// Zeus control panel by Nam and Rexi namZeusPanelHermes={ params["_objToPlacePanelsOn"]; //makes him handcuffed ([_objToPlacePanelsOn,true] call ace_captives_fnc_setHandcuffed); removeGoggles _objToPlacePanelsOn; _objToPlacePanelsOn AddUniform "SWOP_CloneOf_red_F_CombatUniform"; _objToPlacePanelsOn Addheadgear "SWOP_Cloneofficer_capR"; _toggleColor=""; _colorEnd=""; //Hermes Control Panel _objToPlacePanelsOn addAction [" Hermes Control Panel", { hint "REeeE-CC Euler Euler stop ReeEeEing--CC Angel Angle 2k18"; }];//end //Help Command _objToPlacePanelsOn addAction ["Help", { hint "Actions below only work on existing vehicles/objects/infantry any vehicles/objects/infantry spawned after the action will be default"; }];//end //Spacer _objToPlacePanelsOn addAction [" ---Zeus Vehicles-----", { }];//end //Removes AAT's AI Coxial turrets _objToPlacePanelsOn addAction ["Remove AAT AI Coxial Turret ", { [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\AAT\aat_coxial_r.sqf"; }];//end //Makes spawned AAT's Blue and gray _objToPlacePanelsOn addAction ["Make Spawned AAT's Blue Variant", { [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\AAT\aat_retext_b.sqf"; }];//end //Seriously buffs the Homing Spider Droids with Titan AA missles and Rebel Laser Gun removes standard guns _objToPlacePanelsOn addAction ["Add AA Missles + better gun to Spider Droids ", { [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\HSD\spiderdroid_buff.sqf"; }];//end //Spacer _objToPlacePanelsOn addAction [" ---Zeus Infantry-----", { }];//end //Switch camo droids to Snow _objToPlacePanelsOn addAction ["Switch B1 CAMO droids to Snow Camo", { [] execVM "scripts\zeus3denScripts\aiBased\factionBased\opfor\cis\b1\b1_snow.sqf"; }];//end //Switch camo droids to Forest _objToPlacePanelsOn addAction ["Switch B1 CAMO droids to Forest Camo", { [] execVM "scripts\zeus3denScripts\aiBased\factionBased\opfor\cis\b1\b1_forest.sqf"; }];//end //Switch B1 Secondary to AA _objToPlacePanelsOn addAction ["Switch B1 Secondary to AA", { [] execVM "scripts\zeus3denScripts\aiBased\factionBased\opfor\cis\b1\b1at_aa.sqf"; }];//end //Switch B1 Secondary to AT (RPG) _objToPlacePanelsOn addAction ["Switch B1 Secondary to RPG", { [] execVM "scripts\zeus3denScripts\aiBased\factionBased\opfor\cis\b1\b1at_at.sqf"; }];//end //Spacer _objToPlacePanelsOn addAction [" ---Players-----", { }];//end //Removes Thermals from players _objToPlacePanelsOn addAction ["Removes Thermals from players", { [] execVM "scripts\zeus3denScripts\playerBased\Items\Thermal_R.sqf"; }];//end //Adds Thermals back to players _objToPlacePanelsOn addAction ["Adds Thermals back to players", { [] execVM "scripts\zeus3denScripts\playerBased\Items\Thermal_A.sqf"; }];//end //Removes maps and GPS' from players _objToPlacePanelsOn addAction ["Removes maps and gps' from players", { [] execVM "scripts\zeus3denScripts\playerBased\Items\Map_GPS_R.sqf"; }];//end //Adds maps and GPS' back to players _objToPlacePanelsOn addAction ["Add maps and gps' back to players", { [] execVM "scripts\zeus3denScripts\playerBased\Items\Map_GPS_A.sqf"; }];//end //remove NVGS from troopers _objToPlacePanelsOn addAction ["Remove NVGS from troopers", { [] execVM "scripts\zeus3denScripts\playerBased\Items\NVG_R.sqf"; }];//end }; ["B_Protagonist_VR_F", "init",namZeusPanelHermes, true, [], true] call CBA_fnc_addClassEventHandler;