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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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/* | |
Licence: Do whatever you want with this, no credit required | |
*/ | |
class CfgPatches { | |
class makeBriefingWider { | |
author = "Drofseh"; | |
name = "makeBriefingWider"; | |
requiredAddons[] = { | |
"A3_Ui_F" |
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//put this in the init field of the attributes of a Gaz car | |
if (local this) then { | |
[ | |
{ | |
params ["_car","_colour"]; | |
_colour = selectRandomWeighted carColours; | |
[_car,[0, _colour]] remoteExec ["setObjectTexture",0,true]; | |
}, | |
this, | |
1 |
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/* | |
Check if the player is loading mods from Steam Workshop and warn them if they are. | |
Can be placed in init.sqf | |
*/ | |
if (hasInterface) then { | |
[ | |
{ | |
private _classes = "true" configClasses (configFile >> "CfgPatches"); | |
private _modlist = []; |
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