// 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;