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@Drofseh
Drofseh / FOW structures renamed
Created April 2, 2018 21:44
FOW structures renamed
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)";
};
@Drofseh
Drofseh / gearWHR39.sqf
Created April 14, 2018 21:02
1939 German Wehrmacht Loadouts
// 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
@Drofseh
Drofseh / arma3_x64_2018-04-14_13-55-48.rpt
Created April 14, 2018 21:07
RPT with fnc_addItemOrg generic error
=====================================================================
== 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
@Drofseh
Drofseh / config.cpp
Created May 23, 2018 03:47
CfgMagazineWells example config
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;
};
};
[] 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 {
@Drofseh
Drofseh / rateOfFireTest.sqf
Last active November 15, 2020 04:00
Rate of fire test script
test_shotTimeArray = [];
test_totalShots = 0;
test_totalShotTime = 0;
test_averageShotTime = 0;
test_averageRPM = 0;
test_previousFireTime = diag_tickTime;
player addEventHandler [
"Fired",
{
@Drofseh
Drofseh / automarkBuildings.sqf
Last active September 3, 2023 19:09
Automatically create markers on map for buildings placed in the editor.
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;
};
@Drofseh
Drofseh / Stand-Kneel-Prone.sqf
Created March 18, 2019 05:16
Force AI to Stand/Kneel/Prone
// 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
@Drofseh
Drofseh / DisablePath.sqf
Created March 18, 2019 05:21
Disable Path
// 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;
@Drofseh
Drofseh / dro_FNC_SurrenderAfterCasualties.sqf
Last active September 7, 2023 07:45
AI Surrender After Casualties
/*
* 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>