https://steamcommunity.com/sharedfiles/filedetails/?id=3037257908
Creates an ACE Action on an individual Object or Objects of a certain Classname. When Action is being executed, an AmmoCrate with customizable Content is being spawned.
/*
* Author: Zorn
* Creates an ACE INTERACTION on the Target to request an AmmoCrate and fills it with a custom Array.
*
* Arguments:
* 0: Target supplySpawner, where the ace action should be added <OBJECT> or <CLASS as STRING>
* 1: Name of the supplyCrateAction <string>
* 2: Nested Array of content EXCEPT BACKPACKS [["class0", amount], ["classN",#]] <Nested Array>
* 3: Class of Crate to be used <OBJECT> <Optional - Default: "LandWoodenBox_F">
* 4: Nested Array of Content BACKPACKS Only [[class0, #], [classN,#]] <Nested Array > <optional - Default: []>
* 5: Spawn Location - ideally a invisible helipad or Tarp_01_Large_Black_F <Object> <optional - default: objNull>
*
* Return Value:
* None
*
* Examples:
*/
[
ourSupplyTruck,
"Monkey Care Package",
[
["Ace_banana", 100],
["ace_maptools",100]
]
] call CVO_CSC_fnc_addCSC;
[
"ACM_APD_Unimog",
"CBRN Package",
[
["U_C_CBRN_Suit_01_Blue_F",6],
["G_RegulatorMask_F",6]
],
"LandWoodenBox_F",
objNull,
[
["B_SCBA_01_F",6]
]
] call CVO_CSC_fnc_addCSC;
internal function that does the spawning part
// Plays random music from premade playlists
// 0: premade playlist <string>
// Example:
["postInit"] call cvo_music_fnc_music;
["leaveBase"] call cvo_music_fnc_music;
// Plays music if the queue is empty, if not, it will be put the track into the queue
// Arguments:
// 0: classname of music
// 1: Name of queue Variable
// Return Value:
// None
["NEXT"] call cvo_music_fnc_play;
["cvo_music_"] call cvo_music_fnc_play;
// To be executed on each client. Saves the current musicVolume, fades the current volume, stops the music then restores the previous musicVolume (default 5)
[] remoteExec ["cvo_music_fnc_fadeStop"];
[30] remoteExec ["cvo_music_fnc_fadeStop"];
/*
Description:
Adds an Ace Interaction to a vehicle class so players can perform a fullheal with a progressbar (30s) on said vehicle.
Dependency: ACE, CBA
Parameter(s):
0: <_target> can be one of:
<Object> - Individual Object to add the Full Heal ACE Action
<String of classname> - Entire Class to add the Full Heal ACE Action
1: <_duration> <Number in secounds> <Optional> <Default: 30> - Duration of the Healing Process
2: <_chance> <Number 0..100> <Optional> <Default: 5> - Defines the chance for the Easeregg sound - 0 disables the Easteregg
Returns:
Returns False when <_target> is not defined.
*/
[ourMedicalVehicleObject] call CVO_Others_fnc_fullHeal; // Adds Full Health Check on a single object
["mod_vehicle_medical_classname", 30, 0] call CVO_Others_fnc_fullHeal; // Adds Full Health Check on all objects of this classname and disables the easteregg
this setFlagTexture "z\cvo_aux\addons\others\img\flag_voron_red_512.paa";
this setFlagTexture "z\cvo_aux\addons\others\img\flag_voron_red_2048.paa";
this setFlagTexture "z\cvo_aux\addons\others\img\flag_voron_olive_512.paa";
this setFlagTexture "z\cvo_aux\addons\others\img\flag_voron_olive_2048.paa";
tba.
Classname GalleryFrame_01_large_portrait_F
Texture #0 z\cvo_aux\addons\others\img\Leaderportrait.paa
Note: Seems like it doesnt like "
Old Path: z\cvo_aux\img\Leaderportrait.paa
Modifies and enhances BI's dynamic groups system.
- removes unconscious and dead icons from player list in group menu
- removes randomized insignia on group creation
- adds insignia selection menu to group menu (click on insignia symbol)