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Functions
There are various functions that are in the pack that can be used for mission makers. Below are some details and their useage. The Camera setup, EMP and Monsoon functions have been used with permission given by Alias (Original author). These have then been adapated further to fit our needs.
The camera creator can allow mission makers to setup a camera with given paramters. The effect can be stackable, meaning you can call the function multiple times to make a multiple scenes in a single intro script. The syntax is as follows:
0: STRING - Name of object where camera is created.
1: STRING - Name of the object where the camera will move to.
2: STRING - Name of the target object the camera will face.
3: NUMBER - Time in seconds in which the camera will be around.
4: NUMBER - Accepted values: 0.01 to 2, FOV (field of view) value for initial position.
5: NUMBER - Accepted values: 0.01 to 2, FOV (field of view) value for final position.
6: BOOLEAN - If camera will be attached to a moving object. (True = Yes, False = No).
7: DISTANCE - relative position to the attached object on x coordinate
8: DISTANCE - relative position to the attached object on y coordinate
9: DISTANCE - relative position to the attached object on z coordinate
10: BOOLEAN - If camera shot is last shot of scene. (True = Yes, False = No).
The EMP system has been added for ease of use within operations. The nice thing about this function tree is that all of the intended features are present, avoiding the need for the mission to carry sounds, functions etc. which both makes it larger and adds more room for error/mistake. The default syntax is as follows:
0: ARRAY of object(s) - Object to assign EMP to
1: NUMBER (Optional) - Range of EMP
2: NUMBER (Optional) - Display visual effect of emp
3: BOOL (Optional) - Players vision will be affected for a half a minute or so
4: BOOL (Optional) - Damage unit with given number
The second function takes into account Task Force Radio and will break communication with this as well. This syntax is as follows
0: ARRAY of object(s) - Entity(s) that will cause the radios to be jammed.
1: NUMBER (Optional) - Range of the jammer in Meters. Default is 1000.
2: NUMBER (Optional) - Strength of the jammer. Default is 50.
3: BOOL (Optional) - Enable Debug. Default is False.
4: BOOL (Optional) - Remove fuel. Default is true.
5: BOOL - Display visual effect of emp.
6: BOOL - Players vision will be affected for a half a minute or so
7: NUMBER - Damage unit with given number.
The monsoon sytem was added for the same reason as the EMP system, ease of use. All features are present, incl. sounds and visual effects. The syntax is as follows:
0: NUMBER - From 0 to 360, the direction that the wind blows
1: NUMBER - Life time of the monsoon expressed in seconds
2: BOOL - If true, occasionally a random object will be thrown in the air
3: BOOL - Set to false if you dont want branches and stuff flying around
4: BOOL - If set to true fog around players will be generated out of particles
5: BOOL - If set to false no rain drops will be generated
6: BOOL - If set to true you will see a storm otherwise only vanilla thunder will be present... if ever
7: NUMBER - Based on this number a delay will be generated between thunder cracks
Alongside the core features added to this, there is also a function to add your own "missions". The syntax is as follows:
0: POSITION - 2D or 3D position of mission
1: CODE BLOCK - Expression executed when user clicks on mission icon
2: STRING - Mission name
3: STRING - Short description
4: STRING - Name of mission's player
5: STRING - Path to overview image
6: NUMBER - Size multiplier for overview image
7: ARRAY - Parameters for on-click action. Can be accessed in code with _this # 9
There is a function that can determine the sun's rise in hours for the current day of year on any island. No parameters are given, but it will return Sun's Rise in Hours
, eg. 16.5. This is used in the Stratgic Map System.
This system is very special. With the original function built by KillZoneKid, we adapted and fixed it up a little to work properly in the latest arma versions. The syntax is as follows:
0: STRING - IP of the server you wish to redirect to
1: STRING - Port of the server you wish to redirect to
2: STRING - Password of the server you wish to redirect to
The halt framework can be applied to AI to allow them to first get registered as an interactable unit, then use weighting to decide if the AI should listen to the player of not. The syntax is as follows:
0: OBJECT - The object (or unit) that will be assigned the action