last update 4/3/2018 5:45 PM est by Rexi 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 /////////////////NOTE THESE FILE PATHS ARE/HAVE TO BE RELAVTIVE TO THE MAIN INIT.SQF FILE//////////////////////////////// /////////////// KEY //////////////////// /* ---H means head,usually a script that is automatically ran via EH or CBA XEH. ---X means tied to a ---H, no need to really apply it. ---F free script,meaning you can either use in 3den or zeus if you need it. ---S means this variable has setters ---G means this variable has getters ---P This function must have a parameter ---EXP has exception handling */ /////////////// END KEY //////////////////// //To run namenaiInit do/add the following to the main init.sqf //Or if you want to not have all the bells and whistles just put // infront of the below line if its in init.sqf, or remove it [] execVM "scripts\zeus3denScripts\namenaisInit.sqf"; //---------------------DECOMMISSIONED-------------------------- /* //Global Variables //This is the global variable file ---G---S [] execVM "scripts\zeus3denScripts\globalVars\globalVar.sqf"; //Global Functions //namEnableConfigAAT //getter ---EXP [] execVM "scripts\zeus3denScripts\globalFnc\namEnableConfigAAT\getnamEnableConfigAAT.sqf"; //setter ---P ---EXP [] execVM "scripts\zeus3denScripts\globalFnc\namEnableConfigAAT\setnamEnableConfigAAT.sqf"; */ //---------------------END DECOMMISSIONED-------------------------- //Hermes and Hades //To allow zeus ease of changing textures weapons etc Hermes - Use Nato>Soliders (virtual reality)>VR Soldier to access. ---F [] execVM "scripts\zeus3denScripts\globalFncAndVarPanel\zeusVariableAndFunctionPanel.sqf"; //To allow zeus ease of changing textures weapons etc Hermes - Use CSAT>Soliders (virtual reality)> VR Soldier to access. ---F [] execVM "scripts\zeus3denScripts\globalFncAndVarPanel\zeusVariableAndFunctionPanelHades.sqf"; //Vehicle Based---Any Changes to the vehicle it self,not crew //vehicleVariants //airBased //laat weapon,no need to worry as it will auto apply ---H [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\LAAT\laatClaymore.sqf"; //arc-170 weapon,no need to worry as it will auto apply ---H [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\ARC\arcXiphos.sqf"; //arc-170 prevent ejection,note this is tied into the arc-170 weapon script ---X [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\ARC\removeEject.sqf"; //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"; [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\ARC\arcSmokeTipRB.sqf"; [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\ARC\arcSmokeTipWB.sqf"; //laat wing tip smoke ,tied to laat weapon ---X [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\LAAT\laatSmokeTip.sqf"; //Y-wing thruster tip smoke ,tied to y-wing weapon ---X [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\YWING\ywingSmokeTip.sqf"; //seaBased //speedBoats //Blufor //Blufor Speedboat,adds republic eweb for rear and u-wing gunner gun for main cannon ---H [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\seaBased\speedBoats\Blufor\bluforSpeedBoat.sqf"; //Opfor //Opfor Speedboat,adds imperial eweb for rear and u-wing gunner gun for main cannon ---H [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\seaBased\speedBoats\Opfor\opforSpeedBoat.sqf"; //landBased //AT-TE //AT-TE Base,applies armor and repair additions (runs whenever a at-te is spawned) ---H [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\ATTE\atteBase.sqf"; //AT-TE Trident Class, tied to file below (ran after both top file and when bottom calls it,applies everything) ---X [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\ATTE\atteTridentClass"; //AT-TE Type Selector, Selector is the Nato VR Entity spawn him in to be able to run the Trident Class file above (runs whenever the at-te spawner object action menu is ran,thus running the at-te base and then trident class) ---H [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\ATTE\atteTypeSelector.sqf" //AAT //This gives an eweb to the AAT's ---H [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\AAT\aatMohawkClassBase.sqf" //Mortars //Adds flares to simulate plasma Mortars NATO(Blue) and CSAT(Red) ---H [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landbased\Mortar\mortars.sqf"; //Sabre //Sabre adds weapons, fixes health and adds smokes and damage reports ---H [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\Landbased\sabres\Sabres.sqf"; //Barc //Barc allows Barcs to be loaded into vehicles with a cargo space 4 or greater i.e LAATS ---H [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\Landbased\barc\barc.sqf"; //Vehicle Action Menu Based //kappa-cruisie boost ---F [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\forwardKappa.sqf"; [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\reverseKappa.sqf"; //3den use,note dont use both,working on fixing so that both can be used [this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\forwardKappa.sqf"; [this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\reverseKappa.sqf"; //zeus use,note dont use both,working on fixing so that both can be used [_this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\forwardKappa.sqf"; [_this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\reverseKappa.sqf"; //Optre-f18 hybrid boost ---F ["_vic","_namMaxSpeed","_namMinSpeed","_namAccel"] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\boostStart.sqf"; ["_vic","_namMinSpeed","_namDeAccel"] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\boostStop.sqf"; //Repair //Repair script & Auto applied to AT-TE's and Sabre Tanks ---X [] execVM "Scripts\scripts\zeus3denScripts\vehicleBased\actionMenu\Repair\repair.sqf"; //Add the below to a vehicle to add repair option this should be used for things like turrets that can't be repaired via standard arma/ace. Consumes Toolkits for each repair. (Repairs to a max of 65%) ---F _this addAction ["Hull Damage Report",{ hint parseText format[" Hull Integrity is :%1%2",((1-(damage (_this select 0)))*100),"%"];},[1],0,false,true,""," commander _target == _this "]; //Played Based---Any Changes onto players //Aviation Based //pilot kill detector ---F [] execVM "scripts\zeus3denScripts\playerBased\aviation\pilotBased\pilotProtectorBoxEH.sqf"; [this] execVM "scripts\zeus3denScripts\playerBased\aviation\pilotBased\pilotProtectorBoxEH.sqf";//for when you want this on a object in 3den [_this] execVM "scripts\zeus3denScripts\playerBased\aviation\pilotBased\pilotProtectorBoxEH.sqf";//for when you want to apply it during zeus //warden resupply ammo ---F [] execVM "scripts\zeus3denScripts\playerBased\aviation\wardenBased\wardenAmmoBox.sqf"; [this] execVM "scripts\zeus3denScripts\playerBased\aviation\wardenBased\wardenAmmoBox.sqf";//for when you want this on a object in 3den [_this] execVM "scripts\zeus3denScripts\playerBased\aviation\wardenBased\wardenAmmoBox.sqf";//for when you want to apply it during zeus //Airborne Based //HJS Protcal(AKA Custom JumpPack Script) (HJS means Horseborne Jump Script) parameter namUnit is the unit that is gona get it (Currently in Test and not on Live Servers) //Ran in initPlayerLocal.sqf which is ran client side whenever someone joins. Only adds the script to them once and when they open inventory and if they have the right jetpack ---H [namUnit] execVM "scripts\zeus3denScripts\playerBased\airborne\HJS Protocal\jumpAssinger.sqf"; //Called by assinger adds the short jump ---X ^ [namUnit] execVM "scripts\zeus3denScripts\playerBased\airborne\HJS Protocal\jumpShort.sqf"; //Called by assinger adds the long jump ---X ^^ [namUnit] execVM "scripts\zeus3denScripts\playerBased\airborne\HJS Protocal\jumpLong.sqf"; //Called by the jumps, decides if the person can jump ---X [namUnit] execVM "scripts\zeus3denScripts\playerBased\airborne\HJS Protocal\jumpDecider.sqf"; //Called by assinger adds the logic to prevent dmg on landing ---X ^^^^ [namUnit] execVM "scripts\zeus3denScripts\playerBased\airborne\HJS Protocal\jumpHandler.sqf"; //AI Based---Changes to NPC or things that will mostly not be players //FactionBased //OPFOR Based //CIS //b2 reconfig,forces b2's to walk--H [] execVM "scripts\zeus3denScripts\aiBased\factionBased\opfor\cis\b2\b2Reconfig.sqf"; //BLUFOR Based //INDEPENDENT Based //Adds random star wars uniforms to the Syndikat bandits ---H [] execVM "scripts\zeus3denScripts\aiBased\factionBased\independent\AAF\RandomSWCIV.sqf"; //CIVILLIAN Based