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f3c95322e9
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39
custom_leaflets.hpp
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39
custom_leaflets.hpp
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// This contains custom definitions for leaflets. It is not required to set this up, but you're welcome to if you want to use them.
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// To use this, configure one or more of the below. Then use the pylon editor of a drone in EDEN to add the appropriate magazine type (like 1Rnd_Leaflets_Custom_01_F) to the drone. Then, when the drone is flying, do `drone1 fire "1Rnd_Leaflets_Custom_01_F";` to drop the leaflets. The leaflet will then be shown in the world, and can be picked up by players to read the text and see the image.
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class Custom_01 // configuration for 1Rnd_Leaflets_Custom_01_F
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{
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text = "Leaflet text"; // text shown when previewing the leaflet full-screen. Ideally should be localized, so even player who cannot read the image can get the information
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texture = "images\leaflets\leaflet_custom_01.paa"; // leaflet texture shown when previewing the leaflet full-screen
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};
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class Custom_02 // configuration for 1Rnd_Leaflets_Custom_02_F
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{
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text = "Leaflet text"; // text shown when previewing the leaflet full-screen. Ideally should be localized, so even player who cannot read the image can get the information
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texture = "images\leaflets\leaflet_custom_02.paa"; // leaflet texture shown when previewing the leaflet full-screen
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};
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class Custom_03 // configuration for 1Rnd_Leaflets_Custom_03_F
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{
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text = "Leaflet text"; // text shown when previewing the leaflet full-screen. Ideally should be localized, so even player who cannot read the image can get the information
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texture = "images\leaflets\leaflet_custom_03.paa"; // leaflet texture shown when previewing the leaflet full-screen
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};
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class Custom_04 // configuration for 1Rnd_Leaflets_Custom_04_F
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{
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text = "Leaflet text"; // text shown when previewing the leaflet full-screen. Ideally should be localized, so even player who cannot read the image can get the information
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texture = "images\leaflets\leaflet_custom_04.paa"; // leaflet texture shown when previewing the leaflet full-screen
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};
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class Custom_05 // configuration for 1Rnd_Leaflets_Custom_05_F
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{
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text = "Leaflet text"; // text shown when previewing the leaflet full-screen. Ideally should be localized, so even player who cannot read the image can get the information
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texture = "images\leaflets\leaflet_custom_05.paa"; // leaflet texture shown when previewing the leaflet full-screen
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};
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class Custom_06 // configuration for 1Rnd_Leaflets_Custom_06_F
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{
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text = "Leaflet text"; // text shown when previewing the leaflet full-screen. Ideally should be localized, so even player who cannot read the image can get the information
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texture = "images\leaflets\leaflet_custom_06.paa"; // leaflet texture shown when previewing the leaflet full-screen
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};
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@@ -89,18 +89,16 @@ minPlayerDistance = 500;
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//-------------------------------------------BASE SETTINGS---------------------------------------------------------------//
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//-------------------------------------------BASE SETTINGS---------------------------------------------------------------//
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class Params
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class Params {};
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{
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};
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// CfgFunctions
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class CfgFunctions {
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class CfgFunctions {
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#include "framework\CfgFunctions.hpp"
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#include "framework\CfgFunctions.hpp"
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#include "custom_scripts.hpp"
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#include "custom_scripts.hpp"
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};
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};
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class CfgLeaflets {
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#include "custom_leaflets.hpp"
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};
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class CfgDebriefingSections {
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class CfgDebriefingSections {
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class acex_killTracker {
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class acex_killTracker {
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@@ -2,29 +2,29 @@
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if ( !hasInterface ) exitWith {};
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if ( !hasInterface ) exitWith {};
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player addEventHandler["Respawn",
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["ace_killed", {
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{
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params ["_unit", "_causeOfDeath", "_killer", "_instigator"];
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params ["_unit", "_corpse"];
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private _killer = _corpse getVariable ["ace_medical_causeOfDeath", "#scripted"];
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if (_killer == "respawn_button") then {
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private _timeWentUnconscious = _corpse getVariable [QGVARMAIN(lastTimeKnockedOut), -1];
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private _durationSpentUnconscious = -1;
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if (_timeWentUnconscious > -1) then {
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_durationSpentUnconscious = diag_tickTime - _timeWentUnconscious;
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};
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[
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if (!local _unit) exitWith {};
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LEVEL_INFO,
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QUOTE(COMPONENT),
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if (_causeOfDeath == "respawn_button") then {
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"RESPAWNED WHILE UNCONSCIOUS",
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private _timeWentUnconscious = _corpse getVariable [QGVARMAIN(lastTimeKnockedOut), -1];
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[_unit, [
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private _durationSpentUnconscious = -1;
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["durationSpentUnconscious", _durationSpentUnconscious]
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if (_timeWentUnconscious > -1) then {
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]] call EFUNC(common,addPlayerInfoToArray)
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_durationSpentUnconscious = diag_tickTime - _timeWentUnconscious;
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] remoteExec [QEFUNC(common,log), 2];
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// format["%1 was unconscious then clicked the respawn button", name _unit] remoteExec["systemChat", 0];
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};
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};
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}
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];
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[
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LEVEL_INFO,
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QUOTE(COMPONENT),
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"RESPAWNED WHILE UNCONSCIOUS",
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[_unit, [
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["durationSpentUnconscious", _durationSpentUnconscious]
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]] call EFUNC(common,addPlayerInfoToArray)
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] remoteExec [QEFUNC(common,log), 2];
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// format["%1 was unconscious then clicked the respawn button", name _unit] remoteExec["systemChat", 0];
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};
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}] call CBA_fnc_addEventHandler;
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[
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[
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2
images/leaflets/.gitkeep
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2
images/leaflets/.gitkeep
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# Auto detect text files and perform LF normalization
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* text=auto
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BIN
images/leaflets/leaflet_template.jpg
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BIN
images/leaflets/leaflet_template.jpg
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Binary file not shown.
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After Width: | Height: | Size: 306 KiB |
@@ -1,4 +1,4 @@
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author = "MISSION AUTHOR";
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author = "MISSION AUTHOR";
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onLoadName = "THIS APPEARS ON TOP OF THE LOADING SCREEN IMAGE";
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onLoadName = "THIS APPEARS ON TOP OF THE LOADING SCREEN IMAGE";
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loadScreen = "mission.jpg";
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loadScreen = "mission.jpg";
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onLoadMission = "THIS APPEARS BELOW THE LOADING SCREEN IMAGE";
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onLoadMission = "THIS APPEARS BELOW THE LOADING SCREEN IMAGE";
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@@ -9,6 +9,13 @@ overviewText = "THIS IS WHERE YOU DESCRIBE THE MISSION IN THE #MISSION LIST";
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// The name for the series of missions of your campaign. Used for organizational and search purposes
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// The name for the series of missions of your campaign. Used for organizational and search purposes
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missionSeries = "MY SERIES NAME";
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missionSeries = "MY SERIES NAME";
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// What kind of mission is this? (Use only one)
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missionGroup = "Saturday Op";
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// missionGroup = "Friday Op";
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// missionGroup = "Wednesday Op";
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// missionGroup = "FTX";
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// missionGroup = "Training";
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// Add waypoints to players' MicroDAGR devices
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// Add waypoints to players' MicroDAGR devices
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// respawn locations (bases) are added by default, don't put them here
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// respawn locations (bases) are added by default, don't put them here
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Reference in New Issue
Block a user