#include "config_macros.hpp" #include "\a3\editor_f\Data\Scripts\dikCodes.h" //Run the jumppack script [] spawn { [] spawn compile preprocessFileLineNumbers 'macro_mod_script_path\jumppack\jumppack.sqf'; sleep 0.5; call compile preprocessFileLineNumbers 'macro_mod_script_path\jumppack\jumppack_effects.sqf'; }; // Add nightvision event handler call macro_fnc_name(nightvision); #define QWEAP_NOFAM(name) macro_quote(macro_new_weapon_nofam(name)) #define QWEAP_LAUNCH(name) macro_quote(macro_new_weapon(launcher,name)) // Drone Recharge RD501_DRONE_BATTERY = "RD501_r2_charge_pack_x10_mag"; //Force Walk RD501_FORCE_WALK_WEAPONS = [macro_quote(macro_new_weapon_nofam(z1000))]; ["weapon", macro_fnc_name(heavyWeaponHandlePlayerWeaponChanged)] call CBA_fnc_addPlayerEventHandler; //Auto Reload On Equip RD501_AUTO_RELOAD_ON_EQUIP = [QWEAP_NOFAM(z1000),QWEAP_LAUNCH(rps1)]; ["weapon", macro_fnc_name(reloadWeaponOnFirstSelected)] call CBA_fnc_addPlayerEventHandler; // Magclamp call macro_fnc_name(magclamp); // Check every second for if the Loading Screen is still up and forcibly end it. _fnc_endLoadingScreen = { params ["_args", "_handle"]; systemChat format["Ending LoadingScreen [Handle %1]", _handle]; endLoadingScreen; _stillLoading = call BIS_fnc_isLoading; if(!_stillLoading) exitWith { [_handle] call CBA_fnc_removePerFrameHandler; }; }; [_fnc_endLoadingScreen, 5, []] call CBA_fnc_addPerFrameHandler; // Flip Backpack rd501_flip_vehicle_validBackpacks = ["RD501_JLTS_Clone_Flip_backpack"]; ["rd501_external_reload", { _this call rd501_fnc_onReloadExternalHandler }, []] call CBA_fnc_addEventHandlerArgs; // Fortify Tool Adjustments call macro_fnc_name(fortify_tool); // Medical CCP Building rd501_medical_ccp_building = "Land_Medevac_house_V1_F"; rd501_medical_ccp_classes = ["Land_Medevac_house_V1_F"]; rd501_medical_ccp_truck = "rd501_mash_truck"; rd501_medical_ccp_stitchDurationSeconds = 5; rd501_medical_ccp_bandageDurationSeconds = 5; ["rd501_medical_ccp_incrementStitch",{ _this call rd501_fnc_incrementStitchProgress }] call CBA_fnc_addEventHandler; ["rd501_medical_ccp_incrementBandage",{ _this call rd501_fnc_incrementBandageProgress }] call CBA_fnc_addEventHandler; ["rd501_medical_ccp_deployCCPLocal", { _this call rd501_fnc_deployCCPLocal; }] call CBA_fnc_addEventHandler; ["rd501_medical_ccp_deployCCPServer", { _this call rd501_fnc_deployCCPServer; }] call CBA_fnc_addEventHandler; ["rd501_medical_ccp_packupCCPServer", { _this call rd501_fnc_packupCCPServer; }] call CBA_fnc_addEventHandler; if(!isDedicated) then { [ "RD501 Miscellaneous", "rd501_misc", [ "Mark Dot", "Place a black dot in global at your current position" ], { [] call rd501_fnc_placeDotMarkerAtSelf; }, "", [ DIK_CALCULATOR, [false,false,false] ], false ] call cba_fnc_addKeybind; }; // Surrender stun call macro_fnc_name(stun); // Jammers ["rd501_jammersClear", { _this call rd501_fnc_jammersClear; }] call CBA_fnc_addEventHandler; ["rd501_jammersAddServer", { _this call rd501_fnc_jammersAddServer; }] call CBA_fnc_addEventHandler; ["rd501_jammersRemoveServer", { _this call rd501_fnc_jammersRemoveServer; }] call CBA_fnc_addEventHandler; ["rd501_jammersUpdateLocal", { _this call rd501_fnc_jammersUpdateLocal; }] call CBA_fnc_addEventHandler; // Fired Deployables if(isServer) then { ["rd501_fired_deployable_deployServer", { _this call rd501_fnc_fired_deployable_deployServer }] call CBA_fnc_addEventHandler; ["rd501_fired_deployable_personalShieldDeployServer", { _this call rd501_fnc_fired_deployable_personalShieldDeployServer }] call CBA_fnc_addEventHandler; }; if(hasInterface) then { ["ace_firedPlayer", { _this call rd501_fnc_fired_deployable_firedHandler }] call CBA_fnc_addEventHandler; ["rd501_fired_deployable_soundLoop", { _this call rd501_fnc_fired_deployable_loopSoundLocal }] call CBA_fnc_addEventHandler; ["rd501_fired_deployable_soundEnd", { _this call rd501_fnc_fired_deployable_endSoundLocal }] call CBA_fnc_addEventHandler; }; // Volatile ["rd501_volatile_destroy", { _this call rd501_fnc_volatile_destroy; }] call CBA_fnc_addEventHandler; ["rd501_volatile_create", { _this call rd501_fnc_volatile_create; }] call CBA_fnc_addEventHandler; // Shield ["rd501_shield_destroy", { _this call rd501_fnc_shield_onDestroy; }] call CBA_fnc_addEventHandler; ["rd501_shield_lowHealth", { _this call rd501_fnc_shield_onLowHealth; }] call CBA_fnc_addEventHandler; ["rd501_shield_normalHealth", { _this call rd501_fnc_shield_onNormalHealth; }] call CBA_fnc_addEventHandler;