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May 20th, 2018
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SQF 2.46 KB | None | 0 0
  1. /*-------------------------------------*/
  2. /*---------initPlayerLocal.sqf---------*/
  3. /*-------------------------------------*/
  4. /*--------- Teleport - Pflicht ---------*/
  5.  
  6. kiste01 addAction ["<t color='#3399ff'>Teleport zu Lead (#01)</t>", "(_this select 1) setPos position s01", nil, 100, false, true, "", ""];
  7. kiste01 addAction ["<t color='#3399ff'>Teleport zu Lead (#01)</t>", "(_this select 1) setPos position s01", nil, 100, false, true, "", ""];
  8. kiste01 addAction ["<t color='#3399ff'>Teleport zu Lead (#01)</t>", "(_this select 1) setPos position s01", nil, 100, false, true, "", ""];
  9.  
  10. /*--------- Ausrüster - Pflicht ---------*/
  11.  
  12. kiste01 addAction [("<t color=""#00FF1E"">" + ("Platoon Lead") + "</t>"),"scripts\plead.sqf",[],98,false,true,"",""];
  13. kiste01 addAction [("<t color=""#00FF1E"">" + ("Section Lead") + "</t>"),"scripts\slead.sqf",[],98,false,true,"",""];
  14. kiste01 addAction [("<t color=""#00FF1E"">" + ("Maschingunner") + "</t>"),"scripts\mg.sqf",[],98,false,true,"",""];
  15. kiste01 addAction [("<t color=""#00FF1E"">" + ("Explosivspecialist") + "</t>"),"scripts\explo.sqf",[],98,false,true,"",""];
  16. kiste01 addAction [("<t color=""#00FF1E"">" + ("Marksman") + "</t>"),"scripts\dmr.sqf",[],98,false,true,"",""];
  17. kiste01 addAction [("<t color=""#00FF1E"">" + ("Rifleman") + "</t>"),"scripts\rifl.sqf",[],98,false,true,"",""];
  18. kiste01 addAction [("<t color=""#00FF1E"">" + ("Medic") + "</t>"),"scripts\medic1.sqf",[],98,false,true,"",""];
  19. kiste01 addAction [("<t color=""#00FF1E"">" + ("Medic") + "</t>"),"scripts\medic2.sqf",[],98,false,true,"",""];
  20.  
  21. /*--------- Functions - Pflicht ---------*/
  22.  
  23. TA_fnc_loadoutUnit = {
  24.  
  25.     _loadoutUnits = _this select 0;
  26.  
  27.     {
  28.  
  29.         _unit = _x select 0;
  30.         _loadout = _x select 1;
  31.  
  32.         if (!isNil "_unit") then {
  33.             if(vehicle player == _unit) then {
  34.                 _s = execVM _loadout;
  35.                 waitUntil {scriptDone _s};
  36.             };
  37.         };
  38.  
  39.     } forEach _loadoutUnits;
  40.  
  41.  
  42.     _return = true;
  43.  
  44.     _return;
  45.  
  46. };
  47.  
  48. /*--------- Loadouts - Pflicht ---------*/
  49.  
  50. [
  51.     [
  52.  
  53.         [s01, "scripts\plead.sqf"],
  54.        
  55.         [s02, "scripts\slead.sqf"],
  56.         [s03, "scripts\mg.sqf"],
  57.         [s04, "scripts\explo.sqf"],
  58.         [s05, "scripts\dmr.sqf"],
  59.         [s06, "scripts\rifl.sqf"],
  60.         [s07, "scripts\medic1.sqf"],
  61.        
  62.         [s08, "scripts\slead.sqf"],
  63.         [s09, "scripts\mg.sqf"],
  64.         [s10, "scripts\explo.sqf"],
  65.         [s11, "scripts\dmr.sqf"],
  66.         [s12, "scripts\rifl.sqf"]
  67.         [s13, "scripts\medic2.sqf"] //Wichtig: Bei dem letzen Array darf kein Komma stehen!
  68.  
  69.     ]
  70. ] call TA_fnc_loadoutUnit;
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