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fn_iconViewer = { | |
params [ | |
["_mode", "", [""]], | |
["_args", [], [[]]] | |
]; | |
if (!hasInterface) exitWith {}; | |
disableSerialization; | |
private _fnc_GRID_X = { |
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// ====== About ======// | |
/* | |
This script gives various penalties when using unfamiliar weapons which goes away with enough use. | |
Copy and paste everything here into your init.sqf file. | |
*/ | |
//====== General Settings ======// | |
/* | |
Accuracy penalty represents how unfamiliar the character is with aiming the weapon. | |
Each shot fired reduces the effect of the accuracy penalty. |
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// Debug Reticle, Zoom, Magnification, Man Height | |
// This script can be used from debug console to draw a reticle with correct mildots depending on the current magnification | |
// Also displays magnification level as well as bars for man height at 200, 400, 600, and 1000m | |
// Originally by Commy2 | |
private _debugReticle = uiNamespace getVariable ["CBA_debugReticle", displayNull]; | |
if (!isNull _debugReticle) exitWith { | |
"CBA_debugReticle" cutText ["", "PLAIN"]; | |
false |
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supportFire_numberOfBatteries = 1; | |
supportFire_numberOfGunsPerBattery = 5; | |
supportFire_shotsPerBatteryPerBarrage = 10; | |
supportFire_timeBetweenBarrages = 30; | |
supportFire_shellsHE_Type = "Sh_155mm_AMOS"; | |
supportFire_shellDispersion = 100; | |
supportFire_randomPositions = [ | |
getMarkerPos "marker_randomArty_1", | |
getMarkerPos "marker_randomArty_2", |
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dro_FNC_Bleedout_Prevention = { | |
params ["_unit", ["_wakeup", false, [true]]]; | |
if (!alive _unit || {_unit getVariable ["dro_endBleedoutPrevention", false]}) exitWith {false}; | |
if (_unit getVariable ["ACE_isUnconscious",false]) then { | |
private _bloodVolume = _unit getVariable ["ace_medical_bloodVolume", 6]; | |
if (_bloodVolume < 3.5) then { | |
[_unit, false] call ace_medical_fnc_setUnconscious; | |
_unit setVariable ["ace_medical_bloodVolume", ([3.5, 5.2] select _wakeup)]; |
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//Put this code in the unit's init box in the editor, you will have to remove the comments | |
private _statementDrawBlood = { | |
if (!alive this) exitWith { | |
[ | |
["You can't draw blood from a corpse."], | |
true | |
] call CBA_fnc_notify; | |
}; | |
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/* | |
* Author: Mark Ruffner (AACO) | |
* Shamelessly stolen from Bourbon Warfare | |
* https://github.com/BourbonWarfare/POTATO/blob/master/addons/miscFixes/XEH_serverPostInit.sqf#L13-L73 | |
* | |
* Recursive function to normalize the position of the HC modules in a mission. | |
* This improved the performace of the AI, as the farther away the modules are from the players the fewer updates they get about the players. | |
* missionNamespace setVariable ["dro_updateHCPosition", true] to stop the function from continuing to run | |
* |
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player createDiarySubject ["Chat Commands","Chat Commands"]; | |
private _ARCOMM_Chat_Commands = ["Chat Commands", ["ARCOMM Default Commands"," | |
<br/><font color='#70db70' size='16'>#loadout</font> | |
<br/>Syntax 1 | |
<br/><font color='#FF8C00'>#loadout <role></font> | |
<br/> | |
<br/>Applies the given role loadout to the local player. Roles are the names of loadouts in the player's faction's loadout file. Eg. #loadout aar for assistant automatic rifleman. | |
<br/> | |
<br/>Syntax 2 |
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/* | |
* Author: Drofseh & Karel Moricky | |
* | |
* Description: | |
* Set vehicle respawn, compatible both with SP and MP. | |
* Rewrite of buggy BI Vehicle Respawn Module | |
* | |
* Parameter(s): | |
* 0: OBJECT - vehicle | |
* 1: NUMBER - respawn delay in seconds (default is 0) |
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/* | |
Function is listed first here, adding the action to all vehicles is at the bottom. | |
This can all just go in init.sqf | |
*/ | |
/* | |
* Author: Drofseh | |
* | |
* Description: | |
* Add an ACE action to check the amount of ammo in a vehicle's magazines. |
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