Rok/Sandbox – User

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Revision as of 16:55, 27 August 2009 by Rok (talk | contribs) (some code snipplets)
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This is Rok's 'Sandbox' with some code snipplets.

Debug Teleport

onMapSingleClick "
if ((local player) and (player == leader player) and _alt) then
{
	(vehicle player) setPos _pos;
}";

FPS Counter

[] spawn
{
    while {true} do
    {
    	hintSilent str (round diag_fps);
    	sleep .5;
    };
};

Ambient Combat Module

// 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>