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- 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 ["<t color='#00FF00'>Hull Damage Report</t>",{ hint parseText format["<t color='#0099FF'> Hull Integrity is :%1%2</t>",((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
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