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update khe sanh port branch (#2212)
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* Fix leftover bugs from #2047 (#2194)

## What type of PR is this.
1. [X] Bug
2. [ ] Change
3. [ ] Enhancement

### What have you changed and why?
So far:
- Fixed trailing comma in MACV template causing init failures.
- Fixed array/string mismatch on staticAT causing airfield spawn failures.
    
### Please specify which Issue this PR Resolves.
closes #XXXX

### Please verify the following and ensure all checks are completed.
1. [ ] Have you loaded the mission in LAN host?
2. [ ] Have you loaded the mission on a dedicated server?

### Is further testing or are further changes required?
1. [ ] No
2. [ ] Yes (Please provide further detail below.)

* Fix trailing comma in MACV template

* Fix string/array mismatch on airport AT spawning

* Removed legacy KeyCache reminants.

* Tools - 👷‍♂️ Fixed data corruption caused by simplifyJunctions. (#2174)

* ☣ FIlters unknown connections from DB output.
* ☣ Filter unknown roads in navRoadHM to navGridHM.
* ‼Assertions for navRoad that achieve 100% coverage
* 🧲 Extracted methods for navRoad Model.
* 👷‍♂️Refactored simplify junction to model methods
* ♻ Option for brute forcing the simplify loop.
* 🏜 Can open the Street Artist editor empty.
* 🔲 Menu replaces opening the debug console.
* 🗜 Added isForced param to navRoad_connect.

* Projects - Fuel Part 1 (#2187)

* rename spawnLight, added price to item, add callback
* removed dev
* update header
* changed spawned veh fuel
* added nodes
* final touches, changed hints, and nodes
* changed vehicleFuelSource to array
* removed fuel canister
* changes for review
* review changes
* error checking
* review change

* Templates - Add Civ Loadout Creation, Update Reb/Civ Templates, Update Examples. (#2181)

* Radio and Missing Mags changes
ACP C2 (M1911) and Vermin (Vector) were missing mags
Radio adjustment so they are the Same as in RHS Blue
* Woodland Vanilla
No DLC needed, Free content of Contact
* Livonia
* Woodland check
Add Check for Woodlandmaps (Livonia, VT7, Chernarus summer)
* Full Woodland
* Full Desert
* Begone Mrap
Only Availible in Desert
* Woodland detection
Maps i know of can add more when i know there are more :)
* Delete Vanilla_Occ_NATO_Woodland.sqf
* Rollback just ignore
* Update RHS_Occ_USAF_Arid.sqf
* rollback
* rollback
* Update (#3)
* Revert "Fix for acre2 radios not being recognized as a units radio"
* Disable DES_heli mission as RHS templates lack data for it
* Stringtable update
Liberation of Tembelan --> Liberation of Tembelan Island
Removed french version for that as it was incorrect
* Mission update for Altis Blufor
* Anizay mission update
* Chernarus winter mission update

* Tembelan Island mission update

* License update for the Snow Storm Script by aliascartoons

* Update changelog for 2.2

* Delete temporary changelog for 2.2

* Updated CSAT locations for new maps (#595)

Co-authored-by: Wurzel0701 <[email protected]>

* Add a check to prevent breaching an empty or teamPlayer vehicle

* Adds Ace SpareBarrel to ACE itemlist

* Altis map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads
- Disabled simulation for H-barriers
- Disabled simulation for containers and turned into simple objects

* Malden map overhaul

- Disabled simulation for helipads
- Disabled simulation for H-barriers
- Disabled simulation for containers and turned into simple objects
- removed the large tents
- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers

* Altis Blufor map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads
- Disabled simulation for H-barriers
- Disabled simulation for containers and turned into simple objects

* Tanoa map update

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads

* Livonia map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads
- Disabled simulation for Portable Helipad Lights and turned into simple objects
- Disabled simulation for H-barriers
- Disabled simulation for containers and turned into simple objects
- removed the large tents

* Anizay map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads
- Disabled simulation for H-barriers
- Disabled simulation for containers and turned into simple objects

* Chernarus summer map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads

* Chernarus winter map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads

* Kunduz map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads
- Disabled simulation for H-barriers
- Containers turned into simple objects
- removed the large tents

* Tembelan Island map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads
- Disabled simulation for H-barriers
- Disabled simulation for containers and turned into simple objects

* Sparebarrel role back for this branch

* Add ACE spare barrel

Please specify which Issue this PR Resolves.
closes #647

* Altis/Tanoa PvP Loadout Updates + Fixes (#639)

* Rework for Tanoa/PVP-Altis
* Removes Tropical Hunters
* Adds call for Altis loadouts
* Adds call for Tanoa
* Removes Altis call/Loadouts
* Ace_M84 fix
* Changes M84 flashbang to 2 M84s, no non-ace replacement

* Readme update

* Readme update

* Version update to 2.2.1

* version update to 2.2.1

* roadsDB rename for Tanoa

the roadsDB for Tanoa was simply called roadsDB.sqf - now is named roadsDBtanoa.sqf

* mission.sqm overhaul

Fixes one variable in every mission.sqm to fix the gamemaster module not loading every mod stuff in Zeus

* Enables unit traits

nothing more, nothing less

* D-insertion

* Enabling hint

* Changes officers to teamleaders because FUCK ARMA

* Adds traits for Blufor mission

* mission.sqm update

Changes all officer units besides Petros to teamleaders  for unitTraits compatibility

* Unit type change

changes the greenfor SL to a TL

* unitTraits for PvP

enables the unitTraits for PvP units

* Show injured marker for ACE Unconsciousness

Also show markers for vehicles if the driver is not a player (otherwise no markers will show)

* Sets crate device params to max 1, up to 3 of each

* Fixes crate item quantities being 1 lower than is correct.

* Fixes issue with crate item types becoming unspawnable

Specifically - player scaling could kick in, and reduce the item quantity to always be less than 0.5, meaning it would always round to 0 - making it so items in that category would never spawn in crates.

* IEDs removed from vanilla starting gear.

They have now been fucked

* Unit update

changes 2 TL to rifleman

* Cover update

Updates cover for Altis, Altis Blufor and Tanoa

* deactivate _ambient_sound_al

* Fices damn evil typo that breaks nato crates

* Replaced all fnc_mp with RemoteExec(Call). (#620)

Replaced all fnc_mp with RemoteExec(Call).

This also fixes the initVar client spam.

* Added default variables for all getVariable to avoid null errors (#622)

* Added default variables for all getVariable to avoid null errors

* Fixed wrong namespace (credits to John)

* Clean up + Add New JNL Positions (#675)

Cleaned up the JNL positions on existing vehicles and added, hopefully, all other vehicles from our
current integrations.

* Move radio tower repair to server side, fix bugs (#684)

* Fix typo in initZones (#696)

Fixed clear typo added in 2e2d7f7.

* Make al_trembling quit silently when run on server/HC

* Tanoa mission update

* Livonia mission update

* Flag exchange to FIA

* milBuildings update

adds following CUP buildings to the milBuildings:
Land_Posed
Land_fortified_nest_small_EP1
Land_fortified_nest_small
Fort_Nest
Fortress1
Land_GuardShed

adds following vanilla buildings to the milBuildings:
Land_BagBunker_Small_F
Land_BagBunker_01_small_green_F

Following items get a 50.cal
Land_fortified_nest_small_EP1
Land_BagBunker_Small_F
Land_BagBunker_01_small_green_F
Land_fortified_nest_small
Fort_Nest
Land_Hlaska

* Altis Airfield Flag adjustment

* updates mission.sqm of chernarus winter

finally adds tover, barriers and shit

* Fix typo

inconcious --> unconscious

* Change bogus remoteExecCalls to RemoteExec

* Fix towed vehicles left with null attached objects

* Fix some SP bugs (#712)

Fixed some trivial SP bugs:

    Main UI garage button now redirects to the faction garage rather than blackholing.
    SP difficulty setup code now waits for its server init dependencies.
    SP player now gets the medic and engineer traits, as befor

* Prevent hardcoded city pop data from overwriting processed data (#713)

Moved the hardcoded city population data to initZones, which is the only place that it's used. Previously it was being initialized on clients & HCs. Since recent init order changes, it's been overwriting the city data from the server that's stored in the same logic object.

initZones is a garbage fire, and reusing the same keys for completely different data is nasty, but this will fix problems for the moment.

Also adjusted initZones to use the hardcoded pop data for Chernarus Winter, matching the behaviour for Chernarus Summer.

* Fix updateReinfState to no longer have cross reinforcements (#694)

Information: Fixed updateReinfState to avoid CSAT reinforcing NATO and the other way around

* Fix updateReinfState to no longer have cross reinforcements

* Reworked, based on Johns comments

The script now differs for timed updates  versus marker change updates

* Fixed a really minor bug that fucked up the whole system

* Updated comments

* Create new category for cargo backpacks, use it (#723)

* Fix several arsenal bugs(#726)

1. Fixed a bug where the arsenal used 24 rather than Antistasi's minWeaps param as the guest limit.
2. Fixed a bug where weapon accessories bypassed the guest limit.
3. Fixed some potential bugs with negative bullet counts and off-by-ones.
4. Fixed a bug where grenades wouldn't be throwable after loading a loadout.
5. Fixed a bug where the magazine guest limit was counting in mags rather than bullets.

4 is arguably an Arma bug. `(vestContainer player) addItemCargo "HandGrenade"` demonstrates the problem, at least in vanilla

* Malden mission sqm update

Deletes a floating container

* Update amount Civs

Changes civ count from max 40 to max 5 initially

* Changes fleight hight of helicopter

40 to 60m to prevents helis crashing on hills

* PVP Loadout assignment fix

adds missing variables to playable pvp units on the maps:
Anizay
Malden
Livonia

* deletes empty lines

* deletes empty lines

* Fix case where an airstrike targets an airport with no runway

* 3CB Fixes (#728)

* 3CB TKA Traitor Fix

Previously a Bluefor bodyguard, now a Ind Crewman.
replaced the Bluefor Survivor with an IND one.
changed out PVP Vehicles for TKA vehicles instead of BAF ones. (UAZ with DSHKM, Unarmed Hilux and Unarmed Closed Landrover)
(Asked Meer)

* Typo in Flagtexture

* Typo in Flag

* Updates the shape of the Issues button

* tembelan island mission update

Deleted some trees at Besar Airbase

* New map preparation

adds information for Virolahti and Kujari
- roadsDB load info
- info in initGarrosin
- navGrids

* Separate release & recruit actions on surrendered enemies

* Cut the occupant aggro reduction to safer levels

* Changes odd surrender dialog

It seems out of place, given there's no other mention of religion anywhere in Antistasi.

* Makes start with Long Range a parameter

* Fix loadout container scrambling (#749)

Fixed a bug introduced in #726 which caused some items to placed in the wrong uniform/vest/backpack container when loading a saved loadout.

* Change default of startWithLongRangeRadio

Set the default of "[TFAR] Start with Long Range Radio?" to yes as rebells have no reliable source for LRs.

Co-authored-by: Spoffy <[email protected]>
Co-authored-by: jaj22 <[email protected]>
Co-authored-by: Bob-Murphy <[email protected]>
Co-authored-by: Wurzel0701 <[email protected]>
Co-authored-by: Jaffa <[email protected]>
Co-authored-by: SonorousMeerkat <[email protected]>
Co-authored-by: Caleb Serafin <[email protected]>

* Update Fork

* Revert "Update Fork"

This reverts commit f19541e.

* Revert "Update (#3)"

This reverts commit ff83450.

* Casing

* Syntax Error

* Make Civ Creation Template bound.

Add Loadout creation in Civ Templates,
Add Checks for Loadouts instead of Unit Classnames,
Remove _arrayCivs as its not used anymore.
Remove redressing in CivInit as its all handled by the Templates now

* Cleanup Rebell Templates, add DLC Uniforms if enabled. Tabs to Spaces in the files

* Tabs to Spaces

* Tabs to Spaces

* Update Rebell Example with new Structure

* Update RebelExample.sqf

* Re add Medical and Misc Items for Ai

* Update fn_compileGroups.sqf

Co-authored-by: Spoffy <[email protected]>
Co-authored-by: jaj22 <[email protected]>
Co-authored-by: Bob-Murphy <[email protected]>
Co-authored-by: Wurzel0701 <[email protected]>
Co-authored-by: Jaffa <[email protected]>
Co-authored-by: SonorousMeerkat <[email protected]>
Co-authored-by: Caleb Serafin <[email protected]>

* Fixed Miscased Toolkit Funnies (#2209)

* Update takistanInfo.sqf

deactivates "_disableTownName" as there is no entry and it breaks the mission

* Removed bad return value in takistanInfo (#2210)

* removed bad _disableTownName pass

* fixed _disableTownName double

* pass popValue

* remove bad copy of townnames

* fixed maldens third return

* Fuel part2 (#2207)

* rename spawnLight, added price to item, add callback

* removed dev

* update header

* changed spawned veh fuel

* added nodes

* final touches, changed hints, and nodes

* changed vehicleFuelSource to array

* add selling fuel capped to remaining amount

* removed fuel canister

* changes for review

* init work

* saved fuel

* review changes

* error checking

* review change

* added correct search

* added funnies, fixed readability

* removed space

* review changes

* updated save loop and loading

* added fuel types for supported maps

* changes to saves

* Fixed various incorrect usages of defined macros (#2205)

* Update fn_initServer.sqf to properly invoke Info_2

Info_2 is defined with 3 parameters, but in this case it is passed (unintentially) 4 arguments, this means that the macro will instead be expanded to nothing.

* Fixed various incorrect usages of defined macros

Co-authored-by: jaj22 <[email protected]>
Co-authored-by: Caleb Serafin <[email protected]>
Co-authored-by: Ellis Nielsen <[email protected]>
Co-authored-by: Lazejun <[email protected]>
Co-authored-by: Spoffy <[email protected]>
Co-authored-by: Wurzel0701 <[email protected]>
Co-authored-by: Jaffa <[email protected]>
Co-authored-by: SonorousMeerkat <[email protected]>
Co-authored-by: Caleb Serafin <[email protected]>
Co-authored-by: Frederik Madsen <[email protected]>
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Showing 119 changed files with 3,049 additions and 6,153 deletions.
2 changes: 1 addition & 1 deletion A3-Antistasi/Garage/Core/fn_requestSelectionChange.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -40,6 +40,6 @@ if !((_vehicle#3) in ["", _UID] ) exitWith _exit;
[_UID] call HR_GRG_fnc_releaseAllVehicles;
_vehicle set [3, _UID];

Trace_4("Vehicle at | Cat: %1 | Vehicle ID: %2 | At Index: %3 | checked out by UID: %4", _catIndex, _vehUID, _UID);
Trace_3("Vehicle at | Cat: %1 | Vehicle ID: %2 | checked out by UID: %3", _catIndex, _vehUID, _UID);
[nil,_UID, _catIndex, _vehUID, _player, true] call HR_GRG_fnc_broadcast;
true
2 changes: 1 addition & 1 deletion A3-Antistasi/Garage/Core/fn_toggleLock.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,7 @@ private _owner = _veh#5;
_succes = call {
if ( _lock isEqualTo "" ) exitWith { true };
if ( _lock isEqualTo _UID) exitWith { _UID = ""; true };
if (_player isEqualTo (_player call HR_GRG_cmdClient)) exitWith { _UID = ""; Info_4("Commander unlock | Vehicle ID: %1 | Owner: %2 [%3] | Commander: %4[%5]", _vehUID, _owner, _lock, name _player, _UID); true };
if (_player isEqualTo (_player call HR_GRG_cmdClient)) exitWith { _UID = ""; Info_5("Commander unlock | Vehicle ID: %1 | Owner: %2 [%3] | Commander: %4 [%5]", _vehUID, _owner, _lock, name _player, _UID); true };
false
};

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2 changes: 1 addition & 1 deletion A3-Antistasi/Garage/Pylons/fn_pylonsTurretToggle.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -52,7 +52,7 @@ if (_turret isEqualTo [0]) then {
_ctrl ctrlSetText GunnerIcon;
_ctrl ctrlSetTooltip localize "STR_HR_GRG_Pylons_Gunner";
} else {
Trace("Turret switched to Driver, Ctrl: %1",_ctrl);
Trace_1("Turret switched to Driver, Ctrl: %1",_ctrl);
_ctrl ctrlSetText DriverIcon;
_ctrl ctrlSetTooltip localize "STR_HR_GRG_Pylons_Driver";
};
20 changes: 15 additions & 5 deletions A3-Antistasi/Garage/fn_addVehicle.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -57,11 +57,21 @@ if (_class in [FactionGet(occ,"surrenderCrate"), FactionGet(inv,"surrenderCrate"
true
};

//Utility refund
if (_vehicle getVariable['A3A_islight',false]) exitwith{
[25] remoteExec ["A3A_fnc_resourcesPlayer", _client];
["STR_HR_GRG_Feedback_addVehicle_LightSource_Stored"] remoteExec ["HR_GRG_fnc_Hint", _client];
deleteVehicle _vehicle;

//Utility refund and Fuel refund
if (_vehicle getVariable ['A3A_canGarage', false]) exitwith{
if (_class in [FactionGet(reb,"vehicleFuelDrum"), FactionGet(reb,"vehicleFuelTank")]) then {
[floor (
[_vehicle] call A3A_fnc_remainingFuel *
(_vehicle getVariable ['A3A_itemPrice', 0])
)] remoteExec ["A3A_fnc_resourcesPlayer", _client];
["STR_HR_GRG_Feedback_addVehicle_Fuel_sold"] remoteExec ["HR_GRG_fnc_Hint", _client];
deleteVehicle _vehicle;
} else {
[_vehicle getVariable ['A3A_itemPrice', 0]] remoteExec ["A3A_fnc_resourcesPlayer", _client];
["STR_HR_GRG_Feedback_addVehicle_Item_Stored"] remoteExec ["HR_GRG_fnc_Hint", _client];
deleteVehicle _vehicle;
};
true
};

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1 change: 1 addition & 0 deletions A3-Antistasi/Garage/fn_callbackHandler.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -43,6 +43,7 @@ switch _callBackName do {
_vehicle setVariable ["ownerX",getPlayerUID player,true];
};
vehiclePurchase_cost = 0;
_vehicle setFuel random [0.10, 0.175, 0.25];
};

default {false};
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9 changes: 0 additions & 9 deletions A3-Antistasi/MissionDescription/CfgRemoteExec.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -5,15 +5,6 @@ class CfgRemoteExec {
jip = 1; // 0: No JIP, 1: JIP Allowed
allowedTargets = 0; // 0: All machines, 1: Only to other clients, 2: Only to server

class A3A_fnc_keyCache_delete { mode = 0; };
class A3A_fnc_keyCache_garbageCollector { mode = 0; };
class A3A_fnc_keyCache_has { mode = 0; };
class A3A_fnc_keyCache_init { mode = 0; };
class A3A_fnc_keyCache_lookup { mode = 0; };
class A3A_fnc_keyCache_registerForGC { mode = 0; };
class A3A_fnc_keyCache_set { mode = 0; };
class A3A_fnc_keyCache_startGarbageCollectors { mode = 0; };
class A3A_fnc_keyCache_translate { mode = 0; };
};

// List of Commands allowed to be sent from client via remoteExec
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2 changes: 1 addition & 1 deletion A3-Antistasi/REINF/addToGarrison.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -55,7 +55,7 @@ if ((groupID _groupX == "MineF") or (groupID _groupX == "Post") or (isPlayer(lea
} forEach _unitsX;
if (_leave) exitWith {["Garrison", "Dead or player-controlled units cannot be added to any garrison."] call A3A_fnc_customHint;};

private _bannedTypes = arrayCivs + [FactionGet(reb,"unitCrew"), FactionGet(reb,"unitUnarmed"), FactionGet(reb,"unitPetros")];
private _bannedTypes = FactionGet(civ, "unitMan") + FactionGet(civ, "unitPress") + FactionGet(civ, "unitWorker") + FactionGet(reb,"unitCrew"), FactionGet(reb,"unitUnarmed"), FactionGet(reb,"unitPetros");
{
private _unitType = _x getVariable "unitType";
if (_unitType in _bannedTypes) exitWith {_leave = true};
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10 changes: 7 additions & 3 deletions A3-Antistasi/Stringtable.xml
Original file line number Diff line number Diff line change
Expand Up @@ -3787,9 +3787,13 @@
<Original>Loot crate stored</Original>
<English>Loot crate stored</English>
</Key>
<Key ID="STR_HR_GRG_Feedback_addVehicle_LightSource_Stored">
<Original>Light stored</Original>
<English>Light stored</English>
<Key ID="STR_HR_GRG_Feedback_addVehicle_Item_Stored">
<Original>Item stored</Original>
<English>Item stored</English>
</Key>
<Key ID="STR_HR_GRG_Feedback_addVehicle_Fuel_sold">
<Original>Fuel sold</Original>
<English>Fuel sold</English>
</Key>
<Key ID="STR_HR_GRG_Feedback_addVehicle_Distance">
<Original>You can't garage vehicles that are more than 25m away from you</Original>
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95 changes: 83 additions & 12 deletions A3-Antistasi/Templates/Templates/#Examples/CivilianExample.sqf
Original file line number Diff line number Diff line change
@@ -1,25 +1,96 @@
//////////////////////////
// Loadout //
//////////////////////////
// Vehicles //
//////////////////////////

["vehiclesCivCar", []] call _fnc_saveToTemplate; //this line determines civilian cars -- Example: ["vehiclesCivCar", ["C_Offroad_01_F"]] -- Array, can contain multiple assets

["vehiclesCivIndustrial", []] call _fnc_saveToTemplate; //this line determines civilian trucks -- Example: ["vehiclesCivIndustrial", ["C_Truck_02_transport_F"]] -- Array, can contain multiple assets

["vehiclesCivHeli", []] call _fnc_saveToTemplate; //this line determines civilian helis -- Example: ["vehiclesCivHeli", ["C_Heli_Light_01_civil_F"]] -- Array, can contain multiple assets

["vehiclesCivBoat", []] call _fnc_saveToTemplate; //this line determines civilian boats -- Example: ["vehiclesCivBoat", ["C_Boat_Civil_01_F"]] -- Array, can contain multiple assets

["uniforms", []] call _fnc_saveToTemplate; //this line determines civilian uniforms equiped -- Example: ["U_C_Poloshirt_blue","U_C_Poloshirt_burgundy","U_C_Poloshirt_stripped"] -- cannot be empty
["vehiclesCivRepair", []] call _fnc_saveToTemplate; //this line determines civilian repair vehicles

["vehiclesCivMedical", []] call _fnc_saveToTemplate; //this line determines civilian medic vehicles

["vehiclesCivFuel", []] call _fnc_saveToTemplate; //this line determines civilian fuel vehicles

["headgear", []] call _fnc_saveToTemplate; //this line determines civilian headgear equiped -- Example: ["H_Bandanna_blu","H_Cap_blk","H_StrawHat"] -- cannot be empty

//////////////////////////
// Vehicles //
// Loadouts //
//////////////////////////

["vehiclesCivCar", []] call _fnc_saveToTemplate; //this line determines civilian cars -- Example: ["vehiclesCivCar", ["C_Offroad_01_F"]] -- Array, can contain multiple assets
private _civUniforms = []; //Uniforms given to Normal Civs

private _pressUniforms = []; //Uniforms given to Press/Journalists

private _workerUniforms = []; //Uniforms given to Workers at Factories/Resources

private _dlcUniforms = []; //Uniforms given if DLCs are enabled, only given to the Arsenal not Civilians

if (allowDLCExpansion) then {_dlcUniforms append [];
};

if (allowDLCOrange) then {_dlcUniforms append [];
};

["uniforms", _civUniforms + _pressUniforms + _workerUniforms + _dlcUniforms] call _fnc_saveToTemplate; //Uniforms given to the Arsenal, Allowed for Undercover and given to Rebel Ai that go Undercover

_civhats = [];

["headgear", _civHats] call _fnc_saveToTemplate; //Headgear given to Normal Civs, Workers, Undercover Rebels.

private _loadoutData = call _fnc_createLoadoutData;

_loadoutData set ["uniforms", _civUniforms];
_loadoutData set ["pressUniforms", _pressUniforms];
_loadoutData set ["workerUniforms", _workerUniforms];
_loadoutData set ["pressVests", []];
_loadoutData set ["helmets", _civHats];
_loadoutData set ["pressHelmets", []];

_loadoutData set ["maps", ["ItemMap"]];
_loadoutData set ["watches", ["ItemWatch"]];
_loadoutData set ["compasses", ["ItemCompass"]];


private _manTemplate = {
["helmets"] call _fnc_setHelmet;
["uniforms"] call _fnc_setUniform;

["items_medical_standard"] call _fnc_addItemSet;

["vehiclesCivIndustrial", []] call _fnc_saveToTemplate; //this line determines civilian trucks -- Example: ["vehiclesCivIndustrial", ["C_Truck_02_transport_F"]] -- Array, can contain multiple assets
["maps"] call _fnc_addMap;
["watches"] call _fnc_addWatch;
["compasses"] call _fnc_addCompass;
};
private _workerTemplate = {
["helmets"] call _fnc_setHelmet;
["workerUniforms"] call _fnc_setUniform;

["vehiclesCivHeli", []] call _fnc_saveToTemplate; //this line determines civilian helis -- Example: ["vehiclesCivHeli", ["C_Heli_Light_01_civil_F"]] -- Array, can contain multiple assets
["items_medical_standard"] call _fnc_addItemSet;

["vehiclesCivBoat", []] call _fnc_saveToTemplate; //this line determines civilian boats -- Example: ["vehiclesCivBoat", ["C_Boat_Civil_01_F"]] -- Array, can contain multiple assets
["maps"] call _fnc_addMap;
["watches"] call _fnc_addWatch;
["compasses"] call _fnc_addCompass;
};
private _pressTemplate = {
["pressHelmets"] call _fnc_setHelmet;
["pressVests"] call _fnc_setVest;
["pressUniforms"] call _fnc_setUniform;

["vehiclesCivRepair", []] call _fnc_saveToTemplate; //this line determines civilian repair vehicles
["items_medical_standard"] call _fnc_addItemSet;

["vehiclesCivMedical", []] call _fnc_saveToTemplate; //this line determines civilian medic vehicles
["maps"] call _fnc_addMap;
["watches"] call _fnc_addWatch;
["compasses"] call _fnc_addCompass;
};
private _prefix = "militia";
private _unitTypes = [
["Press", _pressTemplate],
["Worker", _workerTemplate],
["Man", _manTemplate]
];

["vehiclesCivFuel", []] call _fnc_saveToTemplate; //this line determines civilian fuel vehicles
[_prefix, _unitTypes, _loadoutData] call _fnc_generateAndSaveUnitsToTemplate;
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