last update 4/3/2018 5:45 PM est by Rexi
Here is the file path of various scripts,if its not listed here then its probably 1)scripts being prepped or 2) we forgot :P
/////////////////NOTE THESE FILE PATHS ARE/HAVE TO BE RELAVTIVE TO THE MAIN INIT.SQF FILE////////////////////////////////
/////////////// KEY ////////////////////
/*
---H means head,usually a script that is automatically ran via EH or CBA XEH.
---X means tied to a ---H, no need to really apply it.
---F free script,meaning you can either use in 3den or zeus if you need it.
---S means this variable has setters
---G means this variable has getters
---P This function must have a parameter
---EXP has exception handling
*/
/////////////// END KEY ////////////////////
//To run namenaiInit do/add the following to the main init.sqf
//Or if you want to not have all the bells and whistles just put // infront of the below line if its in init.sqf, or remove it
[] execVM "scripts\zeus3denScripts\namenaisInit.sqf";
//---------------------DECOMMISSIONED--------------------------
/*
//Global Variables
//This is the global variable file ---G---S
[] execVM "scripts\zeus3denScripts\globalVars\globalVar.sqf";
//Global Functions
//namEnableConfigAAT
//getter ---EXP
[] execVM "scripts\zeus3denScripts\globalFnc\namEnableConfigAAT\getnamEnableConfigAAT.sqf";
//setter ---P ---EXP
[] execVM "scripts\zeus3denScripts\globalFnc\namEnableConfigAAT\setnamEnableConfigAAT.sqf";
*/
//---------------------END DECOMMISSIONED--------------------------
//Hermes and Hades
//To allow zeus ease of changing textures weapons etc Hermes - Use Nato>Soliders (virtual reality)>VR Soldier to access. ---F
[] execVM "scripts\zeus3denScripts\globalFncAndVarPanel\zeusVariableAndFunctionPanel.sqf";
//To allow zeus ease of changing textures weapons etc Hermes - Use CSAT>Soliders (virtual reality)> VR Soldier to access. ---F
[] execVM "scripts\zeus3denScripts\globalFncAndVarPanel\zeusVariableAndFunctionPanelHades.sqf";
//Vehicle Based---Any Changes to the vehicle it self,not crew
//vehicleVariants
//airBased
//laat weapon,no need to worry as it will auto apply ---H
[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\LAAT\laatClaymore.sqf";
//arc-170 weapon,no need to worry as it will auto apply ---H
[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\ARC\arcXiphos.sqf";
//arc-170 prevent ejection,note this is tied into the arc-170 weapon script ---X
[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\ARC\removeEject.sqf";
//y-wing weapons,no need to worry as it will auto apply ---H
[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\YWING\ywingScylla.sqf";
//VULTURE,weapons
[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\VULTURE\vultureBase.sqf";
//supporting vehicle scripts,under vehicleBased/actionMenu based
//arc-170 wing tip smoke,tied to arc weapon ---X
[] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\ARC\arcSmokeTipPrB.sqf";
[] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\ARC\arcSmokeTipRB.sqf";
[] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\ARC\arcSmokeTipWB.sqf";
//laat wing tip smoke ,tied to laat weapon ---X
[] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\LAAT\laatSmokeTip.sqf";
//Y-wing thruster tip smoke ,tied to y-wing weapon ---X
[] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\YWING\ywingSmokeTip.sqf";
//seaBased
//speedBoats
//Blufor
//Blufor Speedboat,adds republic eweb for rear and u-wing gunner gun for main cannon ---H
[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\seaBased\speedBoats\Blufor\bluforSpeedBoat.sqf";
//Opfor
//Opfor Speedboat,adds imperial eweb for rear and u-wing gunner gun for main cannon ---H
[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\seaBased\speedBoats\Opfor\opforSpeedBoat.sqf";
//landBased
//AT-TE
//AT-TE Base,applies armor and repair additions (runs whenever a at-te is spawned) ---H
[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\ATTE\atteBase.sqf";
//AT-TE Trident Class, tied to file below (ran after both top file and when bottom calls it,applies everything) ---X
[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\ATTE\atteTridentClass";
//AT-TE Type Selector, Selector is the Nato VR Entity spawn him in to be able to run the Trident Class file above (runs whenever the at-te spawner object action menu is ran,thus running the at-te base and then trident class) ---H
[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\ATTE\atteTypeSelector.sqf"
//AAT
//This gives an eweb to the AAT's ---H
[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\AAT\aatMohawkClassBase.sqf"
//Mortars
//Adds flares to simulate plasma Mortars NATO(Blue) and CSAT(Red) ---H
[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landbased\Mortar\mortars.sqf";
//Sabre
//Sabre adds weapons, fixes health and adds smokes and damage reports ---H
[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\Landbased\sabres\Sabres.sqf";
//Barc
//Barc allows Barcs to be loaded into vehicles with a cargo space 4 or greater i.e LAATS ---H
[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\Landbased\barc\barc.sqf";
//Vehicle Action Menu Based
//kappa-cruisie boost ---F
[] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\forwardKappa.sqf";
[] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\reverseKappa.sqf";
//3den use,note dont use both,working on fixing so that both can be used
[this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\forwardKappa.sqf";
[this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\reverseKappa.sqf";
//zeus use,note dont use both,working on fixing so that both can be used
[_this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\forwardKappa.sqf";
[_this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\reverseKappa.sqf";
//Optre-f18 hybrid boost ---F
["_vic","_namMaxSpeed","_namMinSpeed","_namAccel"] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\boostStart.sqf";
["_vic","_namMinSpeed","_namDeAccel"] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\boostStop.sqf";
//Repair
//Repair script & Auto applied to AT-TE's and Sabre Tanks ---X
[] execVM "Scripts\scripts\zeus3denScripts\vehicleBased\actionMenu\Repair\repair.sqf";
//Add the below to a vehicle to add repair option this should be used for things like turrets that can't be repaired via standard arma/ace. Consumes Toolkits for each repair. (Repairs to a max of 65%) ---F
_this addAction ["Hull Damage Report",{ hint parseText format[" Hull Integrity is :%1%2",((1-(damage (_this select 0)))*100),"%"];},[1],0,false,true,""," commander _target == _this "];
//Played Based---Any Changes onto players
//Aviation Based
//pilot kill detector ---F
[] execVM "scripts\zeus3denScripts\playerBased\aviation\pilotBased\pilotProtectorBoxEH.sqf";
[this] execVM "scripts\zeus3denScripts\playerBased\aviation\pilotBased\pilotProtectorBoxEH.sqf";//for when you want this on a object in 3den
[_this] execVM "scripts\zeus3denScripts\playerBased\aviation\pilotBased\pilotProtectorBoxEH.sqf";//for when you want to apply it during zeus
//warden resupply ammo ---F
[] execVM "scripts\zeus3denScripts\playerBased\aviation\wardenBased\wardenAmmoBox.sqf";
[this] execVM "scripts\zeus3denScripts\playerBased\aviation\wardenBased\wardenAmmoBox.sqf";//for when you want this on a object in 3den
[_this] execVM "scripts\zeus3denScripts\playerBased\aviation\wardenBased\wardenAmmoBox.sqf";//for when you want to apply it during zeus
//Airborne Based
//HJS Protcal(AKA Custom JumpPack Script) (HJS means Horseborne Jump Script) parameter namUnit is the unit that is gona get it (Currently in Test and not on Live Servers)
//Ran in initPlayerLocal.sqf which is ran client side whenever someone joins. Only adds the script to them once and when they open inventory and if they have the right jetpack ---H
[namUnit] execVM "scripts\zeus3denScripts\playerBased\airborne\HJS Protocal\jumpAssinger.sqf";
//Called by assinger adds the short jump ---X ^
[namUnit] execVM "scripts\zeus3denScripts\playerBased\airborne\HJS Protocal\jumpShort.sqf";
//Called by assinger adds the long jump ---X ^^
[namUnit] execVM "scripts\zeus3denScripts\playerBased\airborne\HJS Protocal\jumpLong.sqf";
//Called by the jumps, decides if the person can jump ---X
[namUnit] execVM "scripts\zeus3denScripts\playerBased\airborne\HJS Protocal\jumpDecider.sqf";
//Called by assinger adds the logic to prevent dmg on landing ---X ^^^^
[namUnit] execVM "scripts\zeus3denScripts\playerBased\airborne\HJS Protocal\jumpHandler.sqf";
//AI Based---Changes to NPC or things that will mostly not be players
//FactionBased
//OPFOR Based
//CIS
//b2 reconfig,forces b2's to walk--H
[] execVM "scripts\zeus3denScripts\aiBased\factionBased\opfor\cis\b2\b2Reconfig.sqf";
//BLUFOR Based
//INDEPENDENT Based
//Adds random star wars uniforms to the Syndikat bandits ---H
[] execVM "scripts\zeus3denScripts\aiBased\factionBased\independent\AAF\RandomSWCIV.sqf";
//CIVILLIAN Based