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CUL_snowEmitter = objNull; | |
CUL_doSnow = { | |
private _unit = ACE_player; | |
if (alive _unit && {!([_unit] call ace_common_fnc_isInBuilding)}) then { | |
if (isNull CUL_snowEmitter) then { | |
CUL_snowEmitter = "#particlesource" createVehicleLocal getpos _unit; | |
CUL_snowEmitter setParticleParams [ | |
["\A3\data_f\ParticleEffects\Universal\Universal",16,12,13,1], | |
"", | |
"Billboard", |
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// GROUP MARKERS ALTERNATE ///////////////////////////////////////////////////////////////////////// | |
/* | |
- Creates group markers following around the player groups. When clicked while map is open, | |
it will list current members of the group. | |
*/ | |
// INIT /////////////////////////////////////////////////////////////////////////////////////////// | |
//GENERAL GROUP ICON SETTINGS | |
if !(hasInterface) exitWith {}; | |
setGroupIconsVisible [true,false]; |
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// find out which dlcs a player owns | |
private _noDLC = getDLCs 2; | |
private _ownsApex = !(395180 in _noDLC); | |
private _ownsMarksmen = !(332350 in _noDLC); | |
private _ownsLow = !(571710 in _noDLC); | |
private _ownsHeli = !(304380 in _noDLC); | |
private _ownsTanks = !(798390 in _noDLC); | |
private _ownsJets = !(601670 in _noDLC); | |
private _ownsTacOps = !(744950 in _noDLC); | |
private _ownsCarts = !(288520 in _noDLC); |
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Hey these are outdated, my dude, chek them here instead | |
https://github.com/fparma/fparma-mods/blob/master/extra/cba_settings_userconfig/cba_settings.sqf |
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// put this into your init.sqf like the filthy animal you are | |
["ace_medical_woundReceived", { | |
[{ | |
params ["_unit", "_woundedHitPoint", "_receivedDamage", "", "_ammo"]; | |
if (isPlayer _unit) exitWith {}; | |
[_unit, _woundedHitPoint, _receivedDamage, _ammo call ace_medical_damage_fnc_getTypeOfDamage] call diw_medical_woundsHandlerAI; | |
},_this] call CBA_fnc_execNextFrame; | |
}] call CBA_fnc_addEventHandler; | |
diw_medical_woundsHandlerAI = { |
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["ace_medical_treatment_medicationLocal", { | |
params ["_unit", "", "_classname"]; | |
if (_classname == "Epinephrine") then { | |
// this guy dead or bleeding | |
if (!alive _unit || { | |
(_unit getVariable ["ace_medical_woundBleeding", 0]) > 0 | |
}) exitWith {}; | |
private _heartRate = _unit getVariable ["ace_medical_heartRate", 80]; | |
private _blood = _unit getVariable ["ace_medical_bloodVolume", 6.0]; |
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/* | |
==Info about this script== | |
This script will hook into chat messages and look up attack rolls for ranged attacks, | |
check the distance between attacker and defender token, check the DV of used weapon and | |
determine if the attack hits or not. The result is displayed in chat. | |
Make sure to TARGET the token you want to attack ;) | |
It also plays hit animations and miss animations depending on the roll | |
Item Piles support was added to disallow dropping or selling of upgraded items, as those |
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private _action = "DefaultAction"; | |
private _name = format ["ACE_Action_%1", _action]; | |
private _actionsVar = player getVariable [_name, [-1, [-1, [], []], objNull]]; | |
if (player != _actionsVar select 2) then { // check if the unit is still valid, fixes respawn issues | |
_actionsVar = [-1, [-1, [], []], objNull]; | |
}; | |
_actionsVar params ["_actionID", "_actionsArray"]; | |
_actionsArray params ["_id", "_actionIDs", "_actions"]; |
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let tokens = await Tagger.getByTag("light"); | |
if (tokens.length === 0) return; | |
let sceneId = canvas.scene._id; | |
let duration = 2000; | |
let intervall = 1000; | |
let moveToken = async function (token) { | |
if (!token) return; | |
await token.update({ |