Namenai 7 rokov pred
rodič
commit
98eb83646c
23 zmenil súbory, kde vykonal 731 pridanie a 121 odobranie
  1. 24 17
      Scripts/scripts/zeus3denScripts/aiBased/factionBased/independent/AAF/RandomSWCIV.sqf
  2. 18 0
      Scripts/scripts/zeus3denScripts/aiBased/factionBased/opfor/cis/b1/b1_forest.sqf
  3. 18 0
      Scripts/scripts/zeus3denScripts/aiBased/factionBased/opfor/cis/b1/b1_snow.sqf
  4. 15 0
      Scripts/scripts/zeus3denScripts/aiBased/factionBased/opfor/cis/b1/b1at_aa.sqf
  5. 15 0
      Scripts/scripts/zeus3denScripts/aiBased/factionBased/opfor/cis/b1/b1at_at.sqf
  6. 99 77
      Scripts/scripts/zeus3denScripts/globalFncAndVarPanel/zeusVariableAndFunctionPanel.sqf
  7. 44 0
      Scripts/scripts/zeus3denScripts/globalFncAndVarPanel/zeusVariableAndFunctionPanelHades.sqf
  8. 10 0
      Scripts/scripts/zeus3denScripts/namenaisInit.sqf
  9. 10 0
      Scripts/scripts/zeus3denScripts/playerBased/Items/Map_GPS_A.sqf
  10. 11 0
      Scripts/scripts/zeus3denScripts/playerBased/Items/Map_GPS_R.sqf
  11. 13 0
      Scripts/scripts/zeus3denScripts/playerBased/Items/NVG_R.sqf
  12. 21 0
      Scripts/scripts/zeus3denScripts/playerBased/Items/Thermal_A.sqf
  13. 36 0
      Scripts/scripts/zeus3denScripts/playerBased/Items/Thermal_R.sqf
  14. 53 26
      Scripts/scripts/zeus3denScripts/readme.txt
  15. 1 1
      Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/airBased/LAAT/laatClaymore.sqf
  16. 13 0
      Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/AAT/aat_coxial_r.sqf
  17. 9 0
      Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/AAT/aat_retext_b.sqf
  18. 9 0
      Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/BARC/barc.sqf
  19. 18 0
      Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/HSD/spiderdroid_buff.sqf
  20. 72 0
      Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/Mortar/Bluefor/flare_bluefor.sqf
  21. 73 0
      Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/Mortar/Opfor/flare_opfor.sqf
  22. 38 0
      Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/Mortar/mortars.sqf
  23. 111 0
      Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/Sabres/Sabres.sqf

+ 24 - 17
Scripts/scripts/zeus3denScripts/aiBased/factionBased/independent/AAF/RandomSWCIV.sqf

@@ -11,8 +11,8 @@ rexirandomswciv={
 //Uniforms to select from
 	_SWUniforms = ["SWOP_Reb_f_WW_Bith_rebel_CombatUniform","SWOP_Reb_f_WB_Bith_rebel_CombatUniform","SWOP_RebGB_Bith_rebelI_CombatUniform","SWOP_RebDB_Bith_rebelI_CombatUniform","SWOP_RebB_Bith_rebelI_CombatUniform","SWOP_RebF_Bith_rebelI_CombatUniform","SWOP_RebU_Bith_rebelI_CombatUniform",
 	"SWOP_RebW_Bith_rebelI_CombatUniform","SWOP_RebD_Bith_rebelI_CombatUniform","SWOP_RebDsvet_Bith_rebelI_CombatUniform","SWOP_RebWbr_Bith_rebelI_CombatUniform","SWOP_RebWdark_Bith_rebelI_CombatUniform","SWOP_RebC_Bith_rebelI_CombatUniform",
-	"SWOP_bossk_CombatUniform","SWOP_c_21_CombatUniform","SWOP_Arena_F_CombatUniform","SWOP_dengar_CombatUniform","SWOP_RebDsvet_Drabata_rebelI_CombatUniform","SWOP_RebD_Drabata_rebelI_CombatUniform","SWOP_CIS_f_genosian_CombatUniform",
-	"SWOP_CIS_f_genosian2_CombatUniform","SWOP_CIS_f_genosian3_CombatUniform","SWOP_CIS_f_genosian_worker_CombatUniform","SWOP_CIS_f_genosian_elite_CombatUniform","SWOP_GreClothes_F_CombatUniform","SWOP_GreClothes_BlBr_F_CombatUniform",
+	"SWOP_bossk_CombatUniform","SWOP_c_21_CombatUniform","SWOP_Arena_F_CombatUniform","SWOP_dengar_CombatUniform","SWOP_RebDsvet_Drabata_rebelI_CombatUniform","SWOP_RebD_Drabata_rebelI_CombatUniform",
+	"SWOP_GreClothes_F_CombatUniform","SWOP_GreClothes_BlBr_F_CombatUniform",
 	"SWOP_GreClothes_BlBl_F_CombatUniform","SWOP_GreClothes_reb_F_CombatUniform","SWOP_GreClothes_ReBl_F_CombatUniform","SWOP_GreClothes_smug_F_CombatUniform","SWOP_GreClothes_FR_CombatUniform","SWOP_GreClothes_BlBr_FR_CombatUniform",
 	"SWOP_GreClothes_BlBl_FR_CombatUniform","SWOP_GreClothes_reb_FR_CombatUniform","SWOP_GreClothes_ReBl_FR_CombatUniform","SWOP_GreClothes_smug_FR_CombatUniform","SWOP_Reb_f_cape_kaleesh_CombatUniform",
 	"SWOP_Reb_f_kaleesh_CombatUniform","SWOP_Reb_f_Kel_Dor_CombatUniform","SWOP_Reb_f_Kel_Dor2_CombatUniform","SWOP_Kota_F_CombatUniform","SWOP_Kota2_F_CombatUniform","SWOP_Reb_f_WW_mon_calamari_rebel_CombatUniform","SWOP_Reb_f_WB_mon_calamari_rebel_CombatUniform",
@@ -42,27 +42,34 @@ rexirandomswciv={
 	"SWOP_RebD_FRI_CombatUniform","SWOP_RebDsvet_FRI_CombatUniform","SWOP_rebelsbr_FRI_CombatUniform","SWOP_rebelsdark_FRI_CombatUniform","SWOP_RebC_FRI_CombatUniform","SWOP_RebGreyB_FSI_CombatUniform","SWOP_RebGB_FSI_CombatUniform","SWOP_RebDB_FSI_CombatUniform","SWOP_RebB_FSI_CombatUniform","SWOP_RebF_FSI_CombatUniform",
 	"SWOP_RebU_FSI_CombatUniform","SWOP_rebels_FSI_CombatUniform","SWOP_RebD_FSI_CombatUniform","SWOP_RebDsvet_FSI_CombatUniform","SWOP_rebelsbr_FSI_CombatUniform","SWOP_rebelsdark_FSI_CombatUniform",
 	//make more chance of spawning
-	"SWOP_CIS_f_genosian_worker_CombatUniform",	"SWOP_CIS_f_genosian_worker_CombatUniform",	"SWOP_CIS_f_genosian_worker_CombatUniform",	"SWOP_CIS_f_genosian_worker_CombatUniform",
-	"SWOP_21B_uniform","SWOP_4lom_uniform","SWOP_C3PO_uniform","SWOP_hk47_uniform","SWOP_HK51_uniform","SWOP_ig88_unifrom",
-	"SWOP_21B_uniform","SWOP_4lom_uniform","SWOP_C3PO_uniform","SWOP_hk47_uniform","SWOP_HK51_uniform","SWOP_ig88_unifrom",
-	"SWOP_21B_uniform","SWOP_4lom_uniform","SWOP_C3PO_uniform","SWOP_hk47_uniform","SWOP_HK51_uniform","SWOP_ig88_unifrom",
-	"SWOP_21B_uniform","SWOP_4lom_uniform","SWOP_C3PO_uniform","SWOP_hk47_uniform","SWOP_HK51_uniform","SWOP_ig88_unifrom"
+	"SWOP_21B_uniform","SWOP_4lom_uniform","SWOP_hk47_uniform","SWOP_HK51_uniform","SWOP_ig88_unifrom",
+	"SWOP_21B_uniform","SWOP_4lom_uniform","SWOP_21B_uniform","SWOP_4lom_uniform","SWOP_21B_uniform","SWOP_4lom_uniform","SWOP_21B_uniform","SWOP_4lom_uniform"
 	
 	];
 	_Uniformcount = count _SWUniforms;
 //selects random uniform
 	_swciv forceAddUniform (_SWUniforms select floor random _Uniformcount);
+
+ 
+	
 	
 };//end S					 Random Uniform Selector
 
-["I_C_Soldier_Bandit_1_F", "init",rexirandomswciv, true, [], true] call CBA_fnc_addClassEventHandler; 
-["I_C_Soldier_Bandit_2_F", "init",rexirandomswciv, true, [], true] call CBA_fnc_addClassEventHandler; 
-["I_C_Soldier_Bandit_3_F", "init",rexirandomswciv, true, [], true] call CBA_fnc_addClassEventHandler; 
-["I_C_Soldier_Bandit_4_F", "init",rexirandomswciv, true, [], true] call CBA_fnc_addClassEventHandler; 
-["I_C_Soldier_Bandit_5_F", "init",rexirandomswciv, true, [], true] call CBA_fnc_addClassEventHandler; 
-["I_C_Soldier_Bandit_6_F", "init",rexirandomswciv, true, [], true] call CBA_fnc_addClassEventHandler; 
-["I_C_Soldier_Bandit_7_F", "init",rexirandomswciv, true, [], true] call CBA_fnc_addClassEventHandler; 
-["I_C_Soldier_Bandit_8_F", "init",rexirandomswciv, true, [], true] call CBA_fnc_addClassEventHandler; 
-		
+
+
+rexirandomswgroup={
+	params["_grouplead"];
+	SWCIVGROUP_1 = "c_Soldier_VR_F" createunit [position _grouplead, group _grouplead];
+	SWCIVGROUP_2 = "c_Soldier_VR_F" createunit [position _grouplead, group _grouplead];
+	SWCIVGROUP_3 = "c_Soldier_VR_F" createunit [position _grouplead, group _grouplead];
+	SWCIVGROUP_4 = "c_Soldier_VR_F" createunit [position _grouplead, group _grouplead];
+	SWCIVGROUP_5 = "c_Soldier_VR_F" createunit [position _grouplead, group _grouplead];
+	SWCIVGROUP_6 = "c_Soldier_VR_F" createunit [position _grouplead, group _grouplead];
+	SWCIVGROUP_7 = "c_Soldier_VR_F" createunit [position _grouplead, group _grouplead];
+	SWCIVGROUP_8 = "c_Soldier_VR_F" createunit [position _grouplead, group _grouplead];
 	
-								
+};//end S					 Random Uniform Selector								
+								
+["C_Soldier_VR_F", "init",rexirandomswciv, true, [], true] call CBA_fnc_addClassEventHandler; 
+["C_Protagonist_VR_F", "init",rexirandomswciv, true, [], true] call CBA_fnc_addClassEventHandler; 
+["C_Protagonist_VR_F", "init",rexirandomswgroup, true, [], true] call CBA_fnc_addClassEventHandler; 

+ 18 - 0
Scripts/scripts/zeus3denScripts/aiBased/factionBased/opfor/cis/b1/b1_forest.sqf

@@ -0,0 +1,18 @@
+ //Adds Changes B1 Camo to Snow 
+  {
+    if ((typeOf _x) in [ "SWOP_CIS_camo_droid_sergeant", "SWOP_CIS_camo_droid", "SWOP_CIS_camo_droid_sniper", "SWOP_CIS_camo_droid_AT"]) then {
+            
+	removeBackpack _x;
+	_x addBackpack  "SWOP_B_Droid_geon_backpack";
+	_x setobjecttextureglobal [0,"optre_unsc_units\army\data\uniform_a_digital_co.paa"]; 
+	_x setobjecttextureglobal [1,"optre_unsc_units\army\data\uniform_a_digital_co.paa"]; 
+	_x setobjecttextureglobal [2,"optre_unsc_units\army\data\uniform_a_digital_co.paa"];   
+    };
+    } forEach allUnits;
+	
+	hintSilent "Existing B1 CAMO droids have been changed to Forest Camo";
+	
+	
+	
+
+

+ 18 - 0
Scripts/scripts/zeus3denScripts/aiBased/factionBased/opfor/cis/b1/b1_snow.sqf

@@ -0,0 +1,18 @@
+ //Adds Changes B1 Camo to Snow 
+  {
+    if ((typeOf _x) in [ "SWOP_CIS_camo_droid_sergeant", "SWOP_CIS_camo_droid", "SWOP_CIS_camo_droid_sniper", "SWOP_CIS_camo_droid_AT"]) then {
+            
+	removeBackpack _x;
+	_x addBackpack   "SWOP_B_Droid_heavy_backpack";;
+	_x setobjecttextureglobal [0,"optre_vehicles\warthog\data\warthog_addons_snow_co.paa"]; 
+	_x setobjecttextureglobal [1,"optre_unsc_units\army\data\uniform_a_snow_co.paa"]; 
+	_x setobjecttextureglobal [2,"optre_unsc_units\army\data\uniform_a_snow_co.paa"];       
+    };
+    } forEach allUnits;
+	
+	hintSilent "Existing B1 CAMO droids have been changed to Snow Camo";
+	
+	
+	
+
+

+ 15 - 0
Scripts/scripts/zeus3denScripts/aiBased/factionBased/opfor/cis/b1/b1at_aa.sqf

@@ -0,0 +1,15 @@
+ //Adds AA launcher to B1 battledroids.
+	{
+    if ((typeOf _x) in ["SWOP_CIS_droid_AT","SWOP_CIS_camo_droid_AT","SWOP_CIS_geon_droid_AT"]) then {
+            
+	_x removeWeapon "SW_E60r";
+	_x addWeapon "RocketRPS6_F";
+	for [{_i=0}, {_i<2}, {_i=_i+1}] do
+	{
+	_x addMagazine "RocketRPS6_F";
+	};    
+    };
+    } forEach allUnits;
+	
+	hintSilent "Existing B1 AT droids have had AA Launcher added";
+	

+ 15 - 0
Scripts/scripts/zeus3denScripts/aiBased/factionBased/opfor/cis/b1/b1at_at.sqf

@@ -0,0 +1,15 @@
+ //Adds AT launcher to B1 battledroids.
+  {
+    if ((typeOf _x) in ["SWOP_CIS_droid_AT","SWOP_CIS_camo_droid_AT","SWOP_CIS_geon_droid_AT"]) then {
+            
+	_x removeWeapon "SW_E60r";
+	_x addWeapon "launch_RPG32_F";
+	for [{_i=0}, {_i<2}, {_i=_i+1}] do
+	{
+	_x addMagazine "RPG32_F";
+	};    
+    };
+    } forEach allUnits;
+	
+	hintSilent "Existing B1 AT droids have had RPG Launcher added";
+	

+ 99 - 77
Scripts/scripts/zeus3denScripts/globalFncAndVarPanel/zeusVariableAndFunctionPanel.sqf

@@ -1,102 +1,124 @@
 // Zeus control panel by Nam and Rexi
-namZeusPanelHermes=
-{
+namZeusPanelHermes={
 	params["_objToPlacePanelsOn"];
 	
 	//makes him handcuffed
-	([_objToPlacePanelsOn,true] call ace_captives_fnc_setHandcuffed);
+		([_objToPlacePanelsOn,true] call ace_captives_fnc_setHandcuffed);
 	
-	 removeGoggles _objToPlacePanelsOn;
-	_objToPlacePanelsOn AddUniform "SWOP_CloneOf_red_F_CombatUniform";
-	_objToPlacePanelsOn Addheadgear "SWOP_Cloneofficer_capR";
-	
-	_toggleColor="<t color='#0000FF'>";
-	_colorEnd="</t>";
+		removeGoggles _objToPlacePanelsOn;
+		_objToPlacePanelsOn AddUniform "SWOP_CloneOf_red_F_CombatUniform";
+		_objToPlacePanelsOn Addheadgear "SWOP_Cloneofficer_capR";
+		
+		_toggleColor="<t color='#0000FF'>";
+		_colorEnd="</t>";
 
 	
 	//Hermes Control Panel
-	_objToPlacePanelsOn addAction ["<t color='#A020F0'> Hermes Control Panel</t>", 
-	{
-		hint "REeeE-CC Euler    Euler stop ReeEeEing--CC Angel Angle 2k18"
-	}];
+		_objToPlacePanelsOn addAction ["<t color='#A020F0'> Hermes Control Panel</t>", 
+		{
+		hint "REeeE-CC Euler    Euler stop ReeEeEing--CC Angel Angle 2k18";
+		}];//end
 	
 	//Help Command
-	_objToPlacePanelsOn addAction ["<t color='#A020F0'>Help</t>", 
-	{
-		hint "Actions below only work on existing vehicles any vehicles spawned after the action will be default"
-	}];
+		_objToPlacePanelsOn addAction ["<t color='#07FC0E'>Help</t>", 
+		{
+		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 ["<t color='#A020F0'> ---Zeus Vehicles-----</t>", 
+		{
+		}];//end
 	
 	//Removes AAT's AI Coxial turrets 
-	_objToPlacePanelsOn  addAction ["<t color='#47FF1A'>Remove AAT AI Coxial Turret </t>",                
-	{
+		_objToPlacePanelsOn  addAction ["<t color='#47FF1A'>Remove AAT AI Coxial Turret </t>",                
 		{
-		if ((typeOf _x) in ["O_SWOP_AAT_1"]) then {
-				
-		_x removeWeaponTurret ["Cannon_EWEBSWBFgun", [0]];
-		for [{_i=0}, {_i<3}, {_i=_i+1}] do
-		{
-		_x removeMagazineTurret ["1000Rnd_Laser_Cannon_EWEBSWBF" ,[0]];
+		[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\AAT\aat_coxial_r.sqf";
+		}];//end
 
-		};
-			 
-			};
-		} forEach vehicles;
-		
-		hintSilent "Existing AATs have had Coaxial turret removed";
 	
-	}];//end
-
 	//Makes spawned AAT's Blue and gray
-	_objToPlacePanelsOn  addAction ["<t color='#47FF1A'>Make Spawned AAT's Blue Variant</t>",                
-	{
-		{
-			if ((typeOf _x) in ["O_SWOP_AAT_1"]) then
-			{
-				_x setobjecttextureglobal [1,"awing\t_awing_03_cw.paa"];
-				_x setobjecttextureglobal [0,"awing\t_awing_03_cw.paa"]; 
-				 
-			};
-		} forEach vehicles;
-		hintSilent format["Existing AAT's have had Colours changed to Blue"];
-	}];//end
+		_objToPlacePanelsOn  addAction ["<t color='#073BFC'>Make Spawned AAT's Blue Variant</t>",                
+		{
+		[] 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 _this  addAction ["<t color='#47FF1A'>Add AA Missles + better gun to Spider Droids </t>",                
-	{
-		{
-			if ((typeOf _x) in ["SpiderOG"]) then 
-			{
-				_x removeWeaponTurret ["missiles_titan", [0]];
-				for [{_i=0}, {_i<5}, {_i=_i+1}] do
-				{
-					_x removeMagazineTurret ["4Rnd_Titan_long_missiles" ,[0]];
-				};
-				_x removeWeaponTurret ["Cannon_Antana", [0]];
-				for [{_i=0}, {_i<3}, {_i=_i+1}] do
-				{
-					_x removeMagazineTurret ["1000Rnd_Laser_Cannon_Antana" ,[0]];
-				}; 
-					
-				_x removeweapon "Cannon_Spiderdroidog9"
-				
-				_x addWeaponTurret ["missiles_titan", [0]];
-				for [{_i=0}, {_i<5}, {_i=_i+1}] do
-				{
-					_x addMagazineTurret ["4Rnd_Titan_long_missiles" ,[0]];
-				};
-					_x addWeaponTurret ["Cannon_Antana", [0]];
-				for [{_i=0}, {_i<3}, {_i=_i+1}] do
-				{
-					_x addMagazineTurret ["1000Rnd_Laser_Cannon_Antana" ,[0]];
-				};    
+		_objToPlacePanelsOn addAction ["<t color='#47FF1A'>Add AA Missles + better gun to Spider Droids </t>",                
+		{
+		[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\HSD\spiderdroid_buff.sqf";
+		}];//end
+
+	//Spacer
+		_objToPlacePanelsOn addAction ["<t color='#A020F0'> ---Zeus Infantry-----</t>", 
+		{
+		}];//end
+	
+	
+	//Switch camo droids to Snow
+		_objToPlacePanelsOn  addAction ["<t color='#FFFFFF'>Switch B1 CAMO droids to Snow Camo</t>",                
+		{
+		[] execVM "scripts\zeus3denScripts\aiBased\factionBased\opfor\cis\b1\b1_snow.sqf";	
+		}];//end
+
+		
+	//Switch camo droids to Forest
+		_objToPlacePanelsOn  addAction ["<t color='#1E8E00'>Switch B1 CAMO droids to Forest Camo</t>",                
+		{
+		[] execVM "scripts\zeus3denScripts\aiBased\factionBased\opfor\cis\b1\b1_forest.sqf";	
+		}];//end
 
-					
-			};
-		} forEach vehicles;
-	}];//end
+	
+	
+	//Switch B1 Secondary to AA
+		_objToPlacePanelsOn  addAction ["<t color='#073BFC'>Switch B1 Secondary to AA</t>",                
+		{
+		[] execVM "scripts\zeus3denScripts\aiBased\factionBased\opfor\cis\b1\b1at_aa.sqf";	
+		}];//end
 
+	
+	//Switch B1 Secondary to AT (RPG)
+		_objToPlacePanelsOn  addAction ["<t color='#073BFC'>Switch B1 Secondary to RPG</t>",                
+		{
+		[] execVM "scripts\zeus3denScripts\aiBased\factionBased\opfor\cis\b1\b1at_at.sqf";
+		}];//end
 
+	//Spacer
+		_objToPlacePanelsOn addAction ["<t color='#A020F0'> ---Players-----</t>", 
+		{
+		}];//end
+	
+	//Removes Thermals from players
+		_objToPlacePanelsOn  addAction ["<t color='#D1021E'>Removes Thermals from players</t>",                
+		{
+		[] execVM "scripts\zeus3denScripts\playerBased\Items\Thermal_R.sqf";
+		}];//end
+	
+	//Adds Thermals back to players
+		_objToPlacePanelsOn  addAction ["<t color='#0BD102'>Adds Thermals back to players</t>",                
+		{
+		[] execVM "scripts\zeus3denScripts\playerBased\Items\Thermal_A.sqf";
+		}];//end
+		
+	//Removes maps and GPS' from players
+		_objToPlacePanelsOn  addAction ["<t color='#D1021E'>Removes maps and gps' from players</t>",                
+		{
+		[] execVM "scripts\zeus3denScripts\playerBased\Items\Map_GPS_R.sqf";
+		}];//end		
+	
+	//Adds maps and GPS' back to players
+		_objToPlacePanelsOn  addAction ["<t color='#0BD102'>Add maps and gps' back to players</t>",                
+		{
+		[] execVM "scripts\zeus3denScripts\playerBased\Items\Map_GPS_A.sqf";
+		}];//end		
+	
+	//remove NVGS from troopers
+		_objToPlacePanelsOn  addAction ["<t color='#D1021E'>Remove NVGS from troopers</t>",                
+		{
+		[] execVM "scripts\zeus3denScripts\playerBased\Items\NVG_R.sqf";
+		}];//end		
+	
 };
 
 

+ 44 - 0
Scripts/scripts/zeus3denScripts/globalFncAndVarPanel/zeusVariableAndFunctionPanelHades.sqf

@@ -0,0 +1,44 @@
+// Zeus control panel by Nam and Rexi Hermes evil counterpart !
+namZeusPanelHades={
+	params["_objToPlacePanelsOn"];
+	 
+  
+	//makes him handcuffed
+		([_objToPlacePanelsOn,true] call ace_captives_fnc_setHandcuffed);
+	
+		removeGoggles _objToPlacePanelsOn;
+		_objToPlacePanelsOn AddUniform  "SWOP_Reb_f_cape_kaleesh_CombatUniform";
+
+
+	//Hermes Control Panel
+		_objToPlacePanelsOn addAction ["<t color='#A020F0'> Hades Control Panel</t>", 
+		{
+		hint "REeeE-CC Euler    Euler stop ReeEeEing--CC Angel Angle 2k18";
+		}];
+	
+	//Help Command
+		_objToPlacePanelsOn addAction ["<t color='#A020F0'>Help</t>", 
+		{
+		hint "Hades is an opfor special unit spawner! Make sure you are invisible when spawning from Hades,though I cant make you do it because I'm just a script :(  "
+		}];
+		
+	//Spacer
+		_objToPlacePanelsOn addAction ["<t color='#A020F0'> ---Infantry-----</t>", 
+		{
+		}];
+	
+	//Spawns test group
+		_objToPlacePanelsOn  addAction ["<t color='#47FF1A'>Placeholder </t>",                
+
+		{
+				}];//end
+
+
+	};
+
+
+
+["O_Protagonist_VR_F", "init",namZeusPanelHades, true, [], true] call CBA_fnc_addClassEventHandler; 
+
+
+

+ 10 - 0
Scripts/scripts/zeus3denScripts/namenaisInit.sqf

@@ -6,6 +6,9 @@
 //Allow zeus to change global variables-also Hermes Panel
 	[] execVM "scripts\zeus3denScripts\globalFncAndVarPanel\zeusVariableAndFunctionPanel.sqf";
 
+//Hades Panel
+	[] execVM "scripts\zeus3denScripts\globalFncAndVarPanel\zeusVariableAndFunctionPanelHades.sqf";
+
 //laat weapons,adds weapons and wingtip smoke
 	[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\LAAT\laatClaymore.sqf";
 
@@ -39,4 +42,11 @@
 //Vulture droid weapons
 	[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\airBased\VULTURE\vultureBase.sqf";
 	
+//Add's flares to simulate plasma Mortars NATO and CSAT
+	[] execVM  "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landbased\Mortar\mortars.sqf";
+
+//Sabre adds weapons and smokes and damage reports
+	[] execVM  "scripts\zeus3denScripts\vehicleBased\vehicleVariants\Landbased\sabres\Sabres.sqf";
 
+//barc allows barcs to be loaded into vehicles with a cargo space 4 or greater
+	[] execVM  "scripts\zeus3denScripts\vehicleBased\vehicleVariants\Landbased\barc\barc.sqf";

+ 10 - 0
Scripts/scripts/zeus3denScripts/playerBased/Items/Map_GPS_A.sqf

@@ -0,0 +1,10 @@
+//Add all Maps,GPS back	
+	{
+	_x addItem "ItemGPS";
+	_x assignItem "ItemGPS";
+	_x addItem "ItemMap"; 
+	_x assignItem "ItemMap";
+	;} forEach playableUnits;
+
+	hintSilent "Maps and GPS units added back to players";
+	

+ 11 - 0
Scripts/scripts/zeus3denScripts/playerBased/Items/Map_GPS_R.sqf

@@ -0,0 +1,11 @@
+//remove map and gps from players
+	{
+	_x unassignItem "ItemMap";
+	_x unassignItem "ItemGPS";
+	_x removeItem "ItemMap"; 
+	_x removeItem "ItemGPS";
+	;} forEach playableUnits;
+
+	
+	hintSilent "Maps and GPS units removed from players";
+	

+ 13 - 0
Scripts/scripts/zeus3denScripts/playerBased/Items/NVG_R.sqf

@@ -0,0 +1,13 @@
+//remove NVGS from troopers
+	{
+	_x unassignItem "swop_nvchipclean"; 
+	_x unassignItem "SWOP_NVChip"; 
+	_x unassignItem "SWOP_NVChip2"; 
+	_x removeItem "swop_nvchipclean"; 
+	_x removeItem "SWOP_NVChip"; 
+	_x removeItem "SWOP_NVChip2"; 
+	} forEach playableUnits;
+
+	
+	hintSilent "NVGS have been removed from all troopers,CPs and above still have NVG";
+	

+ 21 - 0
Scripts/scripts/zeus3denScripts/playerBased/Items/Thermal_A.sqf

@@ -0,0 +1,21 @@
+//add back thermals
+	
+	{  
+   	_items = assigneditems _x;  
+	if ("OPTRE_NVG" in _items) then {  
+	_x unassignItem "OPTRE_NVG"; 
+	_x removeItem "OPTRE_NVG"; 
+	_x addItem "swop_nvchipclean"; 
+	_x assignItem "swop_nvchipclean";
+	} 
+	else{ 
+		;}
+	;} forEach playableUnits;  
+	
+	
+	
+hintSilent "Thermals have been added back to players";
+		
+	
+	
+	

+ 36 - 0
Scripts/scripts/zeus3denScripts/playerBased/Items/Thermal_R.sqf

@@ -0,0 +1,36 @@
+//remove thermal
+	
+	{  
+   	_items = assigneditems _x;  
+	_NVGS = ["SWOP_NVChipClean","SWOP_NVChip", "SWOP_NVChip2"];
+	if ("SWOP_NVChipClean" in _items) then {  
+	_x unassignItem "SWOP_NVChipClean"; 
+	_x removeItem "SWOP_NVChipClean"; 
+	_x addItem "OPTRE_NVG"; 
+	_x assignItem "OPTRE_NVG";
+	} 
+
+		else{ 
+		if ("SWOP_NVChip" in _items) then {  
+		_x unassignItem "SWOP_NVChip"; 
+		_x removeItem "SWOP_NVChip"; 
+		_x addItem "OPTRE_NVG"; 
+		_x assignItem "OPTRE_NVG";
+		} 
+			else{ 
+			if ( "SWOP_NVChip2" in _items) then {  
+			_x unassignItem  "SWOP_NVChip2"; 
+			_x removeItem  "SWOP_NVChip2"; 
+			_x addItem "OPTRE_NVG"; 
+			_x assignItem "OPTRE_NVG";
+			} 
+			;}
+	;}
+	
+
+	
+	;} forEach playableUnits;  
+	
+		
+hintSilent "Thermals have been removed from players";
+	

+ 53 - 26
Scripts/scripts/zeus3denScripts/readme.txt

@@ -1,4 +1,4 @@
-last update 4/2/2018 10:23 PM  est by namenai
+last update 3/29/2018 4:40 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
 
@@ -39,14 +39,17 @@ Here is the file path of various scripts,if its not listed here then its probabl
 			[] execVM "scripts\zeus3denScripts\globalFnc\namEnableConfigAAT\getnamEnableConfigAAT.sqf";
 		//setter ---P ---EXP
 			[] execVM "scripts\zeus3denScripts\globalFnc\namEnableConfigAAT\setnamEnableConfigAAT.sqf";
-
-//globalFncAndVarPanel 	
-			//To allow zeus ease of changing variables for a mission as getters and setters are too hard for them ,sad bois
-			[] execVM "scripts\zeus3denScripts\globalFncAndVarPanel\zeusVariableAndFunctionPanel.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
@@ -65,17 +68,19 @@ Here is the file path of various scripts,if its not listed here then its probabl
 			//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";
+			//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";
 
-			//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";
 
-			//Y-wing thruster tip smoke ,tied to y-wing weapon ---X
-				[] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Smoke\YWING\ywingSmokeTip.sqf";
+				
 		//seaBased
 			//speedBoats
 				//Blufor
@@ -84,22 +89,37 @@ Here is the file path of various scripts,if its not listed here then its probabl
 				//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, 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  	
+					
+				//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
-				//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
+				//This gives an eweb to the AAT's ---H
 					[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\AAT\aatMohawkClassBase.sqf"
-				//adds eweb to aat
-					[] execVM "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\AAT\aatAddEweb.sqf"
-				//removes eweb to aat
-					[] execVm "scripts\zeus3denScripts\vehicleBased\vehicleVariants\landBased\AAT\aatRemoveEweb.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";
@@ -112,10 +132,16 @@ Here is the file path of various scripts,if its not listed here then its probabl
 			//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
 			["_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 ---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 ["<t color='#00FF00'>Hull Damage Report</t>",{	hint parseText format["<t color='#0099FF'> Hull Integrity is :%1%2</t>",((1-(damage (_this  select 0)))*100),"%"];},[1],0,false,true,""," commander  _target == _this "];
 
 			
 //Played Based---Any Changes onto players
@@ -129,7 +155,8 @@ Here is the file path of various scripts,if its not listed here then its probabl
 			[] 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
+
+		//Airborne Based
 		//HJS Protcal(AKA Custom JumpPack Script) (HJS means Horseborne Jump Script) parameter namUnit is the unit that is gona get it
 			//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";
@@ -139,7 +166,7 @@ Here is the file path of various scripts,if its not listed here then its probabl
 				[namUnit] execVM "scripts\zeus3denScripts\playerBased\airborne\HJS Protocal\jumpDeciderUp.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
@@ -150,7 +177,7 @@ Here is the file path of various scripts,if its not listed here then its probabl
 		//BLUFOR Based
 		
 		//INDEPENDENT Based
-            //Adds random star wars uniforms to the AAF vr entity soldier ---H
+            //Adds random star wars uniforms to the Syndikat bandits ---H
 				[] execVM "scripts\zeus3denScripts\aiBased\factionBased\independent\AAF\RandomSWCIV.sqf"; 	
 		//CIVILLIAN Based
 		

+ 1 - 1
Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/airBased/LAAT/laatClaymore.sqf

@@ -2,7 +2,7 @@ claymoreI={
 	params["_vic"];
 	
 		//for Ai
-		_vic limitSpeed 190;
+		_vic limitSpeed 220;
 	
 	
 		comment "data for weapons";

+ 13 - 0
Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/AAT/aat_coxial_r.sqf

@@ -0,0 +1,13 @@
+  //Script to remove Ewebs from spawned AATs
+  {
+    if ((typeOf _x) in ["O_SWOP_AAT_1"]) then {
+            
+	_x removeWeaponTurret ["Cannon_EWEBSWBFgun", [0]];
+	for [{_i=0}, {_i<3}, {_i=_i+1}] do
+	{
+	_x removeMagazineTurret ["1000Rnd_Laser_Cannon_EWEBSWBF" ,[0]];
+	};    
+    };
+    } forEach vehicles;
+	
+	hintSilent "Existing AATs have had Coaxial turret removed";

+ 9 - 0
Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/AAT/aat_retext_b.sqf

@@ -0,0 +1,9 @@
+//Script to retexture AATs blue only works on spawned AATs
+	{
+    if ((typeOf _x) in ["O_SWOP_AAT_1"]) then {
+    _x setobjecttextureglobal [1,"awing\t_awing_03_cw.paa"];
+	_x setobjecttextureglobal [0,"awing\t_awing_03_cw.paa"]; 
+         
+        };
+    } forEach vehicles;
+	hintSilent "Existing AAT's have had Colours changed to Blue";

+ 9 - 0
Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/BARC/barc.sqf

@@ -0,0 +1,9 @@
+barc={
+	params["_vic"];
+	comment "gets health";
+	
+	[_vic, 4] call ace_cargo_fnc_setSize;
+	
+};
+
+["SW_BARC", "init",barc, true, [], true] call CBA_fnc_addClassEventHandler; 

+ 18 - 0
Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/HSD/spiderdroid_buff.sqf

@@ -0,0 +1,18 @@
+ //Buffs the spider droids AI,AT and AA ability only works on spawned Spiders
+	{
+    if ((typeOf _x) in ["SpiderOG"]) then {
+	_x removeweapon "Cannon_Spiderdroidog9";
+  	_x addWeaponTurret ["weapon_rim116Launcher", [0]];
+	for [{_i=0}, {_i<5}, {_i=_i+1}] do
+	{
+	_x addMagazineTurret ["magazine_Missile_rim116_x21" ,[0]];
+	};
+     	_x addWeaponTurret ["Cannon_Antana", [0]];
+	for [{_i=0}, {_i<3}, {_i=_i+1}] do
+	{
+	_x addMagazineTurret ["1000Rnd_Laser_Cannon_Antana" ,[0]];
+	};    
+    };
+    } forEach vehicles;
+	
+		hintSilent "Existing Homing spiders AT droids have had AA Launcher added and main cannon changed";

+ 72 - 0
Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/Mortar/Bluefor/flare_bluefor.sqf

@@ -0,0 +1,72 @@
+// by ALIAS (modified by IndominusRexi)
+// Flare Fix - Blue Flares for NATO
+
+
+
+// flare intensity, replace 30 with desired value
+al_flare_intensity = 30;
+publicvariable "al_flare_intensity";
+
+// flare range, replace 500 with desired value
+al_flare_range = 200;
+publicvariable "al_flare_range";
+
+al_mortar_flare_intensity = 100;
+publicvariable "al_mortar_flare_intensity";
+
+al_mortar_flare_range = 450;
+publicvariable "al_mortar_flare_range";
+
+
+
+
+private ["_al_shooter","_al_color_flare","_al_flare_light","_flare_brig","_inter_flare","_int_mic","_al_flare","_type_flares"];
+
+if (!hasInterface) exitWith {};
+
+_al_flare = _this select 0;
+
+// you need to list in array bellow the class names for flares you want to alter
+	_type_flares = ["F_40mm_White","F_40mm_Red","F_40mm_Yellow","F_40mm_Green","Flare_82mm_AMOS_White","Sh_82mm_AMOS"];
+
+_mortar_flare_on = false;
+	
+if ((typeOf _al_flare) in _type_flares) then {
+	
+switch (typeOf _al_flare) do {
+    case "F_40mm_White": {/* hint "White Flare";*/_al_color_flare = [0.7,0.7,0.8]};
+    case "F_40mm_Red": { /*hint "Red Flare";*/_al_color_flare = [0.7,0.15,0.1] };
+    case "Sh_82mm_AMOS": { /*hint "Blue Flare";*/_al_color_flare = [0.1,0.3,0.7] };
+    case "F_40mm_Yellow": {/* hint "Yellow Flare";*/_al_color_flare = [0.7,0.7,0] };
+    case "F_40mm_Green": { /*hint "Green Flare"*/;_al_color_flare = [0.2,0.7,0.2] };
+    case "Flare_82mm_AMOS_White": { /*hint "White Flare"*/;_al_color_flare = [1,1,1]; _mortar_flare_on = true };
+};
+	sleep 3;
+	
+	_al_flare_light = "#lightpoint" createVehicle getPosATL _al_flare;  
+	_al_flare_light setLightAmbient _al_color_flare;  
+	_al_flare_light setLightColor _al_color_flare;
+	_al_flare_light setLightIntensity al_flare_intensity;
+	if (_mortar_flare_on) then {_al_flare_light setLightIntensity al_mortar_flare_intensity};
+	_al_flare_light setLightUseFlare true;
+	_al_flare_light setLightFlareSize 10;
+	_al_flare_light setLightFlareMaxDistance 2000;
+	_al_flare_light setLightAttenuation [/*start*/ al_flare_range, /*constant*/1, /*linear*/ 100, /*quadratic*/ 0, /*hardlimitstart*/50,/* hardlimitend*/al_flare_range-10]; 
+	if (_mortar_flare_on) then {_al_flare_light setLightAttenuation [/*start*/ al_mortar_flare_range, /*constant*/1, /*linear*/ 100, /*quadratic*/ 0, /*hardlimitstart*/50,/* hardlimitend*/al_mortar_flare_range-10];_mortar_flare_on = false;}; 
+	_al_flare_light setLightDayLight true;
+
+	// lumina intermitent 23
+
+	_inter_flare = 0;
+	
+	if (_mortar_flare_on) then {type_flare=al_mortar_flare_intensity} else {type_flare = al_flare_intensity};
+
+	while {!isNull _al_flare /*_inter_flare<21*/} do {
+		_int_mic = 0.05 + random 0.01;
+		sleep _int_mic;
+		_flare_brig = type_flare+random 10;
+		_al_flare_light setLightIntensity _flare_brig;
+		_inter_flare = _inter_flare + _int_mic;
+		_al_flare_light setpos (getPosATL _al_flare);
+	};
+};

+ 73 - 0
Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/Mortar/Opfor/flare_opfor.sqf

@@ -0,0 +1,73 @@
+// by ALIAS (modified by IndominusRexi)
+// Flare Fix - Red Flares for CSAT
+
+
+
+
+// flare intensity, replace 30 with desired value
+al_flare_intensity = 30;
+publicvariable "al_flare_intensity";
+
+// flare range, replace 500 with desired value
+al_flare_range = 200;
+publicvariable "al_flare_range";
+
+al_mortar_flare_intensity = 100;
+publicvariable "al_mortar_flare_intensity";
+
+al_mortar_flare_range = 450;
+publicvariable "al_mortar_flare_range";
+
+
+
+
+private ["_al_shooter","_al_color_flare","_al_flare_light","_flare_brig","_inter_flare","_int_mic","_al_flare","_type_flares"];
+
+if (!hasInterface) exitWith {};
+
+_al_flare = _this select 0;
+
+// you need to list in array bellow the class names for flares you want to alter
+	_type_flares = ["F_40mm_White","F_40mm_Red","F_40mm_Yellow","F_40mm_Green","Flare_82mm_AMOS_White","Sh_82mm_AMOS"];
+
+_mortar_flare_on = false;
+	
+if ((typeOf _al_flare) in _type_flares) then {
+	
+switch (typeOf _al_flare) do {
+    case "F_40mm_White": {/* hint "White Flare";*/_al_color_flare = [0.7,0.7,0.8]};
+    case "F_40mm_Red": { /*hint "Red Flare";*/_al_color_flare = [0.7,0.15,0.1] };
+    case "Sh_82mm_AMOS": { /*hint "Red Flare";*/_al_color_flare = [0.7,0.15,0.1] };
+    case "F_40mm_Yellow": {/* hint "Yellow Flare";*/_al_color_flare = [0.7,0.7,0] };
+    case "F_40mm_Green": { /*hint "Green Flare"*/;_al_color_flare = [0.2,0.7,0.2] };
+    case "Flare_82mm_AMOS_White": { /*hint "White Flare"*/;_al_color_flare = [1,1,1]; _mortar_flare_on = true };
+};
+	sleep 3;
+	
+	_al_flare_light = "#lightpoint" createVehicle getPosATL _al_flare;  
+	_al_flare_light setLightAmbient _al_color_flare;  
+	_al_flare_light setLightColor _al_color_flare;
+	_al_flare_light setLightIntensity al_flare_intensity;
+	if (_mortar_flare_on) then {_al_flare_light setLightIntensity al_mortar_flare_intensity};
+	_al_flare_light setLightUseFlare true;
+	_al_flare_light setLightFlareSize 10;
+	_al_flare_light setLightFlareMaxDistance 2000;
+	_al_flare_light setLightAttenuation [/*start*/ al_flare_range, /*constant*/1, /*linear*/ 100, /*quadratic*/ 0, /*hardlimitstart*/50,/* hardlimitend*/al_flare_range-10]; 
+	if (_mortar_flare_on) then {_al_flare_light setLightAttenuation [/*start*/ al_mortar_flare_range, /*constant*/1, /*linear*/ 100, /*quadratic*/ 0, /*hardlimitstart*/50,/* hardlimitend*/al_mortar_flare_range-10];_mortar_flare_on = false;}; 
+	_al_flare_light setLightDayLight true;
+
+	// lumina intermitent 23
+
+	_inter_flare = 0;
+	
+	if (_mortar_flare_on) then {type_flare=al_mortar_flare_intensity} else {type_flare = al_flare_intensity};
+
+	while {!isNull _al_flare /*_inter_flare<21*/} do {
+		_int_mic = 0.05 + random 0.01;
+		sleep _int_mic;
+		_flare_brig = type_flare+random 10;
+		_al_flare_light setLightIntensity _flare_brig;
+		_inter_flare = _inter_flare + _int_mic;
+		_al_flare_light setpos (getPosATL _al_flare);
+	};
+};

+ 38 - 0
Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/Mortar/mortars.sqf

@@ -0,0 +1,38 @@
+	
+//"add Flare Mortar Script to the CSAT mortar";
+	OpforMort={
+	params["_vic"];
+	
+	_vic addEventHandler ["Fired",{private ["_al_flare"]; 
+
+	_al_flare = _this select 6;[[[_al_flare],"scripts\zeus3denScripts\vehicleBased\vehicleVariants\landbased\Mortar\Opfor\Flare_opfor.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
+
+	}];		
+
+	comment "retexture mortar";
+	_vic setobjecttextureglobal [0,"optre_vehicles\hev\data\pod_CO.paa"]
+
+	};//end of CSAT Mortar call
+
+
+
+
+// "add Flare Mortar Script to the NATO mortar";
+	BlueforMort={
+	params["_vic"];
+	
+	_vic addEventHandler ["Fired",{private ["_al_flare"]; 
+
+	_al_flare = _this select 6;[[[_al_flare],"scripts\zeus3denScripts\vehicleBased\vehicleVariants\landbased\Mortar\Bluefor\Flare_bluefor.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
+
+	}];		
+ 
+	comment "retexture mortar";
+	_vic setobjecttextureglobal [0,"LAAT\textures\gunship_2_d.paa"]; 
+
+	};//end of Nato Mortar call
+
+	
+	
+	["B_Mortar_01_F", "init",BlueforMort, true, [], true] call CBA_fnc_addClassEventHandler; 
+	["O_Mortar_01_F", "init",OpforMort, true, [], true] call CBA_fnc_addClassEventHandler; 

+ 111 - 0
Scripts/scripts/zeus3denScripts/vehicleBased/vehicleVariants/landBased/Sabres/Sabres.sqf

@@ -0,0 +1,111 @@
+Sabre={
+	params["_vic"];
+	
+	comment "gets health";
+	_vic   addAction ["<t color='#00FF00'>Damage Report</t>",
+	{
+	hint parseText format["<t color='#0099FF'> Hull Integrity is :%1%2</t>",((1-(damage (_this  select 0)))*100),"%"];
+
+	},[1],0,false,true,""," commander  _target == _this "];
+	
+		_vic  addAction ["<t color='#FC6F07'>Repair</t>",
+	{[_this select 0] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Repair\repairTo65.sqf";}];
+	
+	comment "add in weapons and ammo";
+	_vic addMagazineTurret ["100Rnd_TXLaser_Cannon_mag",[-1]];
+	_vic addWeapon "Cannon_Portableun";  
+	_vic removeWeapon "SWOP_DC15ABlasterRifle";
+	_vic addMagazineTurret ["1000Rnd_Laser_Cannon_EWEBSWBF_REP",[0]]; 
+	_vic addMagazineTurret ["1000Rnd_Laser_Cannon_EWEBSWBF_REP",[0]]; 
+	_vic addWeaponTurret  ["SmokeLauncher",[-1]];  
+	_vic addMagazineTurret ["smokelaunchermag",[-1]]; 
+	_vic addMagazineTurret ["smokelaunchermag",[-1]]; 
+	_vic addMagazineTurret ["smokelaunchermag",[-1]]; 
+	_vic addMagazineTurret ["smokelaunchermag",[-1]];
+	_vic addEventHandler ["HandleDamage", { 
+	if (_this select 1 == "") then { 
+	_this select 2 
+	} else { 
+	0 
+	} 
+	}];
+	};
+
+["O_JM_TX130m1r_1", "init",sabre, true, [], true] call CBA_fnc_addClassEventHandler; 
+
+
+
+
+
+SSabre={
+	params["_vic"];
+	comment "gets health";
+	_vic   addAction ["<t color='#00FF00'>Damage Report</t>",
+	{
+
+
+	hint parseText format["<t color='#0099FF'> Hull Integrity is :%1%2</t>",((1-(damage (_this  select 0)))*100),"%"];
+
+	},[1],0,false,true,""," commander  _target == _this "];
+	
+	
+		_vic  addAction ["<t color='#FC6F07'>Repair</t>",
+	{[_this select 0] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Repair\repairTo65.sqf";}];
+	_vic addMagazineTurret ["100Rnd_TXLaser_Cannon_mag",[0]];
+	_vic addMagazineTurret ["100Rnd_TXLaser_Cannon_mag",[0]];
+	_vic addWeaponTurret  ["SmokeLauncher",[-1]];  
+	_vic addMagazineTurret ["smokelaunchermag",[-1]]; 
+	_vic addMagazineTurret ["smokelaunchermag",[-1]]; 
+	_vic addMagazineTurret ["smokelaunchermag",[-1]]; 
+	_vic addMagazineTurret ["smokelaunchermag",[-1]];
+	_vic addEventHandler ["HandleDamage", { 
+	if (_this select 1 == "") then { 
+	_this select 2 
+	} else { 
+	0 
+	} 
+	}];
+	};
+
+["O_JM_TX130m2r_1", "init",Ssabre, true, [], true] call CBA_fnc_addClassEventHandler; 
+
+
+
+
+
+
+Sabrec={
+	params["_vic"];
+	comment "gets health";
+	_vic   addAction ["<t color='#00FF00'>Damage Report</t>",
+	{
+	hint parseText format["<t color='#0099FF'> Hull Integrity is :%1%2</t>",((1-(damage (_this  select 0)))*100),"%"];
+
+	},[1],0,false,true,""," commander  _target == _this "];
+	
+		_vic  addAction ["<t color='#FC6F07'>Repair</t>",
+	{[_this select 0] execVM "scripts\zeus3denScripts\vehicleBased\actionMenu\Repair\repairTo65.sqf";}];
+	
+	comment "add in weapons and ammo";
+	_vic addWeapon "Cannon_Portableun";  
+	_vic removeWeapon "SWOP_DC15ABlasterRifle";
+	_vic addMagazineTurret ["1000Rnd_Laser_Cannon_EWEBSWBF_REP",[0]]; 
+	_vic addMagazineTurret ["1000Rnd_Laser_Cannon_EWEBSWBF_REP",[0]]; 
+	_vic addWeaponTurret  ["SmokeLauncher",[-1]];
+	_vic addMagazineTurret ["smokelaunchermag",[-1]]; 
+	_vic addMagazineTurret ["smokelaunchermag",[-1]];
+	_vic addMagazineTurret ["smokelaunchermag",[-1]]; 
+	_vic addMagazineTurret ["smokelaunchermag",[-1]];
+	_vic addEventHandler ["HandleDamage", { 
+	if (_this select 1 == "") then { 
+	_this select 2 
+	} else { 
+	0 
+	} 
+	}];
+	
+	
+	};
+
+["O_JM_TX130r_1", "init",sabrec, true, [], true] call CBA_fnc_addClassEventHandler; 
+