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class House; | |
class fow_p_beachobstacle_01 : House { | |
displayName = "Beach Obstacle (Concrete)"; | |
}; | |
class fow_p_beachobstacle_02 : fow_p_beachobstacle_01 { | |
displayName = "Beach Obstacle (Rocks and Posts)"; | |
}; | |
class Land_wx_bunker : House { | |
displayName = "Bunker (Log)"; | |
}; |
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// Info: German Wehrmacht 1939 Loadouts | |
// - For multi line definitions use \ | |
// - All loadouts listed are customised to correct equipment, so have fun with them | |
// - ALWAYS ADD SHORT-RANGE RADIO FIRST | |
// - On any random equipment definition remember to use FNC_AddItemRandom | |
/*Loadouts | |
//Kompanietrupp | |
[this,"WHR39_CC"] call FNC_GearScript; Kompanieführer |
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===================================================================== | |
== C:\Games\SteamLibrary\steamapps\common\Arma 3\arma3_x64.exe | |
== "C:\Games\SteamLibrary\steamapps\common\Arma 3\arma3_x64.exe" -nolauncher -name=Ogefr.Haas -showScriptErrors -enableHT -hugepages -nosplash -world=empty "-mod=C:\Games\SteamLibrary\steamapps\common\Arma 3\!Mods 2PzrDiv\@bzly_no_bluf_radio;" "-mod=C:\Games\SteamLibrary\steamapps\common\Arma 3\!Mods 2PzrDiv\@acex;" "-mod=C:\Games\SteamLibrary\steamapps\common\Arma 3\!Mods 2PzrDiv\@no_units_tab;" "-mod=C:\Games\SteamLibrary\steamapps\common\Arma 3\!Mods 2PzrDiv\@ares;" "-mod=C:\Games\SteamLibrary\steamapps\common\Arma 3\!Mods 2PzrDiv\@arma_enhanced_movement;" "-mod=C:\Games\SteamLibrary\steamapps\common\Arma 3\!Mods 2PzrDiv\@fow;" "-mod=C:\Games\SteamLibrary\steamapps\common\Arma 3\!Mods 2PzrDiv\@st;" "-mod=C:\Games\SteamLibrary\steamapps\common\Arma 3\!Mods 2PzrDiv\@taw_viewdistance;" "-mod=C:\Games\SteamLibrary\steamapps\common\Arma 3\!Mods 2PzrDiv\@3den_enhanced;" "-mod=C:\Ga |
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class CfgPatches { | |
class proxymag_examples { | |
magazines[] = {"proxymag_30rnd_556x45_emag"}; | |
requiredVersion = 1.82; | |
requiredAddons[] = {"A3_Data_F_Tank_Loadorder"}; | |
name = "Proxymag example EMAG"; | |
author = da12thMonkey; | |
}; | |
}; |
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[] spawn { | |
occultTimer = 250; | |
_occultMessage = "You hear a whisper in your mind...<br/><t font='Enochian'>Dwxedl Ndfpwd Zfdk Xtq Lwkcql Acvw Lwkft Jqv Hdcuy Necuv Vzcjr Ajzwlw Hfacj Twfk Dwacyu Lfdrwv Leek Lfavwd Vdwfvp Ajfu</t>"; | |
hint parseText _occultMessage; | |
player say2D ["occultWhispers",0.1]; | |
sleep random [1,150,300]; | |
while { | |
true | |
} do { |
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test_shotTimeArray = []; | |
test_totalShots = 0; | |
test_totalShotTime = 0; | |
test_averageShotTime = 0; | |
test_averageRPM = 0; | |
test_previousFireTime = diag_tickTime; | |
player addEventHandler [ | |
"Fired", | |
{ |
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FNC_HZ_markBuildings = { | |
params ["_area", ["_blackListedObjects", []]]; | |
//diag_log format ["%1",_area]; | |
if (_area isEqualType []) exitWith { | |
//diag_log format ["%1 is array, calling function forEach", _area]; | |
{ | |
[_x,_blackListedObjects] call FNC_HZ_markBuildings; | |
} foreach _area; | |
}; |
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// For single unit | |
// Place in the unit's init in editor | |
this setUnitPos "UP"; | |
this setUnitPos "MIDDLE"; | |
this setUnitPos "DOWN"; | |
// For a group | |
// Place in the group's init in editor |
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// For single unit | |
// Place in the unit's init in editor | |
this disableAI "PATH"; | |
// For a group | |
// Place in the group's init in editor | |
{_x disableAI "PATH"} forEach units this; |
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/* | |
* Author: drofseh | |
* | |
* Description: | |
* Causes a group of AI units to surrender once a randomized percentage of their group have been killed. | |
* If the AI are not taken prisoner then they will un-surrender after a randomized delay. | |
* If the group does un-surrender, then function is run on the group again with the same original input. | |
* | |
* Arguments: | |
* 0: Group <GROUP> |
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