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initServer

Pwner-Actual Mar 19th, 2019 65 Never
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  1. /*****************************************************************************************
  2. ******************************************************************************************
  3. ******************************************************************************************
  4.  
  5.                                 YOU CAN MODIFY WHAT IS BELOW
  6.  
  7. ******************************************************************************************
  8. ******************************************************************************************
  9. *****************************************************************************************/
  10. if (!isServer) exitWith {};
  11. // =======================================================================================
  12. // MISSION SAVES
  13. // =======================================================================================
  14. UAF_manualSave  = true;     // manual saving (true = enable / false = disable)
  15. UAF_autoSave    = false;    // auto saves (true = enable / false = disable)
  16. // =======================================================================================
  17. // BODY CLEANUP
  18. // =======================================================================================
  19. UAF_removeBody  = 1;        // enable removal of bodies when players are far enough (1 = yes / 0 = no)
  20. UAF_remBodyDis  = 50;       // further than this distance in meters, bodies are deleted
  21. UAF_bodiesEx    = [];       // these units will not be deleted after death
  22. // =======================================================================================
  23. // WRECK CLEANUP
  24. // =======================================================================================
  25. UAF_removeVeh   = 1;        // enable removal of vehicle wrecks when players are far enough (1 = yes / 0 = no)
  26. UAF_remVehDis   = 100;      // further than this distance in meters, vehicles are deleted
  27. UAF_vehEx       = [];       // these vehicles will not be deleted after destruction
  28. // =======================================================================================
  29. // VEHICLE DOOR ACTIONS
  30. // =======================================================================================
  31. UAF_doorActions = 1;        // enable players to open/close vehicle doors and ramps (1 = yes / 0 = no)
  32.                             // these actions are added because they are not available thru the player's vanilla actions
  33.                             // only empty or friendly vehicles can be interacted with
  34. /*
  35.     The actions will appear for :
  36.         Ifrit, Zamak, MB 4WD, Taru pods, UH-80 Ghost Hawk, CH-67 Huron, V-44 X Blackfish,
  37.         Mi-48 Kajman, Mi-290 Taru, Y-32 Xi'an, CH-49 Mohawk
  38.        
  39. */
  40. // =======================================================================================
  41. // BLUE ON BLUE AND COLLATERAL
  42. // =======================================================================================
  43. UAF_watchYourFire   = 1;    // enable task failures for prohibited kills (1 = yes / 0 = no)
  44. UAF_wyfEx           = [];   // the death of these listed units will not trigger a task failure
  45. /*
  46.     Tasks and descriptions of resulting kills :
  47.  
  48.     Blue on Blue    = You killed thru friendly fire                                 (player vs friendly combatant)
  49.     Collateral      = You killed a civilian                                         (player vs civilian)
  50.     Homicide        = You committed homicide                                        (civilian player vs civilian)
  51.     ROE             = You violated rules of engagement by killing an unarmed enemy  (player vs weaponless and captive enemy)
  52. */
  53. // =======================================================================================
  54. // FALL DOWN AFTER BEING WOUNDED
  55. // =======================================================================================
  56. UAF_fallWound   = 1;        // enable AI units to fall down after being wounded (1 = yes / 0 = no)
  57.                             // a non lethal head or leg injury can cause AI units to fall down
  58. // =======================================================================================
  59. // OPEN ALL DOORS ON THE ISLAND
  60. // =======================================================================================
  61. UAF_openDoors   = 1;        // all house doors will be open (1 = yes / 0 = no)
  62. // =======================================================================================
  63. // FORCE USE OF FLASHLIGHTS
  64. // =======================================================================================
  65. UAF_useLights   = 1;        // all units will turn their flashlights on (1 = yes / 0 = no)                         
  66.                             // flashlights will be added to all weapons with compatible rails
  67. UAF_noTeamFL    = 1;        // units part of a player's team will turn their flashlights off (1 = yes / 0 = no)
  68. // =======================================================================================
  69. // AI UNITS ROLE QUALIFICATION
  70. // =======================================================================================
  71. UAF_roleAIQual  = 1;    // permit only AI units with proper classnames to use the vehicle's role (1 = yes / 0 = no)
  72.                         // this targets pilots, gunners, drivers, and commanders of jets, VTOLs, tanks, APC's, and helicopters
  73.                         // civilian aircraft are not prohibited (because default crew is not of 'pilot' classname)
  74.                         // you can modify the classname lists below
  75.                         // this is similar to the 'UAF_roleQualif' option found in 'initPlayerLocal.sqf' which applies to human players
  76.  
  77. // Military helicopter pilot seat reserved for these classnames :
  78. UAF_heliPilotsAI    = ["B_Helipilot_F","B_T_Helipilot_F","O_helipilot_F","O_T_Helipilot_F","I_helipilot_F","I_C_Helipilot_F"];
  79.     // Military helicopter gunner/copilot seats reserved for these classnames :
  80.     UAF_heliGunsAI  = ["B_helicrew_F","B_T_Helicrew_F","O_helicrew_F","O_T_Helicrew_F","I_helicrew_F"] + UAF_heliPilotsAI;
  81. // VTOL pilot seat reserved for these classnames :
  82. UAF_vtolPilotsAI    = ["B_Pilot_F","B_T_Pilot_F","O_Pilot_F","O_T_Pilot_F","I_Pilot_F"];
  83.     // VTOL gunner/copilot seats reserved for these classnames :
  84.     UAF_vtolGunsAI  = [] + UAF_vtolPilotsAI;
  85. // Fighter jet pilot seat reserved for these classnames :
  86. UAF_jetPilotsAI = ["B_Fighter_Pilot_F","O_Fighter_Pilot_F","I_Fighter_Pilot_F"];
  87. // Tank and tracked APC driver seat reserved for these classnames :
  88. UAF_tankDriversAI   = ["B_crew_F","B_T_crew_F","O_crew_F","O_T_crew_F","I_crew_F"];
  89.     // Tank and tracked APC gunner/commander seat reserved for these classnames :
  90.     UAF_tankGunsAI  = [] + UAF_tankDriversAI;
  91.         // Wheeled APC driver seat reserved for these classnames :
  92.         UAF_apcDriversAI    = [] + UAF_tankDriversAI;
  93.             // Wheeled APC gunner/commander seat reserved for these classnames :
  94.             UAF_apcGunsAI   = [] + UAF_apcDriversAI;
  95. /*XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  96. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  97. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  98.  
  99.                                 DO NOT MODIFY WHAT IS BELOW
  100.  
  101. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  102. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  103. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX*/
  104. // =======================================================================================
  105. // RUN CODE
  106. // =======================================================================================                     
  107. enableSaving [UAF_manualSave,UAF_autoSave];
  108. UAF_reapply = [] execVM "UAF\reapply.sqf";
  109. if  (UAF_openDoors == 1) then {
  110.     private _houses = nearestObjects [[worldSize/2,worldSize/2], ["house"], worldSize];
  111.     for [{_i=(count _houses)-1},{_i>0},{_i=_i-1}] do {
  112.     _anims  = animationNames (_houses select _i);
  113.     _doors  = _anims select {(["door", _x] call BIS_fnc_inString);};
  114.     _doors apply {(_houses select _i) animate [_x, 1];};
  115.     };
  116. };
  117. /*****************************************************************************************
  118. ******************************************************************************************
  119. ******************************************************************************************
  120.  
  121.                                 YOU CAN MODIFY WHAT IS BELOW
  122.  
  123. ******************************************************************************************
  124. ******************************************************************************************
  125. *****************************************************************************************/
  126. // =======================================================================================
  127. // USER CODE
  128. // =======================================================================================
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