description.ext \= hull3\blue.h \ hull3\briefing\blufor.sqf \ hull3\briefing\civilian.sqf )V hull3\briefing\indfor.sqf )V hull3\briefing\opfor.sqf \ hull3\hull3.h \ hull3\plunk.h a hull3\red.h U\ initPlayerLocal.sqf r` initServer.sqf 0Hb~ mission.sqm Hb #include "hull3\hull3.h"
enableDebugConsole = 1;
disableChannels[]={2,4,6};
disabledAI = 1;
onLoadName = "Dodge This";
onLoadMission = "Made with Hull3";
author = "Cyruz";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = TDM;
minPlayers = 1;
maxPlayers = 28;
};
respawn = 0;
respawndelay = 3;
respawnTemplates[] = {"Hull3_RespawnHandler"};
class Params {
class Hull3_Date {
title = "Moon Phase";
values[] = {0,1};
texts[] = {"New Moon", "Full Moon"};
default = 1;
code = "hull3_mission_date = %1";
};
class Hull3_TimeOfDay {
title = "Time of Day";
values[] = {0,1,2,3,4,5,6,7};
texts[] = {"Dawn", "Early Morning", "Morning", "Noon", "Afternoon", "Evening", "Dusk", "Night"};
default = 3;
code = "hull3_mission_timeOfDay = %1";
};
class Hull3_Fog {
title = "Fog";
values[] = {0,1,2};
texts[] = {"None", "Light", "Heavy"};
default = 0;
code = "hull3_mission_fog = %1";
};
class Hull3_Weather {
title = "Weather";
values[] = {0,1,2,3,4,5,6,7,8,9};
texts[] = {"Random", "Clear (Calm)", "Clear (Light Winds)", "Clear (Strong Winds)", "Overcast (Calm)", "Overcast (Light Winds)", "Overcast (Strong Winds)", "Rain (Light Winds)", "Rain (Strong Winds)", "Storm"};
default = 1;
code = "hull3_mission_weather = %1";
};
class Hull3_SafetyTimer {
title = "Safety Timer";
values[] = {9999,0};
texts[] = {"On", "Off"};
default = 0;
code = "hull3_mission_safetyTimerEnd = %1";
};
};
class CfgDebriefingSections {
class acex_killTracker {
title = "Acex Killed Events";
variable = "acex_killTracker_outputText";
};
};
allowProfileGlasses = 0;
class blue {
class Rifleman {
headGear = "CUP_H_Navy_CrewHelmet_Blue";
goggles = "CUP_G_Oakleys_Embr";
uniform = "CUP_B_USMC_Navy_Blue";
vest = "CUP_V_B_LHDVest_Blue_ARM";
backpack = "";
};
};// BLUFOR Notes
// Mission
player createDiaryRecord ["Diary", ["Mission","
Don't get hit with the shitters, splatter the other coloured guys (RED) with your toilets.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Cyruz
"]];// CIVFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
*** Insert general information about the situation here.***
ENEMY FORCES
*** Insert information about enemy forces here.***
FRIENDLY FORCES
*** Insert information about friendly forces here.***
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
*** Insert the mission here. ***
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
*** Insert very short summary of plan here. ***
MOVEMENT PLAN
*** Insert movement instructions here. ***
FIRE SUPPORT PLAN
*** Insert fire support instructions here. ***
SPECIAL TASKS
*** Insert instructions for specific units here. ***
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
*** Insert information on administration and logistics here. ***
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by
"]];
// INDFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
*** Insert general information about the situation here.***
ENEMY FORCES
*** Insert information about enemy forces here.***
FRIENDLY FORCES
*** Insert information about friendly forces here.***
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
*** Insert the mission here. ***
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
*** Insert very short summary of plan here. ***
MOVEMENT PLAN
*** Insert movement instructions here. ***
FIRE SUPPORT PLAN
*** Insert fire support instructions here. ***
SPECIAL TASKS
*** Insert instructions for specific units here. ***
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
*** Insert information on administration and logistics here. ***
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by
"]];
// OPFOR Notes
// Mission
player createDiaryRecord ["Diary", ["Mission","
Don't get hit with the shitters, splatter the other coloured guys (BLUE) with your toilets.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Cyruz
"]];class Hull3 {
isEnabled = 1;
class Briefing {
blufor = "hull3\briefing\blufor.sqf";
opfor = "hull3\briefing\opfor.sqf";
indfor = "hull3\briefing\indfor.sqf";
civilian = "hull3\briefing\civilian.sqf";
};
class Uniform {
#include "blue.h"
#include "red.h"
};
class Gear {
#include "plunk.h"
};
class Faction {
class BLU_F {
gear = "plunk";
uniform = "blue";
languages[] = {
{"west", 100}
};
};
class OPF_F {
gear = "plunk";
uniform = "red";
languages[] = {
{"west", 100}
};
};
};
};class plunk {
class Rifleman {
primaryWeapon = "CUP_glaunch_M79";
primaryWeaponItems[] = {};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
addHandgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"CUP_1Rnd_HE_M203", 10},
{"CUP_20Rnd_B_AA12_Pellets", 2}
};
vestMagazines[] = {};
backpackMagazines[] = {};
basicAssignItems[] = {};
assignItems[] = {};
binocular = "";
uniformItems[] = {};
vestItems[] = {};
backpackItems[] = {};
uniformRadios[] = {};
vestRadios[] = {};
backpackRadios[] = {};
uniformMedicalItems[] = {
{"ACE_fieldDressing", 10},
{"ACE_morphine", 5}
};
vestMedicalItems[] = {};
backpackMedicalItems[] = {};
code = "";
// These will override the uniform template, if not empty
headGear = "";
uniform = "";
goggles = "";
vest = "";
backpack = "";
};
};class red {
class Rifleman {
headGear = "CUP_H_Navy_CrewHelmet_Red";
goggles = "CUP_G_Oakleys_Drk";
uniform = "CUP_B_USMC_Navy_Red";
vest = "CUP_V_B_LHDVest_Red_ARM";
backpack = "";
};
};player enableFatigue false;
player enableStamina false;
player addEventHandler ["Fired", {
params ["_unit", "", "", "", "", "", "_projectile"];
if (local _unit) then {
[_unit,_projectile] call ark_dt_fnc_shitter;
};
}];
player addEventHandler ["Reloaded", {
params ["", "", "", "", "_oldMagazine"];
player addMagazine (_oldMagazine #0);
}];
["ace_unconscious", {
params ["_unit"];
if (local _unit) then {
[_unit, "Skipping uncon"] call ace_medical_status_fnc_setDead; // or_unit setDamage 1;
};
}] call CBA_fnc_addEventHandler;
ark_dt_fnc_shitter = {
params ["_unit", "_projectile"];
private _vel = velocity _projectile;
private _pos = _projectile modelToWorld [0,5,0];
deleteVehicle _projectile;
private ["_loo"];
if (side player isEqualTo west) then {
_loo = "Land_ToiletBox_F";
} else {
_loo = "Land_FieldToilet_F";
};
private _shell = createVehicle [_loo, _pos, [], 0, "CAN_COLLIDE"];
_shell allowDamage false;
_shell setVectorDirAndUp [[random 1, random 1, random 1],[random 1, random 1, random 1]];
_shell setVelocity _vel;
[{deleteVehicle _this}, _shell, 10] call CBA_fnc_waitAndExecute;
};ark_dt_fnc_createObjects = {
params ["_zone"];
for "_" from 0 to 250 do {
private _pos = ATLToASL (_zone call CBA_fnc_randPosArea);
private _objectArr = [
"Land_VR_CoverObject_01_kneelHigh_F",
"Land_VR_CoverObject_01_standHigh_F",
"Land_VR_CoverObject_01_kneel_F",
"Land_VR_CoverObject_01_kneelLow_F",
"Land_VR_CoverObject_01_stand_F",
"Land_VR_Shape_01_cube_1m_F",
"Land_VR_CoverObject_01_kneelHigh_F",
"Land_VR_CoverObject_01_standHigh_F",
"Land_VR_CoverObject_01_kneel_F",
"Land_VR_CoverObject_01_kneelLow_F",
"Land_VR_CoverObject_01_stand_F",
"Land_VR_Shape_01_cube_1m_F",
"Land_VR_CoverObject_01_kneelHigh_F",
"Land_VR_CoverObject_01_standHigh_F",
"Land_VR_CoverObject_01_kneel_F",
"Land_VR_CoverObject_01_kneelLow_F",
"Land_VR_CoverObject_01_stand_F",
"Land_VR_Shape_01_cube_1m_F",
"Land_VR_CoverObject_01_kneelHigh_F",
"Land_VR_CoverObject_01_standHigh_F",
"Land_VR_CoverObject_01_kneel_F",
"Land_VR_CoverObject_01_kneelLow_F",
"Land_VR_CoverObject_01_stand_F",
"Land_VR_Shape_01_cube_1m_F",
"Land_VR_Target_MRAP_01_F",
"Land_VR_Target_MBT_01_cannon_F",
"Land_VR_Target_APC_Wheeled_01_F"
];
private _obj = createSimpleObject [(selectRandom _objectArr), _pos];
_obj setDir (selectRandom [0,90,180,270]);
private _colour = selectRandom [
"#(argb,8,8,3)color(0.9,0.1,0,1)", //default
"#(argb,8,8,3)color(0,0.1,1,1)", //blue
"#(argb,8,8,3)color(1,0,1,1)", //red
"#(argb,8,8,3)color(0,1,0,1)", //green
"#(argb,8,8,3)color(1,1,1,1)" //white
];
_obj setObjectMaterialGlobal [ 0, "\a3\data_f\default.rvmat"];
_obj setObjectTextureGlobal [ 0, _colour];
if (random 1 > 0.75) then {
_obj setPos [(_pos #0),(_pos #1),((_pos #2) + random 10)];
};
};
};
ark_dt_fnc_addGun = {
params ["_box"];
_box call ark_clear_cargo_fnc_doClearVehicle;
_box addWeaponCargoGlobal ["CUP_sgun_AA12", 1];
};
theBox call ark_dt_fnc_addGun;
objectZone call ark_dt_fnc_createObjects; raP version 6 EditorData
sourceName ark_gtvt28_dodge_this addons A3_Characters_F A3_Structures_F_Bootcamp_VR_Blocks A3_Structures_F_Exp_A_VR_Blocks ace_fastroping AddonsMetaData ) randomSeed 6' ScenarioData Mission moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider LayerIndexProvider Camera ) nextID B nextID pos ImBeACdir %=#U?up Ux="wV?d
?aside j~? 1d) List 9 items Item0 w Item1 Item2 Item3 4 className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_Bootcamp name Arma 3 Bootcamp Update - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_Exp_A name Arma 3 Nexus Update - Buildings and Structures author Bohemia Interactive url https://www.arma3.com 4 className ace_fastroping name ACE3 - Fastroping author ACE-Team url http://ace3mod.com/ author Cyruz Intel Entities J briefingName ark_gtvt28_dodge_this overviewText You're in a shitty situation timeOfChanges FstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T