Rok/Sandbox – User
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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>