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- /*
- Executed locally when player joins mission (includes both mission start and JIP).
- This script guarantees that player object exists. Init.sqf does not
- See: https://community.bistudio.com/wiki/Functions_Library_(Arma_3)#Initialization_Order
- for details about when the script is exactly executed.
- */
- // These below scripts are RECOMMENDED but not enabled by default
- // Remove the comments and change the needed strings to fit your mission (match the object names)
- // Cold start
- [
- "gm0, plt0", // units who can start the mission. are automatically added to "can move"
- "plt1, a0, a1, a2, b0, b1, b2, c0 ,c1 ,c2" // units who can move freely
- ] call compile preprocessFileLineNumbers "scripts\cold_start.sqf";
- // Teleport flag, first is the object to addaction to, second format is ["display name", "objectName"]
- [fp_flag, [
- ["Plt Command", "plt0"],
- ["Anaconda Actual", "a0"],
- ["Boa Actual", "b0"],
- ["Cobra Actual", "c0"]
- ]] execVM "scripts\teleport_flag.sqf";
- [] call compile preProcessFileLineNumbers "briefing.sqf";
- // APPLY LOADOUTS
- if (!isNil "FP_fnc_getLoadout") then {
- private _added = [player, typeOf player] call FP_fnc_getLoadout;
- // Respawn with gear
- if (_added) then {
- player addEventHandler ["Respawn", {
- [player, typeOf player] call FP_fnc_getLoadout;
- }];
- };
- // Loadouts in singleplayer / editor
- if (!isMultiplayer) then {
- {
- [_x, typeOf _x] call FP_fnc_getLoadout;
- } forEach (switchableUnits - (entities "HeadlessClient_F" + [player]));
- };
- };
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