[] execVM "otfgfx_scripts.sqf"; setTerrainGrid 50; // no grass! setViewDistance 2500; //View Distance // hide UPS markers. {_x setMarkerAlphaLocal 0;} forEach ["pa1","pa2","pa3","pa4","pa5","pa6","pa7","pa8","pa9","pa10","pa11","pa12","pa13","pa14","pa15","pa16","pa17","pa18", "pa19","pa20","pa21","pa22","pa23","pa24","pa25","pa26","pa27","pa28","pa29","pa30"]; mk_fTaskHint = compile (preprocessFileLineNumbers "fTaskHint.sqf"); execVM "briefing.sqf"; //Initialise revive script (this next line is needed for revive script) server execVM "revive_init.sqf"; //Mission parameters skiptime Param1; // Compile JBOY general utility scripts JBOY_soundLoop = compile (preprocessFileLineNumbers "JBOY_soundLoop.sqf"); //Mission parameters //skiptime Param1; //min max spawn distance [BIS_ACM, 300, 900] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["USMC"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0, 0.4, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.3, 0.6, BIS_ACM] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0.2, BIS_ACM] call BIS_ACM_setTypeChanceFunc; // in game after this point. sleep 1; BIS_EVO_pallammo = ["30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","15rnd_9x19_m9","15rnd_9x19_m 9","15rnd_9x19_m9","15rnd_9x19_m9"];// The players default load out BIS_EVO_pweapons = ["M16A2","M9","binocular","NVGoggles","ItemGPS"]; // The players default load out // Reset everyone's weapons since we're using generic classes. removeAllWeapons player; {player addMagazine _x;} forEach BIS_EVO_pallammo; {player addWeapon _x;} forEach BIS_EVO_pweapons; _primary = primaryWeapon player; if (_primary != "") then { player selectWeapon _primary; // Grenade launcher Fix _muzzles = getArray(configFile>>"cfgWeapons" >> _primary >> "muzzles"); player selectWeapon (_muzzles select 0); }; // Prevent constant "Hi!" nonsense. player setVariable ["BIS_noCoreConversations", true]; // Respawn with weapons stuff. while {true} do { waitUntil {!(alive player)}; // Save the weapon config of the player when he die. //PlayerWeapons = weapons player; //PlayerMagazines = magazines player; waitUntil {alive player}; // Give back the weapons the player had when he died. removeAllWeapons player; {player addMagazine _x;} forEach BIS_EVO_pallammo; {player addWeapon _x;} forEach BIS_EVO_pweapons; _primary = primaryWeapon player; if (_primary != "") then { player selectWeapon _primary; // Grenade launcher Fix _muzzles = getArray(configFile>>"cfgWeapons" >> _primary >> "muzzles"); player selectWeapon (_muzzles select 0); }; }; if(true) exitWith {}; |