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//+ icons on all named selections from resolution LODs
buildingSelections = addMissionEventHandler ["Draw3D", {
_obj = nearestBuilding player;
_selections = selectionNames _obj;
_selections apply {
_modelPos =_obj selectionPosition [_x, "FireGeometry"];
if!(_modelPos isEqualTo [0,0,0]) then {
drawIcon3D ["\a3\ui_f\data\gui\cfg\cursors\add_gs.paa", [0,0,0,1], _obj modelToWorldVisual _modelPos, 0.75, 0.75, 0, _x];
};
};
//+ icons on all building positions (used by AI and mission makers for loot)
buildingPositions = addMissionEventHandler ["Draw3D", {
_positions = nearestBuilding player buildingPos -1;
{
drawIcon3D ["\a3\ui_f\data\gui\cfg\cursors\add_gs.paa", [0,0,0,1], _x, 0.75, 0.75, 0, format["Position %1",_foreachIndex+1]];
} foreach _positions;
}];
//removed with
removeMissionEventHandler ["Draw3D", buildingPositions];
//copy all loaded CfgPatches to clipboard in the format of ["A3Data","A3_3DEN_Language",....]
_configs = "true" configClasses (configFile >> "CfgPatches");
{
_configs set [_foreachIndex, configName _x]
} foreach _configs;
copyToClipboard str _configs;
//+ icons for all surfaces within a grid of _size of the player, spaced out at a distance of _spacing
//only showing names of surfaces within 5 meters of player to avoid clutter
availableColors = [
[1,1,1,1],
[0,0,0,1],
[1,0,0,1],
[0,1,0,1],
[0,0,1,1],
[1,1,0,1],
[1,0,1,1],
//shows values for the surface you are currently standing on
//friction, maxSpeedCoef, surfaceFriction, rough, dust, impact, soundEnviron, soundHit
_surface = surfaceType getPosWorld (vehicle player);
_surface = _surface select [1, count _surface - 1];
_config = configFile >> "CfgSurfaces" >> _surface;
_friction = [_config, "friction", -69] call BIS_fnc_returnConfigEntry;
_maxSpeedCoef = [_config, "maxSpeedCoef", -69] call BIS_fnc_returnConfigEntry;
_surfaceFriction = [_config, "surfaceFriction", -69] call BIS_fnc_returnConfigEntry;
//returns all available textures from the TextureSources of the vehicle you are looking at
//getting the type of the vehicle, going to be used for looking at the config
_vehicleType = typeOf cursorTarget;
//returning an array of the TextSources configs
_textureSets = "true" configClasses (configFile >> "CfgVehicles" >> _vehicleType >> "TextureSources");
//creating an empty array to be used later to store the available textures
_availableTextures = [];
//For use in Eden Editor UI to copy mapSize and icon to clipboard, only needs to be executed once to save the function to variable
getMapSizeAndIcon = {
params ["_object"];
_bbr = boundingBoxReal _object;
_p1 = _bbr select 0;
_p2 = _bbr select 1;
_maxWidth = abs ((_p2 select 0) - (_p1 select 0));
_maxLength = abs ((_p2 select 1) - (_p1 select 1));
_mapSize = _maxWidth max _maxLength;
_mapSize = (round (_mapSize * 100)) / 100;
//For use in Eden Editor UI to copy mapSize to clipboard, only needs to be executed once to save the function to variable
getMapSize = {
params ["_object"];
_bbr = boundingBoxReal _object;
_p1 = _bbr select 0;
_p2 = _bbr select 1;
_maxWidth = abs ((_p2 select 0) - (_p1 select 0));
_maxLength = abs ((_p2 select 1) - (_p1 select 1));
_mapSize = _maxWidth max _maxLength;
_mapSize = (round (_mapSize * 100)) / 100;
//
// dumpConfig.sqf
// Copyright (c) 2010 Denis Usenko, DenVdmj@gmail.com
// MIT-style license
//
// Modified to write to file using MapBuilder MBFile_IO extension.
/*
======================================================================================
//+ icons on all the sound memory points
memPoints = ["sound_air_condition_1","sound_air_condition_2","sound_air_condition_3","sound_air_condition_4","sound_air_condition_5","sound_clothes_1","sound_clothes_2","sound_electric_box_1","sound_electric_box_2","sound_electric_box_3","sound_electric_box_4","sound_electric_box_5","sound_gutter_1","sound_gutter_2","sound_gutter_3","sound_gutter_4","sound_gutter_5","sound_gutter_6","sound_gutter_7","sound_gutter_8","sound_head","sound_metal_stairs_1","sound_metal_stairs_2","sound_metal_stairs_3","sound_metal_stairs_solid_1","sound_metal_stairs_solid_2","sound_metal_stairs_solid_3","sound_metal_tension_1","sound_metal_tension_10","sound_metal_tension_11","sound_metal_tension_2","sound_metal_tension_3","sound_metal_tension_4","sound_metal_tension_5","sound_metal_tension_6","sound_metal_tension_7","sound_metal_tension_8","sound_metal_tension_9","sound_net_fence_1","sound_rain_metalPlate_large_1","sound_rain_metalPlate_large_2","sound_rain_metalPlate_medium_1","sound_rain