Halo jump
How to set it up:
- On any object you want to use as a HALO jump pole write following code:
this
addAction
["HALO Jump",
"halo.sqf"
];
- In the mission folder create
halo.sqf
file. - Open the file and type:
_guy = _this select 1;
(That sets player who activated it as _guy). - Then type:
openMap true;
(That opens the map). - Then type:
onMapSingleClick {};
(That adds code that will execute when clicked on the map). - Then into the brackets type:
_guy setPos _pos;
(That teleport player to selected position). - Then type in:
_alt = 2000;
(This sets altitude of the HALO jump). - Then type in:
[ _guy, _alt ] spawn BIS_fnc_halo;
(Activates the HALO function). - Then type in:
_guy addBackpack "B_Parachute";
(Adds parachute to the player). - Then type in:
openMap false;
(This will close the map). - So in the end it will look like this:
_guy
=
_this
select
1;
openMap
true;
onMapSingleClick
{
_guy
setPos
_pos;
_alt
= 2000;
[
_guy, _alt
]
spawn
BIS_fnc_halo;
_guy
addBackpack
"B_Parachute";
openMap
false;
};
Buying Weapons/Vehicles
How to set it up:
- On any object you want to use as a Spawning pole write following code:
this
addAction
["Spawn vehicle",
"car.sqf"
];
- In the mission folder create
car.sqf
file. - Open the file and type:
_guy = _this select 1;
(That sets player who activated it as _guy). - Then type:
if (score_guy>= 100)
(That checks if the player has required score). - Then type:
then {createVehicle ["B_MRAP_01_F", getMarkerPos"carpoint"];}
(If yes, vehicle will be created on marker position "carpoint"). - Then type:
else {hint "You don't have enough score (100)"};
(If no, a hint will be displayed). - So in the end it will look like this:
_guy
=
_this
select
1;
if
(
score
_guy
>= 100)
then
{
createVehicle
["B_MRAP_01_F",
getMarkerPos
"carpoint"];}
else
{
hint
"You don't have enought score (100)"};
Assassination Mission
How to set it up:
- Create target NPC and name him
target
. - Place down a trigger that will activate when:
!alive target
(Activates when target is not alive). - Open your Systems: Modules: Intel.
- Place modules "Create Task" and "Set Task State".
- Sync. "Create Task" to "Set Task State" module.
- Sync. "Set Task State" to the Trigger.
- "Set Task State" set state to "Succeded".
- "Create Task" set position on synced. object and sync it with the target.
Hostage Rescue
How to set it up:
- Create NPC that will be the hostage and name him "hostage".
- In his Init. field type:
this enableSimulation false;
(Disables simulation). - Then:
this switchMove "InBaseMoves_HandsBehindBack1";
(Plays animation that will make him put hands behind his back). - Then:
addAction ["Rescue", "hostage.sqf"];
(This will add an action that will free him). - So it will look like this:
this
enableSimulation
false;
this
switchMove
"InBaseMoves_HandsBehindBack1";
this
addAction
[ "Rescue",
"hostage.sqf"
];
- In the mission folder create
hostage.sqf
file. - Open the file and type:
hostage enableSimulation true;
(Enables simulation). - Then:
[hostage] join player;
(Hostage will join players team). - Then:
removeAllActions hostage;
(Removes action from the hostage). - So it will look like this:
hostage
enableSimulation
true;
[
hostage
]
join
player;
removeAllActions
hostage;