Halo jump
How to set it up:
- On any object you want to use as a HALO jump pole write following code:
thisaddAction["HALO Jump","halo.sqf"]; - In the mission folder create
halo.sqffile. - 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=_thisselect1;
openMaptrue;
onMapSingleClick
{
_guysetPos_pos;
_alt= 2000;
[_guy, _alt]spawnBIS_fnc_halo;
_guyaddBackpack"B_Parachute";
openMapfalse;
};
Buying Weapons/Vehicles
How to set it up:
- On any object you want to use as a Spawning pole write following code:
thisaddAction["Spawn vehicle","car.sqf"]; - In the mission folder create
car.sqffile. - 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=_thisselect1;
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:
thisenableSimulationfalse;
thisswitchMove"InBaseMoves_HandsBehindBack1";
thisaddAction[ "Rescue","hostage.sqf"]; - In the mission folder create
hostage.sqffile. - 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:
hostageenableSimulationtrue;
[hostage]joinplayer;
removeAllActionshostage;