description.ext ve
hull3\briefing\blufor.sqf ve hull3\briefing\civilian.sqf _0X hull3\briefing\indfor.sqf _0X hull3\briefing\opfor.sqf ve hull3\east.h H] hull3\hull3.h I]K hull3\LICENSE _0X8 hull3\NADE.h ne hull3\west.h *H] initPlayerLocal.sqf ]M] initServer.sqf Yse mission.sqm we_ onPlayerRespawn.sqf M] Powerup.ogg II]c #include "hull3\hull3.h"
enableDebugConsole = 1;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "Slamtacular";
onLoadMission = "Made with Hull3";
author = "Dextrus";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = TDM;
minPlayers = 1;
maxPlayers = 28;
};
respawn = 3;
respawndelay = 3;
respawnOnStart = -1;
respawnTemplates[] = {};
class Params {
class Hull3_Date {
title = "Moon Phase";
values[] = {0,1};
texts[] = {"New Moon", "Full Moon"};
default = 0;
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 = 7;
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 = 9999;
code = "hull3_mission_safetyTimerEnd = %1";
};
class rbcb_gameTime {
title = "Game Length";
values[] = {300,600,900};
texts[] = {"5 minutes", "10 minutes", "15 minutes"};
default = 600;
code = "rbcb_totalGameLength = %1";
};
};
class CfgSounds {
sounds[] = {};
class Powerup {
name = "Powerup";
sound[] = { "Powerup.ogg", 1, 1, 100 };
titles[] = { 1, "GO MAKE BANG! GET MAN!" };
};
};
class CfgDebriefing {
class bluwin {
title = "BLUBOIS";
subtitle = "Have do all bang and we are more good at";
description = "Have do all bang and we are more good at";
picture = "flag_Iceland";
};
class opfwin {
title = "REDBOIS WIN";
subtitle = "Man go bang but we do more good less bang";
description = "Man go bang but we do more good less bang";
picture = "flag_Spain";
};
};
class CfgDebriefingSections {
class acex_killTracker {
title = "Acex Killed Events";
variable = "acex_killTracker_outputText";
};
};// BLUFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
The eternal battle rages on. All must eat slugs.
ENEMY FORCES
Massed waves of shotgun wielding lunatics.
FRIENDLY FORCES
Similar massed waves of shotgun wielding lunatics.
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Perforate the red men before they make your friends eat slugs.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Do not try and make sense of this chaos.
If you go down and don't die instantly, rather than lay there bleeding, press esc and select respawn to get back into the fray.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Dextrus
"]];
// 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
"]];
// Situation
player createDiaryRecord ["Diary", ["Situation","
The eternal battle rages on. All must eat slugs.
ENEMY FORCES
Massed waves of shotgun wielding lunatics.
FRIENDLY FORCES
Similar massed waves of shotgun wielding lunatics.
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Perforate the blue men before they make your friends eat slugs.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Do not try and make sense of this chaos.
If you go down and don't die instantly, rather than lay there bleeding, press esc and select respawn to get back into the fray.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Dextrus
"]];
class EAST {
class Rifleman {
headGear = "CUP_H_Navy_CrewHelmet_Red";
goggles = "G_Shades_Red";
uniform = "U_O_Protagonist_VR";
vest = "V_DeckCrew_red_F_ARM";
backpack = "";
};
};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 Gear {
#include "NADE.h"
};
class Uniform {
#include "west.h"
#include "east.h"
};
class Faction {
class BLU_F {
gear = "NADE";
uniform = "WEST";
};
class OPF_F {
gear = "NADE";
uniform = "EAST";
};
};
};The MIT License (MIT)
Copyright (c) 2014 László Major
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.class NADE {
class Rifleman {
primaryWeapon = "CUP_sgun_slamfire";
primaryWeaponItems[] = {};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {""};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"CUP_1Rnd_12Gauge_Slug", 20};
};
uniformMedicalItems[] = {
{"ACE_fieldDressing", 10},
{"ACE_morphine", 5},
{"ACE_epinephrine", 5},
{"ACE_bloodIV", 1}
};
vestMagazines[] = {
{"CUP_1Rnd_12Gauge_Slug", 30};
};
backpackMagazines[] = {};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch"};
assignItems[] = {};
binocular = "";
uniformItems[] = {};
vestItems[] = {};
backpackItems[] = {};
uniformRadios[] = {"ACRE_PRC152"};
vestRadios[] = {};
backpackRadios[] = {};
vestMedicalItems[] = {};
backpackMedicalItems[] = {};
code = "";
headGear = "";
uniform = "";
goggles = "";
vest = "";
backpack = "";
};
}; class WEST {
class Rifleman {
headGear = "CUP_H_Navy_CrewHelmet_Blue";
goggles = "G_Shades_Blue";
uniform = "U_B_Protagonist_VR";
vest = "V_DeckCrew_blue_F_ARM";
backpack = "";
};
};ark_rbcb_intro = {
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0], [1, 1, 1, 0], [0.75, 0.25, 0, 1.0]];
"colorCorrections" ppEffectCommit 1;
"colorCorrections" ppEffectEnable true;
"filmGrain" ppEffectAdjust [0.04, 1, 1, 0, 1];
"filmGrain" ppEffectCommit 1;
"filmGrain" ppEffectEnable true;
["mission.safetytimer.ended", {call ark_rbcb_go}] call hull3_event_fnc_addEventHandler;
};
ark_rbcb_scoreBoard = {
private _titleTxt = parseText "Team Scores ";
private _timeTxt = parseText "Time Remaining: ";
private _westTxt = parseText "
BLUBOIS: ";
private _eastTxt = parseText "
REDBOIS: ";
private _separator = parseText "
------------------------";
private _lineBreak = parseText "
";
while {ark_cbcb_inProgress} do {
private _timeLeft = str floor (rbcb_totalGameLength - (CBA_missionTime - 12));
private _westScoreTxt = str westScore;
private _eastScoreTxt = str eastScore;
private _txt = composeText [_titleTxt, _separator, _westTxt, _westScoreTxt, _eastTxt, _eastScoreTxt, _separator, _lineBreak, _timeTxt, _timeLeft];
hintSilent _txt;
};
};
ark_rbcb_go = {
player setVariable ["ark_rbcb_var_side", (side player), true];
"colorCorrections" ppEffectEnable false;
"filmGrain" ppEffectEnable false;
playSound "Powerup";
};
call ark_rbcb_intro;
call ark_rbcb_scoreBoard;ark_rbcb_removeWalls = {
{deleteVehicle _x} forEach [wall1,wall2,wall3,wall4,wall5,wall6,wall7,wall8];
};
ark_rbcb_trackScore = {
params ["_unit"];
private _side = _unit getVariable ["ark_rbcb_var_side", nil];
if (_side isEqualTo west) then {
eastScore = eastScore + 1;
publicVariable "eastScore";
};
if (_side isEqualTo east) then {
westScore = westScore + 1;
publicVariable "westScore";
};
_unit setVariable ["ark_rbcb_var_side", nil];
};
ark_rbcb_gameTimer = {
[
{call ark_rbcb_endGame},
[],
rbcb_totalGameLength] call CBA_fnc_waitAndExecute;
};
ark_rbcb_endGame = {
ark_cbcb_inProgress = false;
publicVariable "ark_cbcb_inProgress";
if (westScore > eastScore) then {
"bluwin" call BIS_fnc_endMissionServer;
} else {
"opfwin" call BIS_fnc_endMissionServer;
};
};
ark_rbcb_serverInit = {
ark_cbcb_inProgress = true;
publicVariable "ark_cbcb_inProgress";
westScore = 0;
publicVariable "westScore";
eastScore = 0;
publicVariable "eastScore";
addMissionEventHandler ["EntityKilled", {call ark_rbcb_trackScore}];
[
"mission.safetytimer.ended",
{
call ark_rbcb_removeWalls;
call ark_rbcb_gameTimer;
}
] call hull3_event_fnc_addEventHandler;
[{[nil, nil, nil, ['confirm']] call compile preProcessFileLineNumbers 'x\ark\addons\hull3\mission_host_safetytimer_stop.sqf';}, [], 1] call CBA_fnc_waitAndExecute;
};
call ark_rbcb_serverInit;
ark_cp_fnc_mortarZones = {
params ["_target"];
private _delay = random [20, 40, 60];
ark_cp_var_mortCount = 0;
[
{
params ["_args", "_id"];
_args params ["_target"];
if (ark_cp_var_mortCount > 180) exitWith {_id call CBA_fnc_removePerFrameHandler};
ark_cp_var_mortCount = ark_cp_var_mortCount + 1;
private _mortarPos = getMarkerPos _target;
private _randomMortarPos = [(_mortarPos #0) + ((random 100) -50), (_mortarPos #1) + ((random 100) -50), 150];
private _shell = "F_40mm_Green" createVehicle _randomMortarPos;
_shell setVelocity [0,0,-0.5];
},
_delay,
[_target]
] call CBA_fnc_addPerFrameHandler;
};
{[_x] call ark_cp_fnc_mortarZones} forEach ["mort_1","mort_2","mort_3"] raP _ version 6 EditorData sourceName ark_gtvt28_slamtastic addons &