This is for the new public server.
We will be taking a base template of a current Fallujah and editing.
BMR looks the best to get us off the ground. We can then edit from there.
This is for the new public server.
We will be taking a base template of a current Fallujah and editing.
BMR looks the best to get us off the ground. We can then edit from there.
646
INS_AI_revive = { // Initialize =BTC= Quick Revive for all group members including AI by Jigsor. if (INS_p_rev in [4,5]) then { private _pA = []; private _aiA = []; _grp = group player;
class INS_p_rev//8 { title=" Revive system"; values[]={0,1,2,3,4,5,6,7}; texts[]={ "=BTC= Revive :: Anyone with FAK can revive. Mobile HQ Disabled.", "=BTC= Revive :: Anyone with FAK can revive. Mobile HQ Enabled.", "=BTC= Revive :: Only medics can revive. Mobile HQ Disabled.", "=BTC= Revive :: Only medics can revive. Mobile HQ Enabled.", "=BTC= Quick revive :: AI can revive. Mobile HQ Disabled.", "=BTC= Quick revive :: AI can revive. Mobile HQ Enabled.", "Revive System Disabled. Mobile HQ Disabled. If not ACE loaded then (No Respawn, only revive. Will spectate if bled out or respawn forced.)", "Revive System Disabled. Mobile HQ Enabled. If not ACE loaded then (No Respawn, only revive. Will spectate if bled out or respawn forced.)"}; default = 7; }; class INS_p_rev_time//9 { title=" Revive time"; values[]={60,120,180,300,600,1800,3600}; texts[]={"1 minute","2 minutes","3 minutes","5 minutes","10 minutes","30 minutes","60 minutes"}; default = 300; };
67
// Fatigue and Stamina setStaminaScheme "FastDrain"; if (Fatigue_ability isEqualTo 0) then {//Disable Fatigue/Stamina [player] call INS_full_stamina; };
62
if (INS_p_rev in [5,7]) then {JIG_MHQ_enabled = true}; if (INS_p_rev in [1,3,5,7]) then {INS_MHQ_exists = true};
INS_3d_Fallen = { _fallen = addMissionEventHandler ["Draw3D", { { if ((_x distance player) < 31 && {side player isEqualTo side _x} && {(lifeState _x isEqualTo "INCAPACITATED") || (_x getVariable ["ACE_isUnconscious", false])}) then { drawIcon3D["a3\ui_f\data\map\MapControl\hospital_ca.paa",[1,0,0,1],_x,0.5,0.5,0,format["%1 (%2m)", name _x, ceil (player distance _x)],0,0.02]; }; } foreach playableUnits; }]; };
Stable Frame Work
Was DIK 35 (H)
Change to DIK 20 (T)
Line 75
INS_Op4_wepCrates = [INS_weps_Cbox,INS_ammo_Cbox,INS_nade_Cbox,INS_launchers_Cbox,INS_demo_Cbox,INS_sup_Cbox,INS_E_tent];//<-these objects should have whole number directions.
Line 1 -
INS_intro_playTrack = { //Plays a random intro track: // 0 => title, 1 => start delay playMusic ""; private _track = selectRandom [ [["LeadTrack05_F", 1], 33], [["AmbientTrack01a_F", 32], 33], [["LeadTrack01_F_Bootcamp", 36], 32.9], [["Track06_CarnHeli", 1], 33], [["BackgroundTrack01a_F", 63], 33], [["BackgroundTrack01a_F", 27], 33], [["EventTrack02_F_EPA", 1.63], 34.3], [["EventTrack01_F_EPA", 1.63], 34.3], [["LeadTrack03_F_EPA",60.85], 33.678] ]; 0 fadeMusic 1; playMusic (_track # 0); uiSleep (_track # 1); playMusic ""; };
Line 265 - if (DebugEnabled isEqualTo 0) then {["BIS_ScreenSetup", false] call BIS_fnc_blackOut};