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  1. /*
  2. Executed locally when player joins mission (includes both mission start and JIP).
  3. This script guarantees that player object exists. Init.sqf does not
  4. See: https://community.bistudio.com/wiki/Functions_Library_(Arma_3)#Initialization_Order
  5. for details about when the script is exactly executed.
  6. */
  7.  
  8. // These below scripts are RECOMMENDED but not enabled by default
  9. // Remove the comments and change the needed strings to fit your mission (match the object names)
  10.  
  11.  
  12. // Cold start
  13. [
  14. "gm0, plt0", // units who can start the mission. are automatically added to "can move"
  15. "plt1, a0, a1, a2, b0, b1, b2, c0 ,c1 ,c2" // units who can move freely
  16. ] call compile preprocessFileLineNumbers "scripts\cold_start.sqf";
  17.  
  18. // Teleport flag, first is the object to addaction to, second format is ["display name", "objectName"]
  19. [fp_flag, [
  20. ["Plt Command", "plt0"],
  21. ["Anaconda Actual", "a0"],
  22. ["Boa Actual", "b0"],
  23. ["Cobra Actual", "c0"]
  24. ]] execVM "scripts\teleport_flag.sqf";
  25.  
  26. [] call compile preProcessFileLineNumbers "briefing.sqf";
  27.  
  28. // APPLY LOADOUTS
  29. if (!isNil "FP_fnc_getLoadout") then {
  30. private _added = [player, typeOf player] call FP_fnc_getLoadout;
  31.  
  32. // Respawn with gear
  33. if (_added) then {
  34. player addEventHandler ["Respawn", {
  35. [player, typeOf player] call FP_fnc_getLoadout;
  36. }];
  37. };
  38.  
  39. // Loadouts in singleplayer / editor
  40. if (!isMultiplayer) then {
  41. {
  42. [_x, typeOf _x] call FP_fnc_getLoadout;
  43. } forEach (switchableUnits - (entities "HeadlessClient_F" + [player]));
  44. };
  45. };
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