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made vultures OP

Namenai il y a 7 ans
Parent
commit
a1491577e2

+ 4 - 1
Scripts/scripts/zeus3denScripts/namenaisInit.sqf

@@ -1,4 +1,4 @@
-//last update 3/26/2018 3:27 pm est by namenai
+//last update 3/26/2018 4:40 pm est by namenai
 
 //global variables that are used----------------------- decommissioned due to public variables being too hard-------------------- 
 	//[] execVM "scripts\zeus3denScripts\globalVars\globalVar.sqf";
@@ -37,5 +37,8 @@
 	
 //Hermes Panel
 	[] execVM "scripts\zeus3denScripts\globalFncAndVarPanel\zeusVariableAndFunctionPanel.sqf";
+
+//Vulture droid weapons
+	[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\VULTURE\vultureBase.sqf";
 	
 

+ 4 - 1
Scripts/scripts/zeus3denScripts/readme.txt

@@ -1,4 +1,4 @@
-last update 3/26/2018 3:26 PM  est by namenai
+last update 3/26/2018 4:40 PM  est by namenai
 
 Here is the file path of various scripts,if its not listed here then its probably 1)scripts being prepped or 2) we forgot :P
 
@@ -62,6 +62,9 @@ Here is the file path of various scripts,if its not listed here then its probabl
 			//y-wing weapons,no need to worry as it will auto apply ---H
 				[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\YWING\ywingScylla.sqf";
 			
+			//VULTURE,weapons
+				[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\VULTURE\vultureBase.sqf";
+			
 		//supporting vehicle scripts,under vehicleBased/actionMenu based
 			//arc-170 wing tip smoke,tied to arc weapon ---X
 				[] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\ARC\arcSmokeTipPrB.sqf";

+ 51 - 0
Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/airBased/VULTURE/vultureBase.sqf

@@ -0,0 +1,51 @@
+namVultureBase={
+	params["_vic"];
+	
+	comment "data for weapons";
+	comment"format of [weapon,weaponMagType,[[seat,ammoPerMag,MagCount],[seat,ammoPerMag,MagCount],......etc]]";
+	weaponData=[
+	["energy_torpedo_w","energy_torpedo_mag",[[-1,8,1]]],
+	["PomehiLauncherXT","400Rnd_Pomehi_Mag",[[-1,400,10]]]
+	];
+
+
+
+	comment "For each weapon";
+	for [{_i=0}, {_i<(count weaponData)}, {_i=_i+1}] do
+	{
+		itemList=weaponData select _i;
+		itemWeapon=itemList select 0;
+		itemMagType=itemList select 1;
+		itemSeats=itemList select 2;
+
+
+		comment "for each seat";
+		for [{_j=0}, {_j<(count itemSeats)}, {_j=_j+1}] do
+		{
+
+			seatData=itemSeats select _j;
+			seatIndex=seatData select 0;
+			seatAmmoPerMag=seatData select 1;
+			seatMags=seatData select 2;
+
+			_vic addWeaponTurret[itemWeapon, [seatIndex]];
+			
+			comment "adds mags";
+			for [{_k=0}, {_k<(seatMags)}, {_k=_k+1}] do
+			{
+				_vic  addMagazineTurret [itemMagType ,[seatIndex],seatAmmoPerMag];
+
+			};
+
+
+
+		};
+
+
+	};//end weapon additon
+
+}
+
+
+
+["swop_vulture", "init",namVultureBase, true, [], true] call CBA_fnc_addClassEventHandler;