This commit is contained in:
2022-04-21 16:15:41 +03:00
commit 9d4fc88901
601 changed files with 66252 additions and 0 deletions

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[]spawn
{
wardrobe = -1;
private["_veh"];
while {(alive player)} do
{
if (wardrobe == -1) then
{
//wardrobe = (vehicle player) addaction [("<t color=""#000000"">" + ("Action Menu") +"</t>"),"actionmenu\actionmenu_execute.sqf","",5,false,true,"",""];
wardrobe = (vehicle player) addaction ["Action Menu","actionmenu\actionmenu_execute.sqf","",5,false,true,"",""];
_veh = vehicle player;
};
if (_veh != vehicle player) then
{
_veh removeAction wardrobe;
wardrobe = -1;
};
Sleep 2;
};
};

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[] execVM "actionmenu\actionmenu_main.sqf";

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pathtoscripts = "actionmenu\tools\";
pathtocolors = "actionmenu\sky\";
pathtofog = "actionmenu\fog\";
pathtodonations = "actionmenu\donations\";
pathtobuilding = "actionmenu\building\";
EXECscript1 = 'player execVM "'+pathtoscripts+'%1"';
EXECscript2 = 'player execVM "'+pathtocolors+'%1"';
EXECscript4 = 'player execVM "'+pathtofog+'%1"';
EXECscript5 = 'player execVM "'+pathtodonations+'%1"';
EXECscript6 = 'player execVM "'+pathtobuilding+'%1"';
ActionMenu =
[
["",true],
["Flip Vehicle", [2], "", -5, [["expression", format[EXECscript1,"flipvehicle.sqf"]]], "1", "1"],
["Commit Suicide", [3], "", -5, [["expression", format[EXECscript1,"suicide.sqf"]]], "1", "1"],
//["Action Menu", [2], "#USER:ActionMenua", -5, [["expression", ""]], "1", "1"],
//["Deploy Menu", [3], "#USER:DeployMenu", -5, [["expression", ""]], "1", "1"],
//["Color Filters", [4], "#USER:SkyMenu", -5, [["expression", ""]], "1", "1"],
//["View Distance (Fog)", [5], "#USER:FogMenu", -5, [["expression", ""]], "1", "1"],
//["Advanced Building", [6], "#USER:BuildingMenu", -5, [["expression", ""]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
ActionMenua =
[
["",true],
["Flip Vehicle", [2], "", -5, [["expression", format[EXECscript1,"flipvehicle.sqf"]]], "1", "1"],
//["Self Bloodbag", [3], "", -5, [["expression", format[EXECscript1,"bloodbag.sqf"]]], "1", "1"],
["Commit Suicide", [3], "", -5, [["expression", format[EXECscript1,"suicide.sqf"]]], "1", "1"],
//["Hints & Tips - Read Me!", [8], "", -5, [["expression", format[EXECscript1,"help.sqf"]]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
DeployMenu =
[
["",true],
["Deploy Bike", [2], "", -5, [["expression", format[EXECscript1,"bike.sqf"]]], "1", "1"],
["Deploy Motorcycle", [3], "", -5, [["expression", format[EXECscript1,"motor.sqf"]]], "1", "1"],
["Deploy Gyrocopter", [4], "", -5, [["expression", format[EXECscript1,"gyro.sqf"]]], "1", "1"],
["Pack Created Vehicle", [5], "", -5, [["expression", format[EXECscript1,"pack.sqf"]]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
SkyMenu =
[
["",true],
["Color Bluff", [2], "", -5, [["expression", format[EXECscript2 ,"16.sqf"]]], "1", "1"],
["Let it Snow!", [3], "", -5, [["expression", format[EXECscript2 ,"17.sqf"]]], "1", "1"],
["Dark Draining", [4], "", -5, [["expression", format[EXECscript2 ,"3.sqf"]]], "1", "1"],
["Sandy", [5], "", -5, [["expression", format[EXECscript2 ,"4.sqf"]]], "1", "1"],
["Summer Chernarus", [6], "", -5, [["expression", format[EXECscript2 ,"5.sqf"]]], "1", "1"],
["Dog Vision", [7], "", -5, [["expression", format[EXECscript2 ,"6.sqf"]]], "1", "1"],
["Tropical", [8], "", -5, [["expression", format[EXECscript2 ,"7.sqf"]]], "1", "1"],
["Photo", [9], "", -5, [["expression", format[EXECscript2 ,"8.sqf"]]], "1", "1"],
["WarZone", [10], "", -5, [["expression", format[EXECscript2 ,"9.sqf"]]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Next page", [12], "#USER:SkyMenu2", -5, [["expression", ""]], "1", "1"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
SkyMenu2 =
[
["",true],
["Operation Flashpoint", [2], "", -5, [["expression", format[EXECscript2 ,"10.sqf"]]], "1", "1"],
["Africa", [3], "", -5, [["expression", format[EXECscript2 ,"11.sqf"]]], "1", "1"],
["Blue", [4], "", -5, [["expression", format[EXECscript2 ,"12.sqf"]]], "1", "1"],
["Arma Mission Colours", [5], "", -5, [["expression", format[EXECscript2 ,"13.sqf"]]], "1", "1"],
["Heavy Colour Correction", [6], "", -5, [["expression", format[EXECscript2 ,"14.sqf"]]], "1", "1"],
["Zombie View", [7], "", -5, [["expression", format[EXECscript2 ,"15.sqf"]]], "1", "1"],
["Wasteland", [8], "", -5, [["expression", format[EXECscript2 ,"2.sqf"]]], "1", "1"],
["Clear Contrast", [9], "", -5, [["expression", format[EXECscript2 ,"1.sqf"]]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
FogMenu =
[
["",true],
["250M", [2], "", -5, [["expression", format[EXECscript4 ,"250.sqf"]]], "1", "1"],
["500M", [3], "", -5, [["expression", format[EXECscript4 ,"500.sqf"]]], "1", "1"],
["750M", [4], "", -5, [["expression", format[EXECscript4 ,"750.sqf"]]], "1", "1"],
["1000M", [5], "", -5, [["expression", format[EXECscript4 ,"1000.sqf"]]], "1", "1"],
["1250M", [6], "", -5, [["expression", format[EXECscript4 ,"1250.sqf"]]], "1", "1"],
["1500M", [7], "", -5, [["expression", format[EXECscript4 ,"1500.sqf"]]], "1", "1"],
["1750M", [8], "", -5, [["expression", format[EXECscript4 ,"1750.sqf"]]], "1", "1"],
["2000M", [9], "", -5, [["expression", format[EXECscript4 ,"2000.sqf"]]], "1", "1"],
["2500M", [10], "", -5, [["expression", format[EXECscript4 ,"2500.sqf"]]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Next page", [12], "#USER:FogMenu2", -5, [["expression", ""]], "1", "1"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
FogMenu2 =
[
["",true],
["3000M", [2], "", -5, [["expression", format[EXECscript4 ,"3000.sqf"]]], "1", "1"],
["4000M", [3], "", -5, [["expression", format[EXECscript4 ,"4000.sqf"]]], "1", "1"],
["5000M", [4], "", -5, [["expression", format[EXECscript4 ,"5000.sqf"]]], "1", "1"],
["10000M", [5], "", -5, [["expression", format[EXECscript4 ,"10000.sqf"]]], "1", "1"],
["20000M (Super Computer)", [6], "", -5, [["expression", format[EXECscript4 ,"20000.sqf"]]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
DonatorMenu =
[
["",true],
["Tier 3 Supplies", [2], "", -5, [["expression", format[EXECscript5 ,"t3.sqf"]]], "1", "1"],
["Test", [2], "", -5, [["expression", format[EXECscript5 ,"showpos.sqf"]]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
BuildingMenu =
[
["",true],
["Advanced Building Recipes", [2], "", -5, [["expression", format[EXECscript6 ,"build_recipe_dialog.sqf"]]], "1", "1"],
["Building Help", [3], "", -5, [["expression", format[EXECscript6 ,"build_help.sqf"]]], "1", "1"],
["Show Flag Markers", [4], "", -5, [["expression", format[EXECscript6 ,"show_flag_markers.sqf"]]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
showCommandingMenu "#USER:ActionMenu";

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_crate = "USVehicleBox" createVehicle (position player);
_crate setVariable ["Mission",1,true];
clearWeaponCargoGlobal _crate;
clearMagazineCargoGlobal _crate;
_crate addMagazineCargoGlobal ["ItemVault", 4];
_crate addMagazineCargoGlobal ["workbench_kit", 4];
_crate addMagazineCargoGlobal ["ItemComboLock", 4];
_crate addMagazineCargoGlobal ["ItemTent", 6];
_crate addMagazineCargoGlobal ["metal_floor_kit", 120];
_crate addMagazineCargoGlobal ["cinder_garage_kit", 6];
_crate addMagazineCargoGlobal ["CinderBlocks", 480];
_crate addMagazineCargoGlobal ["cinder_wall_kit", 480];
_crate addMagazineCargoGlobal ["MortarBucket", 480];
_crate addMagazineCargoGlobal ["sandbag_nest_kit", 2];
_crate addMagazineCargoGlobal ["forest_large_net_kit", 3];
_crate addMagazineCargoGlobal ["ItemWoodStairs", 4];
_crate addMagazineCargoGlobal ["ItemWoodStairsSupport", 6];
_crate addMagazineCargoGlobal ["ItemWoodLadder", 6];
_crate addMagazineCargoGlobal ["ItemPole", 6];
_crate addMagazineCargoGlobal ["ItemTankTrap", 6];
_crate addMagazineCargoGlobal ["ItemSandbag", 180];
_crate addMagazineCargoGlobal ["30m_plot_kit", 6];
_crate attachto [player, [0,3,1.7]];
sleep 5;
detach _crate;
player reveal _crate;

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setviewdistance 1000;
bis_fog = 0;
setviewdistance 1000;
0 setovercast 0;
0 setrain 1;
//0 setfog 0;
0 setfog bis_fog

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setviewdistance 10000;
bis_fog = 0;
setviewdistance 10000;
0 setovercast 0;
0 setrain 1;
//0 setfog 0;
0 setfog bis_fog

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5setviewdistance 1250;
bis_fog = 0;
setviewdistance 1250;
0 setovercast 0;
0 setrain 1;
//0 setfog 0;
0 setfog bis_fog

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setviewdistance 1500;
bis_fog = 0;
setviewdistance 1500;
0 setovercast 0;
0 setrain 1;
//0 setfog 0;
0 setfog bis_fog

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setviewdistance 1750;
bis_fog = 0;
setviewdistance 1750;
0 setovercast 0;
0 setrain 1;
//0 setfog 0;
0 setfog bis_fog

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setviewdistance 2000;
bis_fog = 0;
setviewdistance 2000;
0 setovercast 0;
0 setrain 1;
//0 setfog 0;
0 setfog bis_fog

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setviewdistance 20000;
bis_fog = 0;
setviewdistance 20000;
0 setovercast 0;
0 setrain 1;
//0 setfog 0;
0 setfog bis_fog

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setviewdistance 250;
bis_fog = 0;
setviewdistance 250;
0 setovercast 0;
0 setrain 1;
//0 setfog 0;
0 setfog bis_fog

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setviewdistance 2500;
bis_fog = 0;
setviewdistance 2500;
0 setovercast 0;
0 setrain 1;
//0 setfog 0;
0 setfog bis_fog

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setviewdistance 3000;
bis_fog = 0;
setviewdistance 3000;
0 setovercast 0;
0 setrain 1;
//0 setfog 0;
0 setfog bis_fog

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setviewdistance 4000;
bis_fog = 0;
setviewdistance 4000;
0 setovercast 0;
0 setrain 1;
//0 setfog 0;
0 setfog bis_fog

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setviewdistance 500;
bis_fog = 0;
setviewdistance 500;
0 setovercast 0;
0 setrain 1;
//0 setfog 0;
0 setfog bis_fog

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setviewdistance 5000;
bis_fog = 0;
setviewdistance 5000;
0 setovercast 0;
0 setrain 1;
//0 setfog 0;
0 setfog bis_fog

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setviewdistance 750;
bis_fog = 0;
setviewdistance 750;
0 setovercast 0;
0 setrain 1;
//0 setfog 0;
0 setfog bis_fog

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [ 1, 1, 0, [0, 0, 0, -0.31],[1.9, 1.9, 1.73, 0.7],[0.2, 1.1, -1.5, 1.64]];
_hndl ppEffectCommit 0;

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [1,1,0,[0,0,0,0],[1,1,1.2,0.85],[1,1,-2.5,0]];
_hndl ppEffectCommit 0;

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [ 1, 1.3, 0.001, [-0.11, -0.65, -0.76, 0.015],[-5, -1.74, 0.09, 0.86],[-1.14, -0.73, 1.14, -0.09]];
_hndl ppEffectCommit 0;

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [ 0.9, 1, 0, [-2.32, 0.17, 0.71, 0],[1.09, 0.91, 1.1, 0.27],[-1.24, 3.03, 0.37, -1.69]];
_hndl ppEffectCommit 0;

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [ 1.0, 1, -0.003, [0.2, 0.15, -0.0, 0.125],[-2, -1.5, -1, 0.55],[-0.54, -0.53, 0.4, -0.09]];
_hndl ppEffectCommit 0;

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [1, 1.04, -0.004, [0.0, 0.0, 0.0, 0.0], [1, 0.8, 0.6, 0.5], [0.199, 0.587, 0.114, 0.0]];
_hndl ppEffectCommit 0;

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [ 1, 0.75, 0, [-3.16, 5, 5, 0],[-4.3, 5, 5, 1.28],[-2.96, 5, 5, 5]];
_hndl ppEffectCommit 0;

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colortheme = ppEffectCreate ["colorCorrections", 1501];
colortheme ppEffectEnable true;
colortheme ppEffectAdjust [ 1, 1, 0, [0, 0, 0, -0.31],[1.9, 2.5, 1.64, 0.7],[0.2, 0.1, -0.5, 1.64]];
colortheme ppEffectCommit 0;

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//Snow Storm
//Modified by Audio Rejectz, all credits go to original creators JW - Snow script / BI - Wind & Dust particles
"filmGrain" ppEffectEnable true;
"filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false];
"filmGrain" ppEffectCommit 5;
setviewdistance 900;
bis_fog = 0.8;
setviewdistance 900;
0 setovercast 0.9;
0 setrain 1;
//0 setfog 0.8;
0 setfog bis_fog;
[] spawn {
_delay = 3;
sleep 0.01;
while {true} do {
_delay setovercast 0.9;
_delay setrain 1;
_delay setfog bis_fog;
sleep _delay ;
};
};
//--- Wind & Dust
[] spawn {
waituntil {isplayer player};
setwind [0.201112,0.204166,true];
while {true} do {
_ran = ceil random 5;
playsound format ["wind_%1",_ran];
_obj = vehicle player;
_pos = position _obj;
//--- Dust
setwind [0.201112*2,0.204166*2,false];
_velocity = [random 10,random 10,-1];
_color = [1.0, 0.9, 0.8];
_alpha = 0.02 + random 0.02;
_ps = "#particlesource" createVehicleLocal _pos;
_ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 8], "", "Billboard", 1, 3, [0, 0, -6], _velocity, 1, 1.275, 1, 0, [9], [_color + [0], _color + [_alpha], _color + [0]], [1000], 1, 0, "", "", _obj];
_ps setParticleRandom [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0];
_ps setParticleCircle [0.1, [0, 0, 0]];
_ps setDropInterval 0.01;
sleep (random 1);
deletevehicle _ps;
_delay = 10 + random 20;
sleep _delay;
};
};
//Snow script
setWind [0, -5, true];
_obj = player;
_pos = position (vehicle _obj);
_d = 15;
_h = 12;
_h1 = 8;
_h2 = 4;
_density = 20000;
_fog1 = "#particlesource" createVehicleLocal _pos;
_fog1 setParticleParams [
["\Ca\Data\ParticleEffects\Universal\universal.p3d" , 16, 12, 13, 0], "", "Billboard", 1, 10,
[0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0,
[7,6], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj
];
_fog1 setParticleRandom [3, [55, 55, 0.2], [0, 0, -0.1], 2, 0.45, [0, 0, 0, 0.1], 0, 0];
_fog1 setParticleCircle [0.001, [0, 0, -0.12]];
_fog1 setDropInterval 0.01;
_fog2 = "#particlesource" createVehicleLocal _pos;
_fog2 setParticleParams [
["\Ca\Data\ParticleEffects\Universal\universal.p3d" , 16, 12, 13, 0], "", "Billboard", 1, 10,
[0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0,
[7,6], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj
];
_fog2 setParticleRandom [3, [55, 55, 0.2], [0, 0, -0.1], 2, 0.45, [0, 0, 0, 0.1], 0, 0];
_fog2 setParticleCircle [0.001, [0, 0, -0.12]];
_fog2 setDropInterval 0.01;
_fog3 = "#particlesource" createVehicleLocal _pos;
_fog3 setParticleParams [
["\Ca\Data\ParticleEffects\Universal\universal.p3d" , 16, 12, 13, 0], "", "Billboard", 1, 10,
[0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0,
[7,6], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj
];
_fog3 setParticleRandom [3, [55, 55, 0.2], [0, 0, -0.1], 2, 0.45, [0, 0, 0, 0.1], 0, 0];
_fog3 setParticleCircle [0.001, [0, 0, -0.12]];
_fog3 setDropInterval 0.01;
while {true} do
{
_a = 0;
while { _a < _density } do
{
_pos = position player;
_fog1 setpos _pos;
_fog2 setpos _pos;
_fog3 setpos _pos;
0 setRain 0;
_dpos = [((_pos select 0) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 1) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 2) + _h)];
drop ["\ca\data\cl_water", "", "Billboard", 1, 7, _dpos, [0,0,-1], 1, 0.0000001, 0.000, 0.7, [0.07], [[1,1,1,0], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [0,0], 0.2, 1.2, "", "", ""]; _a = _a + 1;
_dpos = [((_pos select 0) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 1) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 2) + _h1)];
drop ["\ca\data\cl_water", "", "Billboard", 1, 7, _dpos, [0,0,-1], 1, 0.0000001, 0.000, 0.7, [0.07], [[1,1,1,0], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [0,0], 0.2, 1.2, "", "", ""];
_dpos = [((_pos select 0) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 1) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 2) + _h2)];
drop ["\ca\data\cl_water", "", "Billboard", 1, 7, _dpos, [0,0,-1], 1, 0.0000001, 0.000, 0.7, [0.07], [[1,1,1,0], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [0,0], 0.2, 1.2, "", "", ""];
};
sleep 0.2;
};

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]];
_hndl ppEffectCommit 0;

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [ 1, 0.21, 0, [0.1, 0, 0, 0],[3.59, 3.49, 3.78, 0.83],[-0.31, 0.08, 3.79, 5]];
_hndl ppEffectCommit 0;

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [ 1, 1, 0, [1.01, -2.46, -1.23, 0],[2.11, 1.6, 0.71, 0.8],[1.43, 0.56, 3.69, 0.31]];
_hndl ppEffectCommit 0;

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [1,1,0,[0,0,0,0],[2,0,0,1.25],[2.5,-2.5,0,0]];
_hndl ppEffectCommit 0;

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [1,0.6,0,[0,0,0,0],[3,3,1,0.75],[2.5,2.5,-2.75,0]];
_hndl ppEffectCommit 0;

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [ 1, 1, 0.01, [-0.11, -0.65, -0.76, 0.015],[-5, 2.74, 0.09, 0.95],[-1.14, -0.73, 1.14, -0.09]];
_hndl ppEffectCommit 0;

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [ 0.2050, 35, 0, [6.32, 0.57, 10.71, -0.0015],[1.29, 0.81, 1.2, 0.67],[-1.24, 2.03, 0.37, -3.69]];
_hndl ppEffectCommit 0;

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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectEnable true;
_hndl ppEffectAdjust [ .079990001, 7, 0.055, [1.320, 1.57, 1.31, -.022],[2.05, 1.8611, 1.62, .6807],[-1.954, 3.95553, 4.898, 5.19]];
_hndl ppEffectCommit 0;

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_itemsPlayer = items player;
_hasToolbox = "ItemToolbox" in _itemsPlayer;
if !(_hasToolbox) exitWith {cutText [format["You need a tool box to create a bike"], "PLAIN DOWN"];};
if (dayz_combat == 1) then {
cutText [format["You are in Combat and cannot build a bike."], "PLAIN DOWN"];
} else {
player removeAction s_player_deploybike;
player playActionNow "Medic";
r_interrupt = false;
player removeWeapon "ItemToolbox";
_dis=10;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
sleep 6;
_object = "Old_bike_TK_CIV_EP1" createVehicle (position player);
_object setVariable ["MalSar",1,true];
_object attachto [player,[0.0,3.0,0.5]];
sleep 3;
detach _object;
player reveal _object;
cutText [format["You've used your toolbox to build a bike."], "PLAIN DOWN"];
r_interrupt = false;
player switchMove "";
player playActionNow "stop";
sleep 10;
cutText [format["Warning: Spawned Bikes DO NOT SAVE after server restart!"], "PLAIN DOWN"];
};

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//////////////////////////////////////////////////////////////////////////////////////////////
// Script writen by Krixes //
// Infection chance and some comments added by Player2 //
// Combat check added by istealth //
// //
// Version 1.4 //
// //
// Change Log: //
// 1: Added bloodbag use timer //
// 2: Added a timer for the amount of time before player can use self bloodbag again //
//////////////////////////////////////////////////////////////////////////////////////////////
private ["_bloodAmount","_humanityBool","_infectionChance","_humanityNegBool","_humanityNegAmount","_humanityAmount","_infectedLifeLost","_infectedLifeBool","_lastBloodbag","_bloodbagLastUsedTime","_bloodbagTime","_bloodbagUseTime","_bloodbagUsageTime","_incombat","_timeout","_hasBagItem","_needsBlood"];
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Config Start-----------------------------------------------------------------------------------------------------------------------//
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
_bloodAmount = 12000; // Amount of blood to give to player
_bloodbagUseTime = 5; // Amount of time it takes in second for the player to use the self bloodbag
_bloodbagLastUsedTime = 300; // Amount of time in seconds before player can use self bloodbag again after a succesful use
_infectionChance = 10; // Percent chance of player infection on self bloodbag (10 = 10% | 2 = 50% | 1 = 100%)
_infectedLifeBool = false; // Whether the player can loose life if infected (True = On | False = off)
_infectedLifeLost = 1000; // Amount of life to loose in becomes infected
_humanityBool = false; // Whether the player can get humanity from giving self a bloodbag (True = On | False = off)
_humanityAmount = 50; // Amount of humanity to give player if _humanityBool is true (250 is default for normal bloodbags)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Config End-------------------------------------------------------------------------------------------------------------------------//
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Everything below need not be modified unless you know what you are doing! //
///////////////////////////////////////////////////////////////////////////////
_bloodbagTime = time - lastBloodbag; // Variable used for easy reference in determining the self bloodbag cooldown
_bloodbagUsageTime = time;
_hasBagItem = "ItemBloodbag" in magazines player;
_needsBlood = if (r_player_blood < 12000) then { true } else { false };
if (!_hasBagItem) exitWith { //If player doesn't have bloodbag then they can't self blood
cutText [format["You need a bloodbag to do this."], "PLAIN DOWN"]; //display text to let player know they need a blood bag
};
if (!_needsBlood) exitWith { //If they don't need blood then they can't self blood
cutText [format["Are you crazy? You already have full blood."], "PLAIN DOWN"]; //display text to let player know they have full blood
};
_timeout = player getVariable["combattimeout", 0];
_inCombat = if (_timeout >= diag_tickTime) then { true } else { false };
if(_bloodbagTime < _bloodbagLastUsedTime) exitWith { // If cooldown is not done then exit script
cutText [format["You may not use Self Bloodbag this soon please wait %1!",(_bloodbagTime - _bloodbagLastUsedTime)], "PLAIN DOWN"]; //display text at bottom center of screen when players cooldown is not done
};
if (_inCombat) then { // Check if in combat
cutText [format["You are in Combat and cannot give yourself a Bloodbag"], "PLAIN DOWN"]; //display text at bottom center of screen when in combat
} else {
player removeAction s_player_selfBloodbag; //remove the action from users scroll menu
player playActionNow "Medic"; //play bloodbag animation
////////////////////////////////////////////////
// Fancy cancel if interrupted addition start //
////////////////////////////////////////////////
r_interrupt = false; // public interuppt variable
_animState = animationState player; // get the animation state of the player
r_doLoop = true; // while true sets whether to continue self bloodbagging
_started = false; // this starts as false as a check
_finished = false; // this starts as false and when true later sets players blood
while {r_doLoop} do {
_animState = animationState player; // keep checking to make sure player is in correct animation
_isMedic = ["medic",_animState] call fnc_inString; // checking to make sure the animstate is the medic animation still
if (_isMedic) then {
_started = true; // this is a check to make sure everything is still ok
};
if(!_isMedic && !r_interrupt && (time - _bloodbagUsageTime) < _bloodbagUseTime) then {
player playActionNow "Medic"; //play bloodbag animation
_isMedic = true;
};
if (_started && !_isMedic && (time - _bloodbagUsageTime) > _bloodbagUseTime) then {
r_doLoop = false; // turns off the loop
_finished = true; // set finished to true to finish the self bloodbag and give player health/humanity
lastBloodbag = time; // the last self bloodbag time
};
if (r_interrupt) then {
r_doLoop = false; // if interuppted turns loop off early so _finished is never true
};
sleep 0.1;
};
r_doLoop = false; // make sure loop is off on successful self bloodbag
///////////////////////////////////////////////
// Fancy cancel if interrupted addition end //
//////////////////////////////////////////////
if (_finished) then {
player removeMagazine "ItemBloodbag"; //remove the used bloodbag from inventory
r_player_blood = r_player_blood + _bloodAmount; //set players LOCAL blood to a certain ammount
if(r_player_blood > 12000) then {
r_player_blood = 12000; // If players blood is greater then max amount allowed set it to max allowed (this check keeps an error at bay)
};
// check if infected
if (random(_infectionChance) < 1) then {
r_player_infected = true; //set players client to show infection
player setVariable["USEC_infected",true,true]; //tell the server the player is infected
cutText [format["You have used a bloodbag on yourself but the bloodbag was infected!"], "PLAIN DOWN"]; //display text at bottom center of screen if infected
// check for if loosing life on infection is turned on
if(_infectedLifeBool) then {
r_player_blood = r_player_blood - _infectedLifeLost; //set players LOCAL blood to a certain ammount
player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database
} else { // if loosing life is turned off
r_player_lowblood = false; //set lowblood setting to false
10 fadeSound 1; //slowly fade their volume back to maximum
"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour back
r_player_lowblood = false; //just double checking their blood isnt low
player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database
};
} else { // if not infected
r_player_lowblood = false; //set lowblood setting to false
10 fadeSound 1; //slowly fade their volume back to maximum
"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour back
r_player_lowblood = false; //just double checking their blood isnt low
player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database
cutText [format["You have used a bloodbag on yourself!"], "PLAIN DOWN"]; //display text at bottom center of screen on succesful self bloodbag
};
// check if giving player humanity is on
if(_humanityBool) then {
[player,_humanityAmount] call player_humanityChange; // Set players humanity based on amount listed in config area
};
} else {
// this is for handling if interrupted
r_interrupt = false;
player switchMove "";
player playActionNow "stop";
cutText [format["You have interrupted giving yourself a bloodbag!"], "PLAIN DOWN"]; //display text at bottom center of screen on interrupt
};
};

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(getPos player nearestObject "LandVehicle") setVectorUp [0, 0, 1];

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_itemsPlayer = items player;
_magazinesPlayer = magazines player;
_hasToolbox = "ItemToolbox" in _itemsPlayer;
_hasEngine = "PartEngine" in _magazinesPlayer;
_hasMainRotor = "PartVRotor" in _magazinesPlayer;
if !(_hasToolbox && _hasEngine && _hasMainRotor) exitWith {cutText [format["You need a Main Rotor Assembly, Engine parts, and a Tool box to create a Gyrocopter"], "PLAIN DOWN"];};
if (dayz_combat == 1) then {
cutText [format["You are in Combat and cannot build a GyroCopter."], "PLAIN DOWN"];
} else {
player playActionNow "Medic";
r_interrupt = false;
player removeMagazine "PartVRotor";
player removeMagazine "PartEngine";
player removeWeapon "ItemToolbox";
_dis=10;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
sleep 6;
_object = "CSJ_GyroC" createVehicle (position player);
_object setVariable ["MalSar",1,true];
_object attachto [player,[0.0,3.0,2.5]];
_object setfuel 0.5;
sleep 3;
detach _object;
player reveal _object;
cutText [format["You've made a gyrocopter!"], "PLAIN DOWN"];
r_interrupt = false;
player switchMove "";
player playActionNow "stop";
sleep 10;
cutText [format["Warning: Spawned GyroCopters DO NOT SAVE after server restart!"], "PLAIN DOWN"];
};

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private["_separator1","_txt"];
cutText ["HOLD LEFT-CLICK ON TEXT AND DRAG UP AND DOWN, PRESS ESCAPE TO CLEAR OR CONTINUE ON BOTTOM!", "PLAIN DOWN"];
sleep 1;
"Hints & Tips" hintC [
"*North Airfield is the best place to get loot. "+str(BBFlagRadius)+" meters",
"*Buy empty fuel barrels at Prig, and refuel them there and sell for quick cash.",
"*Mk16's, Mk17's, AS50's, RPG's, AA-12, and all L85's are added in the loot.",
"*You need a plot pole to build.",
"*Press Insert for the debug monitor.",
"*Deploy a bike with your action menu!",
"*You can build anywhere you want, including Castles or Caves!",
"*We also have a DayZ Vanilla server, check the website for info.",
"*Join the teamspeak to group up with a team! 198.100.153.190:7087"
];

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_itemsPlayer = items player;
_magazinesPlayer = magazines player;
_hasToolbox = "ItemToolbox" in _itemsPlayer;
_hasEngine = "PartEngine" in _magazinesPlayer;
if !(_hasToolbox && _hasEngine) exitWith {cutText [format["You need Engine parts and a tool box to create a motorcycle"], "PLAIN DOWN"];};
if (dayz_combat == 1) then {
cutText [format["You are in Combat and cannot build a motorcycle."], "PLAIN DOWN"];
} else {
player playActionNow "Medic";
r_interrupt = false;
player removeMagazine "PartEngine";
player removeWeapon "itemToolbox";
_dis=10;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
sleep 6;
_object = "TT650_Civ" createVehicle (position player);
_object setVariable ["MalSar",1,true];
_object attachto [player,[0.0,3.0,2.5]];
_object setfuel 0.5;
sleep 3;
detach _object;
player reveal _object;
cutText [format["You've made a motorcycle!"], "PLAIN DOWN"];
r_interrupt = false;
player switchMove "";
player playActionNow "stop";
sleep 10;
cutText [format["Warning: Spawned Motorcycles DO NOT SAVE after server restart!"], "PLAIN DOWN"];
};

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_cursorTarget = cursorTarget;
_typeOfCursorTarget = typeOf _cursorTarget;
if !(_typeOfCursorTarget == "CSJ_GyroC") then {
cutText [format["You must be looking at the created vehicle to repack it"], "PLAIN DOWN"];
};
if !(_typeOfCursorTarget == "TT650_Civ") then {
cutText [format["You must be looking at the created vehicle to repack it"], "PLAIN DOWN"];
};
if !(_typeOfCursorTarget == "Old_bike_TK_CIV_EP1") then {
cutText [format["You must be looking at the created vehicle to repack it"], "PLAIN DOWN"];
};
if(_typeOfCursorTarget == "CSJ_GyroC") then {
if (dayz_combat == 1) then {
cutText [format["You are in Combat and cannot Re-Pack your gyrocopter"], "PLAIN DOWN"];
} else {
player removeAction s_player_deploybike6;
player playActionNow "Medic";
r_interrupt = false;
deletevehicle cursortarget;
_dis=10;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
sleep 6;
player addWeapon "ItemToolbox";
player addMagazine "PartEngine";
player addMagazine "PartVRotor";
cutText [format["You have packed your gyrocopter. Your parts have been added to your inventory."], "PLAIN DOWN"];
r_interrupt = false;
player switchMove "";
player playActionNow "stop";
};
};
if(_typeOfCursorTarget == "TT650_Civ") then {
if (dayz_combat == 1) then {
cutText [format["You are in Combat and cannot Re-Pack your motorcycle"], "PLAIN DOWN"];
} else {
player removeAction s_player_deploybike4;
player playActionNow "Medic";
r_interrupt = false;
deletevehicle cursortarget;
_dis=10;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
sleep 6;
player addWeapon "ItemToolbox";
player addMagazine "PartEngine";
cutText [format["You have packed your motorcylce. Your parts have been added to your inventory."], "PLAIN DOWN"];
r_interrupt = false;
player switchMove "";
player playActionNow "stop";
};
};
if(_typeOfCursorTarget == "Old_bike_TK_CIV_EP1") then {
if (dayz_combat == 1) then {
cutText [format["You are in Combat and cannot re-pack your bike."], "PLAIN DOWN"];
} else {
player removeAction s_player_deploybike2;
player playActionNow "Medic";
r_interrupt = false;
player addWeapon "ItemToolbox";
deletevehicle cursortarget;
_dis=10;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
sleep 6;
cutText [format["You have packed your bike and been given back your toolbox"], "PLAIN DOWN"];
r_interrupt = false;
player switchMove "";
player playActionNow "stop";
};
};

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private ["_Secondary"];
_Secondary = currentWeapon player;
suicide_answer=nil;
canAbort = true;
DamiSpawn =
[
["Suicide Confirmation",true],
["Are you sure?", [-1], "", -5, [["expression", ""]], "1", "0"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["No", [2], "", -5, [["expression", "suicide_answer=false;"]], "1", "1"],
["Yes", [3], "", -5, [["expression", "suicide_answer=true;"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Exit", [-1], "", -3, [["expression", "suicide_answer=false;"]], "1", "1"]
];
showCommandingMenu "#USER:DamiSpawn";
waitUntil {((!isNil 'suicide_answer')||(commandingMenu == ""))};
if (isNil 'suicide_answer') then {suicide_answer=false;};
if (suicide_answer) then
{
canAbort = false;
player playmove "ActsPercMstpSnonWpstDnon_suicide1B";
sleep 8.4;
player fire _Secondary;
_unit = player;
_selection = "body";
_damage = 1;
_unit setHit[_selection,_damage];
} else {
systemChat ("Suicide canceled.");
};