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/*
Функция контроля экипажа техники.
Автор: Dimon UA
Параметры:
0. _this - по умолчанию
1. - места что блокируются
"driver"
"gunner"
"commander" - блокировка места командира - разрешено только для var_restrictedVeh_commander
@bosoy
bosoy / fnc_takeoutthedeads.sqf
Last active August 29, 2015 14:21
fnc_takeoutthedeads
private ["_crew", "_agent", "_freeCargoPositions", "_i", "_timeproces"];
if (isserver) then
{
index_car_tr = false;
"CAr_troops" addPublicVariableEventHandler
{
if (!index_car_tr) then
{
(_this select 1) spawn
{
private ["_veh", "_magarray", "_arr", "_mag", "_array", "_array1"];
_veh=_this select 0;
_magarray=_this select 1;
if (!isserver) exitwith {};
KK_fnc_inString = {
private ["_needle","_haystack","_needleLen","_hay","_found"];
_needle = _this select 0;
_haystack = toArray (_this select 1);
_needleLen = count toArray _needle;
/*
Function: ACE_fnc_deleteLoadCargo
Description:
A function used to delete cargo from a vehicle.
Parameters:
_veh - Vehicle to load cargo into. (Must exist) [Object]
_cargo - Cargo object to load. (Must exist) [Array of one or more objects]
Returns:
nothing
KK_fnc_netId = {
/*
Autor: Killzone Kid
Description:
netId in SP is "". Here is the function that will give you universal netId that works both in SP and MP
//example
hint (player call KK_fnc_netId);
hint (group player call KK_fnc_netId);
*/
if (isMultiplayer) exitWith {netId _this};
arrKC=_this select 0; //массив КСов
ongrouparray=_this select 1; // массив маркеров в которых можно и нужно расположить основные отделения
offmarkerarray=((_this select 2) select 0); // массив маркеров в которых нельзя распологать основные отделения
onmarkerarray= ((_this select 2) select 1); // массив командиров отделений которые можно передвигать
onspecgrouparray= if (count (_this)>3) then{_this select 3}else{nil}; // массив командиров отделений (по типу СПН, но не обязательно) и подмассив маркеров для каждого отделения в которых можно расположить отделения
arraymarker=[]; // массив для локальных маркеров на каждое перемещенное отделение
//respsidepower = 0; // счетчик нажатий клавиши "завершить расстановку" для запуска серп на сервере. "завершить расстановку" = кол-ву Кс в arrKC
start_briefing=true; // переменная для отключения запуска брифинга в "postinit.sqf"
if isserver then
private ["_box1", "_box2", "_box3", "_box4", "_box4_1", "_box5", "_box5_1", "_box6", "_box7", "_box8", "_box9", "_box14", "_box16", "_FFA_LHOUSEV", "_FFA_HOUSES", "_housev", "_i", "_nBuilding", "_dirVector", "_objVector", "_center", "_type", "_house", "_hcenter", "_px", "_py", "_FFA_CHOUSEV"];
FFA_CLOSEHOUSE=["Land_HouseV_1I1","Land_HouseV_1I2","Land_HouseV_2L","Land_HouseV_3I3","Land_HouseV_3I1","Land_HouseV_3I4","Land_HouseV_3I2","Land_HouseV_1L1",
"Land_houseV_2T1","Land_houseV_2T2","Land_HouseV_1T","Land_HouseV_2I","Land_HouseV_1I4","Land_HouseV_1I3","Land_HouseV_1L2","Land_HouseV2_03B","Land_HouseV2_03",
"Land_HouseV2_01A","Land_HouseV2_01B","Land_HouseV2_02_Interier","Land_HouseV2_04_interier","Land_HouseV2_05","Land_SS_hangar","Land_A_Office02","Land_A_Hospital",
"Land_Ind_Workshop01_03","Land_Ind_Pec_03b","Land_Ind_Pec_03a","Land_Ind_Pec_02"];
if (isServer) then
{
private ["_box1", "_box2", "_box3", "_box4", "_box4_1", "_box5", "_box6", "_box7", "_box8", "_box9", "_box14", "_box16", "_FFA_LHOUSEV", "_FFA_HOUSES", "_housev", "_i", "_nBuilding", "_dirVector", "_objVector", "_center", "_type", "_house", "_hcenter", "_px", "_py", "_FFA_CHOUSEV"];
FFA_CLOSEHOUSE=["Land_HouseV_1I1","Land_HouseV_1I2","Land_HouseV_2L","Land_HouseV_3I3","Land_HouseV_3I1","Land_HouseV_3I4","Land_HouseV_3I2","Land_HouseV_1L1",
"Land_houseV_2T1","Land_houseV_2T2","Land_HouseV_1T","Land_HouseV_2I","Land_HouseV_1I4","Land_HouseV_1I3","Land_HouseV_1L2","Land_HouseV2_03B","Land_HouseV2_03",
"Land_HouseV2_01A","Land_HouseV2_01B","Land_HouseV2_02_Interier","Land_HouseV2_04_interier","Land_HouseV2_05","Land_SS_hangar","Land_A_Office02","Land_A_Hospital",
"Land_Ind_Workshop01_03","Land_Ind_Pec_03b","Land_Ind_Pec_03a","Land_Ind_Pec_02","Land_Ind_SawMill"];
if (isServer) then
{
private ["_box1", "_box2", "_box3", "_box4", "_box4_1", "_box5", "_box6", "_box7", "_box8", "_box9", "_box14", "_box16", "_FFA_LHOUSEV", "_FFA_HOUSES", "_housev", "_i", "_nBuilding", "_dirVector", "_objVector", "_center", "_type", "_house", "_hcenter", "_px", "_py", "_FFA_CHOUSEV"];
FFA_CLOSEHOUSE=["Land_HouseV_1I1","Land_HouseV_1I2","Land_HouseV_2L","Land_HouseV_3I3","Land_HouseV_3I1","Land_HouseV_3I4","Land_HouseV_3I2","Land_HouseV_1L1",
"Land_houseV_2T1","Land_houseV_2T2","Land_HouseV_1T","Land_HouseV_2I","Land_HouseV_1I4","Land_HouseV_1I3","Land_HouseV_1L2","Land_HouseV2_03B","Land_HouseV2_03",
"Land_HouseV2_01A","Land_HouseV2_01B","Land_HouseV2_02_Interier","Land_HouseV2_04_interier","Land_HouseV2_05","Land_SS_hangar","Land_A_Office02","Land_A_Hospital",
"Land_Ind_Workshop01_03","Land_Ind_Pec_03b","Land_Ind_Pec_03a","Land_Ind_Pec_02","Land_Ind_SawMill"];
if (isServer) then
{
/*
Функция замены зданий на Черноруссии.
Автор: Dimon
Параметры:
0.
0 - полная замена домов на А3 дома
1 - микс
2 - депрессивные тона
по умолчанию - 0.