | Line 202: | ||
case (_curC == " ") : | case (_curC == " ") : | ||
{ | { | ||
_ct = (_cache select _cln); | private _ct = (_cache select _cln); | ||
_ct = _ct + _curC; | _ct = _ct + _curC; | ||
_cache set [_cln, _ct]; | _cache set [_cln, _ct]; | ||
Line 205: | Line 211: | ||
case (_curC == "@") : | case (_curC == "@") : | ||
{ | { | ||
_cache | _cache pushBack linebreak; | ||
_cache pushBack ""; | _cache pushBack ""; | ||
_cln = _cln +2; | _cln = _cln +2; | ||
Line 215: | Line 221: | ||
default | default | ||
{ | { | ||
_ct = | private _ct = _cache select _cln; | ||
_ct = _ct + _curC; | _ct = _ct + _curC; | ||
_cache set [_cln, _ct]; | _cache set [_cln, _ct]; | ||
_curLnLen = _curLnLen + 1; | _curLnLen = _curLnLen + 1; | ||
playSound [selectRandom ["gm_teletype_stroke_01","gm_teletype_stroke_02","gm_teletype_stroke_03"], true]; | playSound [selectRandom ["gm_teletype_stroke_01", "gm_teletype_stroke_02", "gm_teletype_stroke_03"], true]; | ||
sleep 0.06; | sleep 0.06; | ||
}; | }; | ||
Line 225: | Line 231: | ||
// adjust cacheLines to follow the max visible lines | // adjust cacheLines to follow the max visible lines | ||
_dif = ((count _cache - ({_x isEqualTo linebreak} count _cache)) - _maxLines) max 0; | private _dif = ((count _cache - ({_x isEqualTo linebreak} count _cache)) - _maxLines) max 0; | ||
if (_dif > 0) then {_dif = _dif + 1}; | if (_dif > 0) then { _dif = _dif + 1 }; | ||
_cache deleteRange [0,_dif]; | _cache deleteRange [0, _dif]; | ||
_cln = _cln - _dif; | _cln = _cln - _dif; | ||
Line 233: | Line 239: | ||
}; | }; | ||
</sqf> | </sqf> | ||
4) | 4) | ||
Call the script via <sqf inline>"My Text Is This" execVM "typeText.sqf"</sqf>. You can also make it a function and spawn it. | Call the script via <sqf inline>"My Text Is This" execVM "typeText.sqf"</sqf>. You can also make it a function and spawn it. | ||
{{Feature|informative|Using the @ character in the input text will cause a line break.}} | |||
== Add helmet camo to any unit == | == Add helmet camo to any unit == | ||
<sqf | |||
<sqf>player linkItem "gm_hmd_foliage_summer_grass_01";</sqf> | |||
You can use these types: | You can use these types: | ||
{{Columns|3| | |||
gm_hmd_foliage_summer_grass_01 | * {{hl|gm_hmd_foliage_summer_grass_01}} | ||
gm_hmd_foliage_summer_grass_02 | * {{hl|gm_hmd_foliage_summer_grass_02}} | ||
gm_hmd_foliage_summer_grass_03 | * {{hl|gm_hmd_foliage_summer_grass_03}} | ||
gm_hmd_foliage_summer_grass_04 | * {{hl|gm_hmd_foliage_summer_grass_04}} | ||
* {{hl|gm_hmd_foliage_autumn_grass_01}} | |||
gm_hmd_foliage_autumn_grass_01 | * {{hl|gm_hmd_foliage_autumn_grass_02}} | ||
gm_hmd_foliage_autumn_grass_02 | * {{hl|gm_hmd_foliage_autumn_grass_03}} | ||
gm_hmd_foliage_autumn_grass_03 | * {{hl|gm_hmd_foliage_autumn_grass_04}} | ||
gm_hmd_foliage_autumn_grass_04 | * {{hl|gm_hmd_foliage_summer_forest_01}} | ||
* {{hl|gm_hmd_foliage_summer_forest_02}} | |||
* {{hl|gm_hmd_foliage_summer_forest_03}} | |||
* {{hl|gm_hmd_foliage_summer_forest_04}} | |||
}} | |||
== Eject parachutists out of a vehicle == | == Eject parachutists out of a vehicle == | ||
Line 267: | Line 274: | ||
temp = this spawn | temp = this spawn | ||
{ | { | ||
{ | |||
private _d = _x select 0; | |||
moveOut _d; | |||
unassignVehicle _d; | |||
sleep (0.7 + random 0.2); | |||
} forEach fullCrew [vehicle leader _this, "cargo"]; | |||
} | }; | ||
</sqf> | </sqf> | ||
== Mi-2Ch Smoke Generator control == | == Mi-2Ch Smoke Generator control == | ||
Turn On: | Turn On: | ||
<sqf inline>[this] call gm_countermeasures_fnc_engine_smoke_toggle</sqf> | <sqf inline>[this] call gm_countermeasures_fnc_engine_smoke_toggle;</sqf> | ||
Turn Off: | Turn Off: | ||
<sqf inline>[this, true] call gm_countermeasures_fnc_engine_smoke_toggle</sqf> | <sqf inline>[this, true] call gm_countermeasures_fnc_engine_smoke_toggle;</sqf> | ||
== Override Bridge Laying Restrictions == | == Override Bridge Laying Restrictions == | ||
If you want to override the red indicator and deploy/pickup the bridge regardless: | If you want to override the red indicator and deploy/pickup the bridge regardless: | ||
<sqf> | <sqf> | ||
vehicle player setVariable [ | vehicle player setVariable ["GM_BRIDGE_ACCEPTED", true, true]; | ||
vehicle player setVariable [ | vehicle player setVariable ["GM_BRIDGE_INPOSITION", true, true]; | ||
</sqf> | </sqf> | ||
== Start a bridge deployment == | == Start a bridge deployment == | ||
<sqf inline>[yourBridgeLayer] spawn gm_core_vehicles_fnc_bridge_deploy;</sqf> | <sqf inline>[yourBridgeLayer] spawn gm_core_vehicles_fnc_bridge_deploy;</sqf> | ||
Line 297: | Line 310: | ||
<sqf> | <sqf> | ||
yourBridgeLayer setVariable [ | yourBridgeLayer setVariable ["GM_BRIDGE_ACCEPTED", true, true]; | ||
yourBridgeLayer setVariable [ | yourBridgeLayer setVariable ["GM_BRIDGE_INPOSITION", true, true]; | ||
</sqf> | </sqf> | ||
{{Feature|informative|There may be side effects from forcing the deployment in an unsuitable location.}} | |||
== Spawn a bridgelayer without bridge == | == Spawn a bridgelayer without bridge == | ||
<sqf> | <sqf> | ||
this setVariable [ | this setVariable ["GM_BRIDGE_BRIDGELOADED", false, true]; | ||
this setVariable [ | this setVariable ["GM_BRIDGE_STATUS", false, true]; | ||
this animateSource [ | this animateSource ["gm_bridgePrepare_source", 1, true]; | ||
this animateSource [ | this animateSource ["gm_bridgeDetach_source", 1, true]; | ||
this animateSource [ | this animateSource ["gm_bridgeReady_source", 1, true]; | ||
</sqf> | </sqf> | ||
== Nuclear Warhead for the 2P16 Luna == | == Nuclear Warhead for the 2P16 Luna == | ||
To quickly change the 2P16 over to the nuclear missile use the following code to circumvent the long reload time the missile otherwise would have: | To quickly change the 2P16 over to the nuclear missile use the following code to circumvent the long reload time the missile otherwise would have: | ||
<sqf inline>myLuna</sqf> is the given variable name of the vehicle. You can use <sqf inline>this</sqf> instead when pasting this into the vehicle's init line. | <sqf inline>myLuna</sqf> is the given variable name of the vehicle. You can use <sqf inline>this</sqf> instead when pasting this into the vehicle's init line. | ||
<sqf> | <sqf> | ||
myLuna removeMagazinesTurret ["gm_1Rnd_luna_he_3r9",[0]]; | myLuna removeMagazinesTurret ["gm_1Rnd_luna_he_3r9", [0]]; | ||
myLuna removeWeaponTurret ["gm_luna_launcher",[0]]; | myLuna removeWeaponTurret ["gm_luna_launcher", [0]]; | ||
myLuna addMagazineTurret ["gm_1Rnd_luna_nuc_3r10",[0]]; | myLuna addMagazineTurret ["gm_1Rnd_luna_nuc_3r10", [0]]; | ||
myLuna addWeaponTurret ["gm_luna_launcher",[0]]; | myLuna addWeaponTurret ["gm_luna_launcher", [0]]; | ||
</sqf> | </sqf> | ||
== Searchlight Guard Towers == | == Searchlight Guard Towers == | ||
To easily turn the BT-6 and BT-11 guard towers in functioning towers that scan with search lights, raise alarm and shoot flares: | To easily turn the BT-6 and BT-11 guard towers in functioning towers that scan with search lights, raise alarm and shoot flares: | ||
Paste this code into your init.sqf: | Paste this code into your [[Event Scripts#init.sqf|init.sqf]]: | ||
<sqf> | <sqf> | ||
if isServer then | if isServer then | ||
{ | { | ||
gm_fr_guardTowerCrew = ["gm_gc_army_rifleman_mpiak74n_80_str"]; // change the classnames in here to the type of | gm_fr_guardTowerCrew = ["gm_gc_army_rifleman_mpiak74n_80_str"]; // change the classnames in here to the type of soldier you want | ||
gm_fr_alarmSirenSound = "gm_alarmHorn"; // you can change this to other sounds | gm_fr_alarmSirenSound = "gm_alarmHorn"; // you can change this to other sounds | ||
gm_fr_alarmFlareAmmoType = "gm_flare_illum_red"; // you can change this to other flare sounds | gm_fr_alarmFlareAmmoType = "gm_flare_illum_red"; // you can change this to other flare sounds | ||
gm_fr_side_friendly = west; // use the appropriate side for your enemies | |||
gm_fr_side_enemy = east; // use the appropriate side for your enemies | gm_fr_side_enemy = east; // use the appropriate side for your enemies | ||
gm_fr_extendedDebugMode = 0; // leave it as 0 | gm_fr_extendedDebugMode = 0; // leave it as 0 | ||
gm_alias_fr_fnc_debugMarker = [{""}]; // leave this the way it is | gm_alias_fr_fnc_debugMarker = [{ "" }]; // leave this the way it is | ||
gm_alias_fr_fnc_raiseAlarm = [gm_fr_fnc_raiseAlarm]; | |||
gm_alias_fr_fnc_shootFlare = [gm_core_fnc_shootIllumFlare]; | |||
{ | { | ||
_x call gm_fr_fnc_makeBorderTurret; | _x call gm_fr_fnc_makeBorderTurret; | ||
Line 344: | Line 365: | ||
Then go around the map in Weferlingen and place the '''Guard Tower Mission Context object''' <sqf inline>gm_missionHelper_guardtower</sqf> near any of the guard towers you wish to equip. | Then go around the map in Weferlingen and place the '''Guard Tower Mission Context object''' <sqf inline>gm_missionHelper_guardtower</sqf> near any of the guard towers you wish to equip. | ||
[[Category:Global Mobilization]] | [[Category:Global Mobilization]] |
Latest revision as of 17:24, 13 January 2024
This page serves as a place to collect all smaller known script snippets (and other tricks) related to using the content of Global Mobilization.
Destroy specific chunks of a house
Use this code on an invisible object nearby the house. chunk_01_hp to chunk_11_hp. But most homes only have 3-4 chunks.
Extend a vehicle's large antenna
To lower it again, set the second parameter from 1 to 0. If you want to have a slow assembly/disassembly animation, omit the last parameter that is set to true in this example.
Close the XSW-30 target searchlight on the Leopard tanks
Set the second parameter to 1 to open it again. Warning: This doesn't affect the searchlight functionality. It will shine through closed doors.
Open doors and hatches on a vehicle
Animate the M113's main rear hatch:
All doors and hatches in GM follow a unified naming standard:
<type>_<row>_<side>_source
A list of most commonly found doors and hatches:
- hatch_1_1_source
- hatch_1_2_source
- hatch_2_1_source
- hatch_2_2_source
- door_1_1_source
- door_1_2_source
- door_2_1_source
- door_2_2_source
It varies per asset, so you may have to try a few combinations until you find the right animation.
Set a vehicle's tactical sign
The array is in format [preIconNumber, preIconNumberFont, tacticalSymbol, postIconNumber, postIconNumberFont]:
- preIconNumber: String - pre-icon number
- preIconNumberFont: String - pre-icon number font
- tacticalSymbol: String - tactical symbol; for available tactical symbols browse configFile >> "gm_tacticalSigns"; possible values:
- "gm_tacticalSign_nato_armored"
- "gm_tacticalSign_nato_armoredEngineer"
- "gm_tacticalSign_nato_armoredRecon"
- "gm_tacticalSign_nato_artillery"
- postIconNumber: String - post-icon number
- postIconNumberFont: String - post-icon number font
GM flags present on a flagpole
Place an existing flagpole, and write the following into the init-field of this object:
The following flags are available from within GM:
- gm_flag_au_co.paa
- gm_flag_be_co.paa
- gm_flag_bu_co.paa
- gm_flag_ca_co.paa
- gm_flag_cs_co.paa
- gm_flag_cz_co.paa
- gm_flag_dk_co.paa
- gm_flag_fi_co.paa
- gm_flag_fr_co.paa
- gm_flag_gc_co.paa
- gm_flag_ge_co.paa
- gm_flag_gr_co.paa
- gm_flag_hu_co.paa
- gm_flag_ic_co.paa
- gm_flag_it_co.paa
- gm_flag_lu_co.paa
- gm_flag_nato_co.paa
- gm_flag_nl_co.paa
- gm_flag_no_co.paa
- gm_flag_pl_co.paa
- gm_flag_po_co.paa
- gm_flag_ro_co.paa
- gm_flag_se_co.paa
- gm_flag_sp_co.paa
- gm_flag_tu_co.paa
- gm_flag_uk_co.paa
- gm_flag_ur_co.paa
- gm_flag_us_co.paa
They are assigned via the NATO 2-Letter Nation code from STANAG 1059 7th Edition.
Find the 9th edition (which differs) here: List of NATO country codes
GE = West Germany GC = East Germany
Toggle vehicle beacons and sirens
gm_beacons_org for the orange one, and gm_beacons_blu for blue. Leave it empty "" as secondary method.
To toggle beacons on a car via script: (also possible gm_beacons_orn on vehicles with orange beacon lights).
Toggle on: [this, "gm_beacons_blu", true] call gm_core_vehicles_fnc_beaconSwitch;
Toggle off: [this, "gm_beacons_blu", false] call gm_core_vehicles_fnc_beaconSwitch;
Sirens on: [this, "CustomSoundController1", 1, 0.2] remoteExec ["BIS_fnc_setCustomSoundController"];
Sirens off: [this, "CustomSoundController1", 0, 0.4] remoteExec ["BIS_fnc_setCustomSoundController"];
Use the teletype effect from the Campaign Intro
1) Include this in your description.ext in class RscTitles
"\gm\gm_missions\gm_campaign_01\missions\gm_campaign_intro.gm_weferlingen_summer\resources.inc"
2)
Include this in CfgSounds:
class gm_teletype_stroke_01
{
name = "";
titles[] = {};
sound[] = { "@gm\gm_missions\gm_campaign_01\missions\gm_campaign_intro.gm_weferlingen_summer\sounds\gm_teletype_stroke_01.ogg", 3, 1, 100 };
};
class gm_teletype_stroke_02 : gm_teletype_stroke_01
{
sound[] = { "@gm\gm_missions\gm_campaign_01\missions\gm_campaign_intro.gm_weferlingen_summer\sounds\gm_teletype_stroke_01.ogg", 3, 0.98, 100 };
};
class gm_teletype_stroke_03 : gm_teletype_stroke_01
{
sound[] = { "@gm\gm_missions\gm_campaign_01\missions\gm_campaign_intro.gm_weferlingen_summer\sounds\gm_teletype_stroke_01.ogg", 3, 1.02, 100 };
};
3)
Create script called typeText.sqf.
4)
Call the script via "My Text Is This" execVM "typeText.sqf". You can also make it a function and spawn it.
Add helmet camo to any unit
You can use these types:
- gm_hmd_foliage_summer_grass_01
- gm_hmd_foliage_summer_grass_02
- gm_hmd_foliage_summer_grass_03
- gm_hmd_foliage_summer_grass_04
- gm_hmd_foliage_autumn_grass_01
- gm_hmd_foliage_autumn_grass_02
- gm_hmd_foliage_autumn_grass_03
- gm_hmd_foliage_autumn_grass_04
- gm_hmd_foliage_summer_forest_01
- gm_hmd_foliage_summer_forest_02
- gm_hmd_foliage_summer_forest_03
- gm_hmd_foliage_summer_forest_04
Eject parachutists out of a vehicle
Inside "On Activation" of a waypoint for the plane (not the squad to jump out!)
Mi-2Ch Smoke Generator control
Turn On: [this] call gm_countermeasures_fnc_engine_smoke_toggle;
Turn Off: [this, true] call gm_countermeasures_fnc_engine_smoke_toggle;
Override Bridge Laying Restrictions
If you want to override the red indicator and deploy/pickup the bridge regardless:
Start a bridge deployment
[yourBridgeLayer] spawn gm_core_vehicles_fnc_bridge_deploy;
Once activated you can force the process into the next phase of actively deploying it via the above mentioned lines:
Spawn a bridgelayer without bridge
Nuclear Warhead for the 2P16 Luna
To quickly change the 2P16 over to the nuclear missile use the following code to circumvent the long reload time the missile otherwise would have:
myLuna is the given variable name of the vehicle. You can use this instead when pasting this into the vehicle's init line.
Searchlight Guard Towers
To easily turn the BT-6 and BT-11 guard towers in functioning towers that scan with search lights, raise alarm and shoot flares:
Paste this code into your init.sqf:
Then go around the map in Weferlingen and place the Guard Tower Mission Context object gm_missionHelper_guardtower near any of the guard towers you wish to equip.