readme.txt 7.4 KB

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  1. last update 3/26/2018 4:40 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. //VULTURE,weapons
  46. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\VULTURE\vultureBase.sqf";
  47. //supporting vehicle scripts,under vehicleBased/actionMenu based
  48. //arc-170 wing tip smoke,tied to arc weapon ---X
  49. [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\ARC\arcSmokeTipPrB.sqf";
  50. [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\ARC\arcSmokeTipRB.sqf";
  51. [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\ARC\arcSmokeTipWB.sqf";
  52. //laat wing tip smoke ,tied to laat weapon ---X
  53. [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\LAAT\laatSmokeTip.sqf";
  54. //Y-wing thruster tip smoke ,tied to y-wing weapon ---X
  55. [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\YWING\ywingSmokeTip.sqf";
  56. //seaBased
  57. //speedBoats
  58. //Blufor
  59. //Blufor Speedboat,adds republic eweb for rear and u-wing gunner gun for main cannon ---H
  60. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\seaBased\speedBoats\Blufor\bluforSpeedBoat.sqf";
  61. //Opfor
  62. //Opfor Speedboat,adds imperial eweb for rear and u-wing gunner gun for main cannon ---H
  63. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\seaBased\speedBoats\Opfor\opforSpeedBoat.sqf";
  64. //landBased
  65. //AT-TE
  66. //AT-TE Base,applies armor and repair additions (runs whenever a at-te is spawned) ---H
  67. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\ATTE\atteBase.sqf";
  68. //AT-TE Trident Class, tied to file below (ran after both top file and when bottom calls it,applies everything) ---X
  69. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\ATTE\atteTridentClass";
  70. //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
  71. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\ATTE\atteTypeSelector.sqf"
  72. //AAT
  73. //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
  74. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\AAT\aatMohawkClassBase.sqf"
  75. //adds eweb to aat
  76. [] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\AAT\aatAddEweb.sqf"
  77. //removes eweb to aat
  78. [] execVm "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\AAT\aatRemoveEweb.sqf"
  79. //Vehicle Action Menu Based
  80. //kappa-cruisie boost ---F
  81. [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\forwardKappa.sqf";
  82. [] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\reverseKappa.sqf";
  83. //3den use,note dont use both,working on fixing so that both can be used
  84. [this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\forwardKappa.sqf";
  85. [this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\reverseKappa.sqf";
  86. //zeus use,note dont use both,working on fixing so that both can be used
  87. [_this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\forwardKappa.sqf";
  88. [_this] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\reverseKappa.sqf";
  89. //Optre-f18 hybrid boost
  90. ["_vic","_namMaxSpeed","_namMinSpeed","_namAccel"] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\boostStart.sqf";
  91. ["_vic","_namMinSpeed","_namDeAccel"] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Boost\boostStop.sqf";
  92. //Played Based---Any Changes onto players
  93. //Aviation Based
  94. //pilot kill detector ---F
  95. [] execVM "scripts\zeus3denScripts\playerBased\aviation\pilotBased\pilotProtectorBoxEH.sqf";
  96. [this] execVM "scripts\zeus3denScripts\playerBased\aviation\pilotBased\pilotProtectorBoxEH.sqf";//for when you want this on a object in 3den
  97. [_this] execVM "scripts\zeus3denScripts\playerBased\aviation\pilotBased\pilotProtectorBoxEH.sqf";//for when you want to apply it during zeus
  98. //warden resupply ammo ---F
  99. [] execVM "scripts\zeus3denScripts\playerBased\aviation\wardenBased\wardenAmmoBox.sqf";
  100. [this] execVM "scripts\zeus3denScripts\playerBased\aviation\wardenBased\wardenAmmoBox.sqf";//for when you want this on a object in 3den
  101. [_this] execVM "scripts\zeus3denScripts\playerBased\aviation\wardenBased\wardenAmmoBox.sqf";//for when you want to apply it during zeus
  102. //AI Based---Changes to NPC or things that will mostly not be players
  103. //FactionBased
  104. //OPFOR Based
  105. //CIS
  106. //b2 reconfig,forces b2's to walk--H
  107. [] execVM "scripts\zeus3denScripts\aiBased\factionBased\opfor\cis\b2\b2Reconfig.sqf";
  108. //BLUFOR Based
  109. //INDEPENDENT Based
  110. //Adds random star wars uniforms to the AAF vr entity soldier ---H
  111. [] execVM "scripts\zeus3denScripts\aiBased\factionBased\independent\AAF\RandomSWCIV.sqf";
  112. //CIVILLIAN Based