Rok/Sandbox – User

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This is [[User:Rok|Rok]]'s 'Sandbox' with some code snipplets.
This is [[User:Rok|Rok]]'s 'Sandbox' with some code snipplets.


==Radio Trigger Debugger==
== Radio Trigger Debugger ==
  <nowiki>sleep 1;
  <nowiki>sleep 1;


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</nowiki>
</nowiki>


==Debug Teleport==
== Debug Teleport ==
  <nowiki>onMapSingleClick "
  <nowiki>onMapSingleClick "
if ((local player) and (player == leader player) and _alt) then
if ((local player) and (player == leader player) and _alt) then
Line 169: Line 169:
}";</nowiki>
}";</nowiki>


==Ambient Combat Module (Arma 2)==
== Ambient Combat Module (Arma 2) ==
  <nowiki>// BIS_ACM is module name.
  <nowiki>// BIS_ACM is module name.


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// Example: [BIS_ACM, []] call BIS_ACM_removeGroupClassesFunc;</nowiki>
// Example: [BIS_ACM, []] call BIS_ACM_removeGroupClassesFunc;</nowiki>


==Briefing.html (Arma 1)==
== Briefing.html (Arma 1) ==
  <nowiki>
  <nowiki>
<html>
<html>

Revision as of 20:20, 31 January 2021


This is Rok's 'Sandbox' with some code snipplets.

Radio Trigger Debugger

sleep 1;

simOn = true;
debugMode = false;
showFPS = false;
showUnits = false;

// Show FPS in hint box
[] spawn {
	while {true} do {
		while {!showFPS} do {sleep .5;};
		while {showFPS} do {
			hintSilent str (round diag_fps);
			sleep .5;
		};   
		hintSilent "";
	};
};

// Show units on map
[] spawn {
	_mrkU = createMarkerLocal ["Mk1", [0,0]];
	_mrkU setMarkerShapeLocal "ICON";
	"Mk1" setMarkerTypeLocal "mil_dot";
	"Mk1" setMarkerColorLocal "ColorRed";
	while {true} do {
		while {!showUnits} do {sleep .5;};
		
		while {showUnits} do {
			{"Mk1" setMarkerPosLocal getPos(_x); sleep .1;} forEach allUnits; sleep .1;
		};
		"Mk1" setMarkerPosLocal [0,0];
	};
};

// Radio Triggers
while {true} do {	
	_tJ = createTrigger["EmptyDetector",[0,0]];
	_tJ setTriggerActivation["JULIET","PRESENT",true];
	_tJ setTriggerStatements["this", "debugMode = true", ""];
	_tJ setTriggerText "Debug Mode On";

	while {!debugMode} do {sleep .5};
	deleteVehicle _tJ;

	// First Page 
	_tA = createTrigger["EmptyDetector",[0,0]];
	_tA setTriggerActivation["ALPHA","PRESENT",true];
	_tA setTriggerStatements["this", "simOn = !simOn; {_x enableSimulation simOn;} forEach allUnits; player enableSimulation true;", ""];
	_tA setTriggerText "Toggle Simulation";

	_tB = createTrigger["EmptyDetector",[0,0]];
	_tB setTriggerActivation["BRAVO","PRESENT",true];
	_tB setTriggerStatements["this", "player exec 'camera.sqs';", ""];
	_tB setTriggerText "Camera";

	_tC = createTrigger["EmptyDetector",[0,0]];
	_tC setTriggerActivation["CHARLIE","PRESENT",true];
	_tC setTriggerStatements["this", "(vehicle player) setFuel 0;", ""];
	_tC setTriggerText "Fuel Empty";

	_tD = createTrigger["EmptyDetector",[0,0]];
	_tD setTriggerActivation["DELTA","PRESENT",true];
	_tD setTriggerStatements["this", "(vehicle player) setFuel 1;", ""];
	_tD setTriggerText "Fuel Full";

	_tE = createTrigger["EmptyDetector",[0,0]];
	_tE setTriggerActivation["ECHO","PRESENT",true];
	_tE setTriggerStatements["this", "showFPS = !showFPS;", ""];
	_tE setTriggerText "Toggle FPS";
				
	_tF = createTrigger["EmptyDetector",[0,0]];
	_tF setTriggerActivation["FOXTROT","PRESENT",true];
	_tF setTriggerStatements["this", "(vehicle player) setHitPointDamage ['HitEngine',1];", ""];
	_tF setTriggerText "Damage Engine";

	_tG = createTrigger["EmptyDetector",[0,0]];
	_tG setTriggerActivation["GOLF","PRESENT",true];
	_tG setTriggerStatements["this", "(vehicle player) setHitPointDamage ['HitVRotor',1];", ""];
	_tG setTriggerText "Damage Tailrotor";

	_tH = createTrigger["EmptyDetector",[0,0]];
	_tH setTriggerActivation["HOTEL","PRESENT",true];
	_tH setTriggerStatements["this", "2 fadeSound 1;", ""];
	_tH setTriggerText "Sound Resume";
			
	_tI = createTrigger["EmptyDetector",[0,0]];
	_tI setTriggerActivation["INDIA","PRESENT",true];
	_tI setTriggerStatements["this", "showUnits = !showUnits;", ""];
	_tI setTriggerText "Mark Units On Map";
	
	_tJ = createTrigger["EmptyDetector",[0,0]];
	_tJ setTriggerActivation["JULIET","PRESENT",true];
	_tJ setTriggerStatements["this", "debugMode = false", ""];
	_tJ setTriggerText "Next Page >>";

	while {debugMode} do {sleep .5};
	{deleteVehicle _x} forEach [_tA, _tB, _tC, _tD, _tE, _tF, _tG, _tH, _tI, _tJ];

	debugMode = true;

	// Second Page
	_tA = createTrigger["EmptyDetector",[0,0]];
	_tA setTriggerActivation["ALPHA","PRESENT",true];
	_tA setTriggerStatements["this", "playMusic 'Track01_Proteus';", ""];
	_tA setTriggerText "Music: Track01_Proteus";

	_tB = createTrigger["EmptyDetector",[0,0]];
	_tB setTriggerActivation["BRAVO","PRESENT",true];
	_tB setTriggerStatements["this", "playMusic 'Track02_SolarPower';", ""];
	_tB setTriggerText "Music: Track02_SolarPower";

	_tC = createTrigger["EmptyDetector",[0,0]];
	_tC setTriggerActivation["CHARLIE","PRESENT",true];
	_tC setTriggerStatements["this", "playMusic 'Track03_OnTheRoad';", ""];
	_tC setTriggerText "Music: Track03_OnTheRoad";

	_tD = createTrigger["EmptyDetector",[0,0]];
	_tD setTriggerActivation["DELTA","PRESENT",true];
	_tD setTriggerStatements["this", "playMusic 'Track04_Underwater1';", ""];
	_tD setTriggerText "Music: Track04_Underwater1";

	_tE = createTrigger["EmptyDetector",[0,0]];
	_tE setTriggerActivation["ECHO","PRESENT",true];
	_tE setTriggerStatements["this", "playMusic 'Track05_Underwater2';", ""];
	_tE setTriggerText "Music: Track05_Underwater2";
				
	_tF = createTrigger["EmptyDetector",[0,0]];
	_tF setTriggerActivation["FOXTROT","PRESENT",true];
	_tF setTriggerStatements["this", "playMusic 'Track06_CarnHeli';", ""];
	_tF setTriggerText "Music: Track06_CarnHeli";

	_tG = createTrigger["EmptyDetector",[0,0]];
	_tG setTriggerActivation["GOLF","PRESENT",true];
	_tG setTriggerStatements["this", "playMusic 'Track07_ActionDark';", ""];
	_tG setTriggerText "Music: Track07_ActionDark";

	_tH = createTrigger["EmptyDetector",[0,0]];
	_tH setTriggerActivation["HOTEL","PRESENT",true];
	_tH setTriggerStatements["this", format["playMusic 'RadioAmbient%1';", (10 + floor(random 15))], ""];
	_tH setTriggerText "Music: Random Ambient";
			
	_tI = createTrigger["EmptyDetector",[0,0]];
	_tI setTriggerActivation["INDIA","PRESENT",true];
	_tI setTriggerStatements["this", format["playMusic 'RadioAmbient%1';", (1 + floor(random 10))], ""];
	_tI setTriggerText "Music: Random Ambient 2";
	
	_tJ = createTrigger["EmptyDetector",[0,0]];
	_tJ setTriggerActivation["JULIET","PRESENT",true];
	_tJ setTriggerStatements["this", "debugMode = false", ""];
	_tJ setTriggerText "Debug Mode Off";

	while {debugMode} do {sleep .5};
	{deleteVehicle _x} forEach [_tA, _tB, _tC, _tD, _tE, _tF, _tG, _tH, _tI, _tJ];
	
};

Debug Teleport

onMapSingleClick "
if ((local player) and (player == leader player) and _alt) then
{
	(vehicle player) setPos _pos;
}";

Ambient Combat Module (Arma 2)

// 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>