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Copy pathinitPlayerLocal.sqf
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initPlayerLocal.sqf
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#define PARACHUTE_ALTITUDE 80
call compile preProcessFileLineNumbers "initVariables.sqf";
call compile preprocessFileLineNumbers "initBriefingChanges.sqf";
enableEngineArtillery false;
if(isMultiplayer) then
{
call compile preProcessFileLineNumbers "addStartingEquipment.sqf";
};
if(side player == west) then
{
[] execVM "zlt_fastrope.sqf";
};
[] execVM "mapMarkers.sqf";
sleep 1;
if((side player == west && nameTags == 1) || nameTags == 2) then
{
122014 cutrsc ["NameTag","PLAIN"]; // This executes nametags. Add this to your Init.sqf
};
execVM "fatigueRelaxation.sqf";
if(side player == east) then
{
100 cutrsc ["MH_Intel", "PLAIN", 0, false];
setplayerrespawntime 100000;
{
if(side _x == east && _x != player) then
{
_x addAction [format["Give %1 an intel piece", name _x], {
[[_this select 1, _this select 0, 1], "Mh_fnc_giveIntelCount", false] call Bis_fnc_mp;
[[_this select 0, format ["Received an intel piece from %1", name (_this select 1)]], "sideChat", east] call BIS_fnc_MP;
}, [], 1, false, true, "", "alive _target && _this distance _target <= 3 && ([_this] call Mh_fnc_getIntelCount > 0);"];
};
} forEach (if (isMultiplayer) then {playableUnits} else {switchableUnits});
[] spawn {
waitUntil { getPosATL player select 2 < PARACHUTE_ALTITUDE };
player action ["openParachute"];
};
}
else
{
setPlayerRespawnTime respawnTime;
};
if(call Mh_fnc_isDebug) then
{
setPlayerRespawnTime 5;
["debugTeleport", "onMapSingleClick", {
if(_alt) then
{
player setPos _pos;
systemChat "Teleporting";
true;
};
}] call BIS_fnc_addStackedEventHandler;
};