Rok/Sandbox – User
This is Rok's 'Sandbox' with some code snipplets.
Debug Teleport
onMapSingleClick "
if ((local player) and (player == leader player) and _alt) then
{
(vehicle player) setPos _pos;
}";
FPS Counter
[] spawn
{
while {true} do
{
hintSilent str (round diag_fps);
sleep .5;
};
};
Ambient Combat Module
// BIS_ACM is module name.
waitUntil {!isNil {BIS_ACM getVariable "initDone"}};
waitUntil {BIS_ACM getVariable "initDone"};
sleep 5;
// Sets frequency and number of patrols (between 0 and 1. 0 is lowest and 1 is highest).
// Default: 0.5
//
[1, BIS_ACM] call BIS_ACM_setIntensityFunc;
// Min/max spawn distance.
// Default: 500, 1000
//
[BIS_ACM, 400, 1000] call BIS_ACM_setSpawnDistanceFunc;
// Factions to be spawned. Pick from: USMC, CDF, RU, INS, GUE.
// Default: "USMC", "CDF", "RU", "INS", "GUE"
//
[["RU", "INS", "GUE"], BIS_ACM] call BIS_ACM_setFactionsFunc;
// Min/max skill range for spawned units (from 0 to 1. 0 is lowest and 1 is highest).
// Default skill levels are based on difficulty setting.
// cadet mode: 0, 0.5
// Other difficulty settings: 0.3, 0.9
//
[0.1, 0.5, BIS_ACM] call BIS_ACM_setSkillFunc;
// Min/max amount of ammo that units will possess (From 0 to 1. 0 is lowest and 1 is highest).
// Default 1, 1
//
[0.55, 0.85, 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.
// Default: 0.75
//
["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;
// Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely.
// Default: 0.25
//
["air_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;
// Add classes to a custom database and use that instead.
// You can pass both actual CfgGroups Config entries or class name Strings.
// [(Module name), (Array of classes)] call BIS_ACM_addGroupClassesFunc;
// Default: Not configured, which means all classes will be used.
//
[BIS_ACM, ["INS_MilitiaSquad", "INS_MotInfSquad", "RU_Mi24PSquadron", "RU_InfSection", "RU_MotInfSection_Recon", "GUE_InfSquad_Assault"]] call BIS_ACM_addGroupClassesFunc;
// Remove classes from the custom class database during a mission.
// Example: [BIS_ACM, ["USMC_TankPlatoon", "INS_TankSection"]] call BIS_ACM_removeGroupClassesFunc;
//
// Leave array empty to switch back to all classes:
// Example: [BIS_ACM, []] call BIS_ACM_removeGroupClassesFunc;
Briefing.html (Arma 1)
<html> <head> <meta http-equiv="Content-Type" content="text/html; charset=windows-1250"> <title></title> </head> <body bgcolor="#FFFFFF"> <! --- -----------------------------> <! --- Notes > <! --- -----------------------------> <h2><a name="Main"></a></h2> <p> Write some text here - it will be in the "Notes" section. <br><br> You can use some <a href="marker:MarkerName">links</a> too. When the player clicks on it, the map will center to the marker. </p> <hr> <! --- End of Notes> <! --- -----------------------------> <! --- Missions plan > <! --- -----------------------------> <p><a name="Plan"></a> Short description of the mission. </p> <hr> <p><a name = "OBJ_1"></a>First objective. </p> <hr> <p><a name = "OBJ_2"></a>Second objective. </p> <hr> <! --- End of Missions plan> <! --- -----------------------------> <! --- Debriefings ---> <! --- -----------------------------> <hr> <br> <h2><p><a name="Debriefing:End1">Mission Completed</a></p></h2> <br> <p> Write description of End1 here. </p> <br> <hr> <br> <h2><p><a name="Debriefing:End2">Mission Failed</a></p></h2> <br> <p> Write description of End2 here. </p> <br> <! --- End of Debriefings ---> </body> </html>