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@Cuel
Cuel / terry.sqf
Last active April 20, 2018 13:03
fnc_terry = {
[{
params ["_args", "_id"];
private _alive = [] call CBA_fnc_players - ([] call ace_spectator_fnc_players);
{
_x params ["_side", "_code", "_winType"];
private _units = _alive select {side group _x == _side};
if (_units call _condition) exitWith {
[_winType] remoteExec ["BIS_fnc_endMission"];

Repo overhaul

As you might've heard, the plan is to overhaul the repo just after the release of Tanks.

The way Swifty works is that it'll download all mods (folder) for a repo to your selected download location. When you start the game, only matching mods for the repo you've selected will launch with the game. This allows us to share mods between different repos without having to download them for each separate repo. This is also the reason why Swifty doesn't delete folders.

The reason we're doing this is to not load a fuckton of mods which makes the game unstable and forcing everyone to download all mods. The current plan is to have 3 repos. Core, main and blended (names not certain).

Core repo

Contains mods which all repos use. This would have @cba, @ace, @acex, @acre, and some @fp mod. Perhaps @NIarsenal.

@Cuel
Cuel / repos.md
Last active November 7, 2017 14:16
Modular repos

Modular repos

Idea: have a modular repo that allows users to easily start a different set of addons

1) FP Core

The core repo with mods that apply for all other repos, content not likely to change often.

@CBA_A3, @fp_ace, @acex, @acre2, @CUP_Terrains_Core

(rename @fp_ace to @ace and use default install - disable glasses and earplugs as setting)

// xeh
class Extended_InitPost_EventHandlers {
class CAManBase {
init = "[_this select 0] call FP_useTracers";
};
};
FP_sortTracers = {
params ["_searchTerm", "_magazines"];
private _found = [];
ace_overheating_enabled = false;
ace_overheating_overheatingDispersion = false;
[] spawn {
sleep 0.5;
if (!hasInterface) exitWith {};
waitUntil {player == player};
KEY_W = false;
@Cuel
Cuel / FPARMA 2016
Last active December 22, 2016 12:06
83 events since 2016-01-01
[EVENTS]
"Altis Star - Tinter (2016-01-03)"
"Shot in the dark - Tinter (2016-01-07)"
"Operation Flashbang - Cuel (2016-01-10)"
"Storm Siege - Irishbandit (2016-01-17)"
"Freedom East: Sacred Gardens - Tomoe (2016-01-24)"
"Mountain Trek - Destroyox (2016-01-31)"
"Blitzkrieg - Irishbandit (2016-02-07)"
/*
Function: FP_fnc_spawnPara
Description:
Spawns a flying helicopter at specified location, fills it with units, heli goes to the drop point. The group ejects and the heli returns to the spawn pos and is deleted.
Parameters:
_team - Team defined in getUnits [String]
_spawnPos - Spawning position of the helicopter [Any]
_dropPos - Position to drop units [Any]
@Cuel
Cuel / switch.sqf
Last active January 8, 2016 03:04
Switch vehicle crew
/*
class Extended_InitPost_EventHandlers {
class LandVehicle {
class CUL_switchL { init = "_this call CUL_switchCrew;"; };
};
class Air {
class CUL_switchA { init = "_this call CUL_switchCrew;"; };
};
};
*/