A code sample that creates a weapon box with some ammo. Just change the class names to add a weapon of your choice to this box.
class cfgVehicles { class Thing; class ThingX; class ReammoBox; class Strategic; class EAST_Box_Base; class NATO_Box_Base; class Railgun_Transport_Box: EAST_Box_Base { scope = 2; vehicleClass = "Ammo"; displayName = "Railgun Box"; editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\Box_East_Wps_F.jpg"; model = "\A3\weapons_F\AmmoBoxes\WpnsBox_F"; hiddenSelections[] = {"Camo_Signs","Camo"}; hiddenSelectionsTextures[] = {"A3\Weapons_F\Ammoboxes\data\AmmoBox_signs_OPFOR_CA.paa","A3\Weapons_F\Ammoboxes\data\AmmoBox_OPFOR_CO.paa"}; icon = "iconCrateWpns"; transportMaxWeapons = 4; transportMaxMagazines = 48; class TransportMagazines { class _xx_10Rnd_Railgun_Mag { magazine = "10Rnd_Railgun_Mag"; count = 24; }; }; class TransportWeapons { class _xx_srifle_DMR_02_F { weapon = "srifle_DMR_02_F"; count = 4; }; }; }; }; |
This code when put in the init of an object 500m up will light up an entire base. Very good for dark night-time missions, if you wish the base to be visible.
light = "#lightpoint" createVehicle getPos this; light setLightBrightness 26.0; light setLightAmbient [3.0, 2.0, 3.0]; light setLightColor [0.0, 1.0, 0.0]; light lightAttachObject [this, [0,0,0]]; |
Play some music when a player joins the server, then greet them with some information. Put this code into the initPlayerLocal.sqf file.
3 fademusic 0.5; //--- Play random music _track = ["AmbientTrack01a_F_Tacops","AmbientTrack01b_F_Tacops","AmbientTrack02a_F_Tacops","AmbientTrack02b_F_Tacops","AmbientTrack03a_F_Tacops","AmbientTrack03b_F_Tacops","AmbientTrack04a_F_Tacops","AmbientTrack04b_F_Tacops","EventTrack01a_F_Tacops","Wasteland","Fallout","Defcon","MAD","SkyNet","Track08_Night_ambient","Track07_ActionDark","EventTrack01_F_Orange","ambienttrack01_f_exp","ambienttrack01a_f_exp","ambienttrack01b_f_exp","ambienttrack02_f_exp","ambienttrack02a_f_exp","ambienttrack02b_f_exp","ambienttrack02c_f_exp","ambienttrack02d_f_exp","leadtrack01_f_exp","leadtrack01a_f_exp","leadtrack01b_f_exp","leadtrack01c_f_exp","leadtrack02_f_exp","leadtrack03_f_exp","leadtrack04_f_exp"] call BIS_fnc_selectRandom; //--- Play memory music playmusic _track; addmusiceventhandler [ "MusicStop", { [player call BIS_fnc_locationDescription, str(date select 1) + "." + str(date select 2) + "." + str(date select 0), str(groupId (group player))] spawn BIS_fnc_infoText; [WEST,"HQ"] sideChat format ["Hello %1, welcome to the server. You are in group: %2. You are playing: %3 on %4.", name player, str(groupId (group player)),str productVersion, str(worldName)]; } ]; |
How to disable the load and save buttons on the arsenal. Put this code into the initPlayerLocal.sqf file.
[ missionNamespace, "arsenalOpened", { disableSerialization; _display = _this select 0; { ( _display displayCtrl _x ) ctrlSetText "Disabled"; ( _display displayCtrl _x ) ctrlSetTextColor [ 1, 0, 0, 0.5 ]; ( _display displayCtrl _x ) ctrlRemoveAllEventHandlers "buttonclick"; }forEach [ 44146, 44147 ]; } ] call BIS_fnc_addScriptedEventHandler; |
Spawn an interesting decoration in your base.
_posnew10 = getpos can9; _sol4 = createSimpleObject ["a3\air_f_beta\Heli_Transport_02\Main_Rotor_center_F.p3d", _posnew10]; _sol4 setPos [_posnew10 select 0, _posnew10 select 1, 0.4]; |
Spawn a Mohawk helicopter wreck.
//spawn AW101 Merlin wreck. _posnew4 = getpos junk9; _sol5 = createSimpleObject ["a3\air_f_beta\Heli_Transport_02\Heli_Transport_02_wreck_F.p3d", _posnew4]; _sol5 setPos [_posnew4 select 0, _posnew4 select 1, 0.9]; |
Some nice code to greet the player when they join the server. This code prints information about the player`s weapon when they join the server. As well as other stuff. This is quite nice.
// Prepare variables. private ["_pname","_picture","_color"]; // Customize hint colors. _color = "#FFCC33"; _pname = name player; // Grab image of players primary weapon. _picture = getText (configFile >> "cfgWeapons" >> primaryWeapon player >> "picture"); _gun = getText (configFile >> "cfgWeapons" >> primaryWeapon player >> "displayName"); _gunInfo = getText (configFile >> "cfgWeapons" >> primaryWeapon player >> "descriptionShort"); hint parseText format[" Welcome soldier! <br/> <t size='1.0' color='#668CFF'>%1</t> <br/> Operation Silent Spring.<br/> Your fight has begun.<br/> Get your gear ready and get into battle.!<br/> You currently have a: %2.<br/> %5.<br/> <t color='%4'><img size='4' image='%3'/></t>", _pname, _gun, _picture, _color, _gunInfo ]; |
This code placed in the initServer.sqf file will create a custom location in your base.
_location = createLocation [ "NameLocal" , [28305.7,25753.9,0.000669479], 100, 100]; _location setText "CSAT FOB."; |
Very useful to personalize the base. This allows CSAT FOB to be a respawn location.
Spawn a machine gun and one guy to man it.
// Spawning a MG guy near tower. _randPos3 = [_randPos2, 1, 60, 3, 0, 20, 0] call BIS_fnc_findSafePos; _mg = createVehicle ["O_HMG_01_high_F", _randPos3, [], 0, "CAN_COLLIDE"]; _mgguy = [_randPos3, EAST, ["O_Soldier_F"],[],[],[],[],[],232] call BIS_fnc_spawnGroup; ((units _mgguy) select 0) moveInGunner _mg; |