readme.txt 7.3 KB

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  1. last update 3/26/2018 3:26 PM est by namenai
  2. 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
  3. /////////////////NOTE THESE FILE PATHS ARE/HAVE TO BE RELAVTIVE TO THE MAIN INIT.SQF FILE////////////////////////////////
  4. /////////////// KEY ////////////////////
  5. /*
  6. ---H means head,usually a script that is automatically ran via EH or CBA XEH.
  7. ---X means tied to a ---H, no need to really apply it.
  8. ---F free script,meaning you can either use in 3den or zeus if you need it.
  9. ---S means this variable has setters
  10. ---G means this variable has getters
  11. ---P This function must have a parameter
  12. ---EXP has exception handling
  13. */
  14. /////////////// END KEY ////////////////////
  15. //To run namenaiInit do/add the following to the main init.sqf
  16. //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
  17. [] execVM "scripts\zeus3denScripts\namenaisInit.sqf";
  18. //---------------------DECOMMISSIONED--------------------------
  19. /*
  20. //Global Variables
  21. //This is the global variable file ---G---S
  22. [] execVM "scripts\zeus3denScripts\globalVars\globalVar.sqf";
  23. //Global Functions
  24. //namEnableConfigAAT
  25. //getter ---EXP
  26. [] execVM "scripts\zeus3denScripts\globalFnc\namEnableConfigAAT\getnamEnableConfigAAT.sqf";
  27. //setter ---P ---EXP
  28. [] execVM "scripts\zeus3denScripts\globalFnc\namEnableConfigAAT\setnamEnableConfigAAT.sqf";
  29. //globalFncAndVarPanel
  30. //To allow zeus ease of changing variables for a mission as getters and setters are too hard for them ,sad bois
  31. [] execVM "scripts\zeus3denScripts\globalFncAndVarPanel\zeusVariableAndFunctionPanel.sqf";
  32. */
  33. //---------------------END DECOMMISSIONED--------------------------
  34. //Vehicle Based---Any Changes to the vehicle it self,not crew
  35. //vehicleVariants
  36. //airBased
  37. //laat weapon,no need to worry as it will auto apply ---H
  38. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\LAAT\laatClaymore.sqf";
  39. //arc-170 weapon,no need to worry as it will auto apply ---H
  40. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\ARC\arcXiphos.sqf";
  41. //arc-170 prevent ejection,note this is tied into the arc-170 weapon script ---X
  42. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\ARC\removeEject.sqf";
  43. //y-wing weapons,no need to worry as it will auto apply ---H
  44. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\YWING\ywingScylla.sqf";
  45. //supporting vehicle scripts,under vehicleBased/actionMenu based
  46. //arc-170 wing tip smoke,tied to arc weapon ---X
  47. [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\ARC\arcSmokeTipPrB.sqf";
  48. [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\ARC\arcSmokeTipRB.sqf";
  49. [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\ARC\arcSmokeTipWB.sqf";
  50. //laat wing tip smoke ,tied to laat weapon ---X
  51. [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\LAAT\laatSmokeTip.sqf";
  52. //Y-wing thruster tip smoke ,tied to y-wing weapon ---X
  53. [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\YWING\ywingSmokeTip.sqf";
  54. //seaBased
  55. //speedBoats
  56. //Blufor
  57. //Blufor Speedboat,adds republic eweb for rear and u-wing gunner gun for main cannon ---H
  58. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\seaBased\speedBoats\Blufor\bluforSpeedBoat.sqf";
  59. //Opfor
  60. //Opfor Speedboat,adds imperial eweb for rear and u-wing gunner gun for main cannon ---H
  61. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\seaBased\speedBoats\Opfor\opforSpeedBoat.sqf";
  62. //landBased
  63. //AT-TE
  64. //AT-TE Base,applies armor and repair additions (runs whenever a at-te is spawned) ---H
  65. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\ATTE\atteBase.sqf";
  66. //AT-TE Trident Class, tied to file below (ran after both top file and when bottom calls it,applies everything) ---X
  67. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\ATTE\atteTridentClass";
  68. //AT-TE Type Selector, runs 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
  69. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\ATTE\atteTypeSelector.sqf"
  70. //AAT
  71. //Note this is a one off type script,turn it on via the global functions when u want it,turn it off when u dont
  72. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\AAT\aatMohawkClassBase.sqf"
  73. //adds eweb to aat
  74. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\AAT\aatAddEweb.sqf"
  75. //removes eweb to aat
  76. [] execVm "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\AAT\aatRemoveEweb.sqf"
  77. //Vehicle Action Menu Based
  78. //kappa-cruisie boost ---F
  79. [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\forwardKappa.sqf";
  80. [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\reverseKappa.sqf";
  81. //3den use,note dont use both,working on fixing so that both can be used
  82. [this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\forwardKappa.sqf";
  83. [this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\reverseKappa.sqf";
  84. //zeus use,note dont use both,working on fixing so that both can be used
  85. [_this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\forwardKappa.sqf";
  86. [_this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\reverseKappa.sqf";
  87. //Optre-f18 hybrid boost
  88. ["_vic","_namMaxSpeed","_namMinSpeed","_namAccel"] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\boostStart.sqf";
  89. ["_vic","_namMinSpeed","_namDeAccel"] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\boostStop.sqf";
  90. //Played Based---Any Changes onto players
  91. //Aviation Based
  92. //pilot kill detector ---F
  93. [] execVM "scripts\zeus3denScripts\playerBased\aviation\pilotBased\pilotProtectorBoxEH.sqf";
  94. [this] execVM "scripts\zeus3denScripts\playerBased\aviation\pilotBased\pilotProtectorBoxEH.sqf";//for when you want this on a object in 3den
  95. [_this] execVM "scripts\zeus3denScripts\playerBased\aviation\pilotBased\pilotProtectorBoxEH.sqf";//for when you want to apply it during zeus
  96. //warden resupply ammo ---F
  97. [] execVM "scripts\zeus3denScripts\playerBased\aviation\wardenBased\wardenAmmoBox.sqf";
  98. [this] execVM "scripts\zeus3denScripts\playerBased\aviation\wardenBased\wardenAmmoBox.sqf";//for when you want this on a object in 3den
  99. [_this] execVM "scripts\zeus3denScripts\playerBased\aviation\wardenBased\wardenAmmoBox.sqf";//for when you want to apply it during zeus
  100. //AI Based---Changes to NPC or things that will mostly not be players
  101. //FactionBased
  102. //OPFOR Based
  103. //CIS
  104. //b2 reconfig,forces b2's to walk--H
  105. [] execVM "scripts\zeus3denScripts\aiBased\factionBased\opfor\cis\b2\b2Reconfig.sqf";
  106. //BLUFOR Based
  107. //INDEPENDENT Based
  108. //Adds random star wars uniforms to the AAF vr entity soldier ---H
  109. [] execVM "scripts\zeus3denScripts\aiBased\factionBased\independent\AAF\RandomSWCIV.sqf";
  110. //CIVILLIAN Based