https://wiki.sogpf.com/api.php?action=feedcontributions&user=Asaayu&feedformat=atomSavage Game Design Wiki - User contributions [en]2024-03-29T10:45:15ZUser contributionsMediaWiki 1.33.0https://wiki.sogpf.com/index.php?title=Radio_Support&diff=12388Radio Support2023-12-16T00:14:18Z<p>Asaayu: </p>
<hr />
<div>== Radio Support Module ==<br />
<br />
==== This page will guide you through adding the Radio Support module to your mission. ====<br />
This module allows players to request radio support to assist them with taking out enemies.<br/><br />
Mission creators can set up their own call signs including custom names, icons, descriptions, conditions, and more.<br />
<br />
==== Eden Editor ====<br />
To add the module to your mission all you need to do is place the module '''Radio Support''' into your mission.<br />
<br />
==== Configuration Files ====<br />
This module works off a single config class, this can either be one located in the CDLC, or one located in the missions '''description.ext'''.<br/><br />
Use the [https://pastebin.com/embed_iframe/EqR8wkiE '''default CDLC config'''] as a starting point for your own config.<br/><br />
''Be aware, the '''#define'''\'s listed at the top of the file are used later in the config to reduce duplication.''<br />
<br />
Starting from the top of the example config there are nine values which can be changed,<br />
* '''cost_variable'''<br />
** This is the name of a number variable which can be used to make players 'pay' for each request, each callsign will have a 'cost' value which players will need to have a higher or equal cost variable to request successfully.<br />
* '''availability'''<br />
** This is the main availability array, this lets you quickly and easily determine how players should have access to the radio support action.<br />
** Each item in the array can either be true '1' or false '0', each index in the array will change when the action is shown<br />
** '''{Action will always be avaliable, Unit's backpack is in the `radio_backpacks` array, Unit's vehicle is in the `radio_vehicles` array, Unit's classname is in the `player_types` array, Unit has the `vn_artillery` unit trait}'''<br />
* '''danger_distance'''<br />
** This is the minimum distance to respawn markers that a request can be called. Requests that fall within this distance will not be completed.<br />
* '''delay_max'''<br />
** Maximum delay for the support to arrive, regardless of the time calculated from distance to support module.<br />
* '''captive'''<br />
** Determines if the support planes/helicopters will be set to captive.<br />
* '''unit_trait_required'''<br />
** Set this to '''1''' to only show the option to units that have the '''vn_artillery''' unit trait, does the same thing as setting the last value in the availability array to '''1'''.<br />
* '''radio_backpacks'''<br />
** This is a list of backpacks which will be considered radio backpacks for the availability array above.<br />
* '''radio_vehicles'''<br />
** This is a list of vehicles which will be considered vehicles with radios for the availability array above.<br />
* '''player_types'''<br />
** This is a list of unit class names which will be given the action when setup in the availability array above.<br />
<br />
After these options there are four child classes, '''aircraft''', '''artillery''', '''resupply''', and '''transport''', these child classes will contain the options that will be available to players.<br/><br />
Classes in the '''aircraft''' class will be shown to players when they select the "Air Support" option on the radio.<br/><br />
Classes in the '''artillery''' class will be shown to players when they select the "Fire Support" option on the radio.<br/><br />
Classes in the '''resupply''' class will be shown to players when they select the "Resupply" option on the radio.<br/><br />
Classes in the '''transport''' class will be shown to players when they select the "Transport" option on the radio.<br/><br />
<br />
Inside these classes there are sub category classes, these classes will be the option on the left hand side of the radio support menu.<br/><br />
Each sub category class needs a '''displayname''' attribute which will be the name of the category.<br/><br />
Within the sub category class you can add the options that will be available to players.<br />
<br />
==== Artillery Attributes ====<br />
Each artillery option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.<br />
* '''ammo'''<br />
** This is an array of ammo classes which will be spawned and then explode when hitting the ground<br />
* '''divergence'''<br />
** This is the distance for in both x & y directions that the position can differ from the users selected position<br />
* '''delay_max'''<br />
** Maximum delay for the support to arrive, regardless of the time calculated from distance to support module. Overwrites main config.<br />
* '''allow_double'''<br />
** This will allow the user to fire the ammo twice, doubling the amount of explosives<br />
* '''count'''<br />
** This is how many times each ammo class will be spawned<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''tickets'''<br />
** This is how many times the user can call this before it cannot be called again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
* '''illumination'''<br />
** Is this an illumination round, affects the voice when requesting<br />
* '''function'''<br />
** If a function is defined then the function will run instead of any explosive being spawned<br />
* '''condition'''<br />
** The condition which must return true for this option to be shown in the list<br />
* '''speed'''<br />
** This is the speed of the request, used to determine how long the user should wait before the ammo starts to explode.<br />
<br />
==== Aircraft Attributes ====<br />
Each aircraft option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.<br />
* '''vehicleclass'''<br />
** This is the classname of the vehicle which will be used to complete the request, should be either a helicopter or a plane<br />
* '''divergence'''<br />
** This is the danger distance for the request, used to let users know how large of an area will be hit by the aircraft<br />
* '''allow_double'''<br />
** This will allow the user to request two aircraft at the same time<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''tickets'''<br />
** This is how many times the user can call this before it cannot be called again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
* '''illumination'''<br />
** Is this an illumination request, affects the voice when requesting<br />
* '''function'''<br />
** If a function is defined then the function will run instead of any vehicles being spawned<br />
* '''condition'''<br />
** The condition which must return true for this option to be shown in the list<br />
* '''magazines'''<br />
** This is the array of pylon magazines which will be added to the vehicles pylons<br />
<br />
==== Resupply Attributes ====<br />
Each resupply option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the container and aircraft used in the option.<br />
* '''vehicleclass'''<br />
** This is the classname of the vehicle which will be used to complete the request, should be either a helicopter or a plane.<br />
* '''containerclass'''<br />
** This is the classname of the container which will be used to complete the request, should be a container either with or without items.<br />
* '''items'''<br />
** This is the array of items which will be added to the container, can be left empty if you want to use the items alraedy in the container.<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
<br />
==== Transport Attributes ====<br />
Each transport option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the vehicle used in the option.<br />
* '''vehicleclass'''<br />
** This is the classname of the vehicle which will be used to complete the request, should be a helicopter with spare seats for transport.<br />
* '''hook'''<br />
** This is an old attribute which is no longer used, does not need to be included.<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
<br />
==== During Gameplay ====<br />
Players can access the radio support menu through the scroll wheel action menu.<br/><br />
The radio at the top of the menu has an interactable knob which switches between "Air Support", "Fire Support", "Transport", and "Resupply".<br/><br />
<br />
Players can then select the category and callsign of their request, then left click and drag on the map to select the:<br/><br />
'''Air Support:''' Position and direction for the aircraft's run<br/><br />
'''Fire Support:''' Start and end location for the artillery run.<br/><br />
'''Transport:''' Pickup and original drop off location.<br/><br />
'''Resupply:''' Position and direction of the resupply run.<br/><br />
<br/><br />
Then they can choose between a normal or heavy request for options which have '''allow_double''' set to true, then press the confirm button to send the request.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Radio_Support&diff=11649Radio Support2023-01-25T03:16:54Z<p>Asaayu: Update page to fix missing information about the resupply and transport option</p>
<hr />
<div>== Radio Support Module ==<br />
<br />
==== This page will guide you through adding the Radio Support module to your mission. ====<br />
This module allows players to request radio support to assist them with taking out enemies.<br/><br />
Mission creators can set up their own call signs including custom names, icons, descriptions, conditions, and more.<br />
<br />
==== Eden Editor ====<br />
To add the module to your mission all you need to do is place the module '''Radio Support''' into your mission.<br />
<br />
==== Configuration Files ====<br />
This module works off a single config class, this can either be one located in the CDLC, or one located in the missions '''description.ext'''.<br/><br />
Use the [https://pastebin.com/embed_iframe/KU3uc5UT '''default CDLC config'''] as a starting point for your own config.<br/><br />
''Be aware, the '''#define'''\'s listed at the top of the file are used later in the config to reduce duplication.''<br />
<br />
Starting from the top of the example config there are nine values which can be changed,<br />
* '''cost_variable'''<br />
** This is the name of a number variable which can be used to make players 'pay' for each request, each callsign will have a 'cost' value which players will need to have a higher or equal cost variable to request successfully.<br />
* '''availability'''<br />
** This is the main availability array, this lets you quickly and easily determine how players should have access to the radio support action.<br />
** Each item in the array can either be true '1' or false '0', each index in the array will change when the action is shown<br />
** '''{Action will always be avaliable, Unit's backpack is in the `radio_backpacks` array, Unit's vehicle is in the `radio_vehicles` array, Unit's classname is in the `player_types` array, Unit has the `vn_artillery` unit trait}'''<br />
* '''danger_distance'''<br />
** This is the minimum distance to respawn markers that a request can be called. Requests that fall within this distance will not be completed.<br />
* '''delay_max'''<br />
** Maximum delay for the support to arrive, regardless of the time calculated from distance to support module.<br />
* '''captive'''<br />
** Determines if the support planes/helicopters will be set to captive.<br />
* '''unit_trait_required'''<br />
** Set this to '''1''' to only show the option to units that have the '''vn_artillery''' unit trait, does the same thing as setting the last value in the availability array to '''1'''.<br />
* '''radio_backpacks'''<br />
** This is a list of backpacks which will be considered radio backpacks for the availability array above.<br />
* '''radio_vehicles'''<br />
** This is a list of vehicles which will be considered vehicles with radios for the availability array above.<br />
* '''player_types'''<br />
** This is a list of unit class names which will be given the action when setup in the availability array above.<br />
<br />
After these options there are four child classes, '''aircraft''', '''artillery''', '''resupply''', and '''transport''', these child classes will contain the options that will be available to players.<br/><br />
Classes in the '''aircraft''' class will be shown to players when they select the "Air Support" option on the radio.<br/><br />
Classes in the '''artillery''' class will be shown to players when they select the "Fire Support" option on the radio.<br/><br />
Classes in the '''resupply''' class will be shown to players when they select the "Resupply" option on the radio.<br/><br />
Classes in the '''transport''' class will be shown to players when they select the "Transport" option on the radio.<br/><br />
<br />
Inside these classes there are sub category classes, these classes will be the option on the left hand side of the radio support menu.<br/><br />
Each sub category class needs a '''displayname''' attribute which will be the name of the category.<br/><br />
Within the sub category class you can add the options that will be available to players.<br />
<br />
==== Artillery Attributes ====<br />
Each artillery option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.<br />
* '''ammo'''<br />
** This is an array of ammo classes which will be spawned and then explode when hitting the ground<br />
* '''divergence'''<br />
** This is the distance for in both x & y directions that the position can differ from the users selected position<br />
* '''delay_max'''<br />
** Maximum delay for the support to arrive, regardless of the time calculated from distance to support module. Overwrites main config.<br />
* '''allow_double'''<br />
** This will allow the user to fire the ammo twice, doubling the amount of explosives<br />
* '''count'''<br />
** This is how many times each ammo class will be spawned<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''tickets'''<br />
** This is how many times the user can call this before it cannot be called again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
* '''illumination'''<br />
** Is this an illumination round, affects the voice when requesting<br />
* '''function'''<br />
** If a function is defined then the function will run instead of any explosive being spawned<br />
* '''condition'''<br />
** The condition which must return true for this option to be shown in the list<br />
* '''speed'''<br />
** This is the speed of the request, used to determine how long the user should wait before the ammo starts to explode.<br />
<br />
==== Aircraft Attributes ====<br />
Each aircraft option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.<br />
* '''vehicleclass'''<br />
** This is the classname of the vehicle which will be used to complete the request, should be either a helicopter or a plane<br />
* '''divergence'''<br />
** This is the danger distance for the request, used to let users know how large of an area will be hit by the aircraft<br />
* '''allow_double'''<br />
** This will allow the user to request two aircraft at the same time<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''tickets'''<br />
** This is how many times the user can call this before it cannot be called again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
* '''illumination'''<br />
** Is this an illumination request, affects the voice when requesting<br />
* '''function'''<br />
** If a function is defined then the function will run instead of any vehicles being spawned<br />
* '''condition'''<br />
** The condition which must return true for this option to be shown in the list<br />
* '''magazines'''<br />
** This is the array of pylon magazines which will be added to the vehicles pylons<br />
<br />
==== Resupply Attributes ====<br />
Each resupply option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the container and aircraft used in the option.<br />
* '''vehicleclass'''<br />
** This is the classname of the vehicle which will be used to complete the request, should be either a helicopter or a plane.<br />
* '''containerclass'''<br />
** This is the classname of the container which will be used to complete the request, should be a container either with or without items.<br />
* '''items'''<br />
** This is the array of items which will be added to the container, can be left empty if you want to use the items alraedy in the container.<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
<br />
==== Transport Attributes ====<br />
Each transport option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the vehicle used in the option.<br />
* '''vehicleclass'''<br />
** This is the classname of the vehicle which will be used to complete the request, should be a helicopter with spare seats for transport.<br />
* '''hook'''<br />
** This is an old attribute which is no longer used, does not need to be included.<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
<br />
==== During Gameplay ====<br />
Players can access the radio support menu through the scroll wheel action menu.<br/><br />
The radio at the top of the menu has an interactable knob which switches between "Air Support", "Fire Support", "Transport", and "Resupply".<br/><br />
<br />
Players can then select the category and callsign of their request, then left click and drag on the map to select the:<br/><br />
'''Air Support:''' Position and direction for the aircraft's run<br/><br />
'''Fire Support:''' Start and end location for the artillery run.<br/><br />
'''Transport:''' Pickup and original drop off location.<br/><br />
'''Resupply:''' Position and direction of the resupply run.<br/><br />
<br/><br />
Then they can choose between a normal or heavy request for options which have '''allow_double''' set to true, then press the confirm button to send the request.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Radio_Support&diff=11648Radio Support2023-01-25T02:36:03Z<p>Asaayu: Update pastebin link</p>
<hr />
<div>== Radio Support Module ==<br />
<br />
==== This page will guide you through adding the Radio Support module to your mission. ====<br />
This module allows players to request radio support to assist them with taking out enemies.<br />
Mission creators can setup their own callsigns including custom names, icons, descriptions, conditions, and more.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Radio Support''' into your mission.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
This module works off a single config class, this can either be one located in the CDLC, or one located in the missions '''description.ext'''.<br />
<br />
Use the [https://pastebin.com/embed_iframe/KU3uc5UT '''default CDLC config'''] as a starting point for your own config.<br />
<br />
Starting from the top of the example config there are seven values which can be changed,<br />
* '''cost_variable'''<br />
** This is the name of a number variable which can be used to make players 'pay' for each request, each callsign will have a 'cost' value which players will need to have a higher or equal cost variable to request successfully.<br />
* '''availability'''<br />
** This is the main availability array, this lets you quickly and easily determine how players should have access to the radio support action.<br />
** Each item in the array can either be true '1' or false '0', each index in the array will change when the action is shown<br />
** '''{Action will always be avaliable, Unit's backpack is in the `radio_backpacks` array, Unit's vehicle is in the `radio_vehicles` array, Unit's classname is in the `player_types` array, Unit has the `vn_artillery` unit trait}'''<br />
* '''danger_distance'''<br />
** This is the minimum distance to respawn markers that a request can be called. Requests that fall within this distance will not be completed.<br />
* '''delay_max'''<br />
** Maximum delay for the support to arrive, regardless of the time calculated from distance to support module.<br />
* '''captive'''<br />
** Determines if the support planes/helicopters will be set to captive.<br />
* '''unit_trait_required'''<br />
** Set this to '''1''' to only show the option to units that have the '''vn_artillery''' unit trait, does the same thing as setting the last value in the availability array to '''1'''.<br />
* '''radio_backpacks'''<br />
** This is a list of backpacks which will be considered radio backpacks for the availability array above.<br />
* '''radio_vehicles'''<br />
** This is a list of vehicles which will be considered vehicles with radios for the availability array above.<br />
* '''player_types'''<br />
** This is a list of unit class names which will be given the action when setup in the availability array above.<br />
<br />
After these options there are two child classes, '''aircraft''' and '''artillery''', these child classes will contain the options that will be available to players.<br />
<br />
Classes in the '''aircraft''' class will be shown to players when they select the "Air Support" option on the radio.<br />
<br />
Classes in the '''artillery''' class will be shown to players when they select the "Fire Support" option on the radio.<br />
<br />
Inside these classes there are sub category classes, these classes will be the option on the left hand side of the radio support menu.<br />
<br />
Each sub category class needs a '''displayname''' attribute which will be the name of the category.<br />
<br />
Within the sub category class you can add the options that will be available to players.<br />
<br />
==== Artillery Attributes ====<br />
<br />
Each artillery option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.<br />
* '''ammo'''<br />
** This is an array of ammo classes which will be spawned and then explode when hitting the ground<br />
* '''divergence'''<br />
** This is the distance for in both x & y directions that the position can differ from the users selected position<br />
* '''delay_max'''<br />
** Maximum delay for the support to arrive, regardless of the time calculated from distance to support module. Overwrites main config.<br />
* '''allow_double'''<br />
** This will allow the user to fire the ammo twice, doubling the amount of explosives<br />
* '''count'''<br />
** This is how many times each ammo class will be spawned<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''tickets'''<br />
** This is how many times the user can call this before it cannot be called again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
* '''illumination'''<br />
** Is this an illumination round, affects the voice when requesting<br />
* '''function'''<br />
** If a function is defined then the function will run instead of any explosive being spawned<br />
* '''condition'''<br />
** The condition which must return true for this option to be shown in the list<br />
* '''speed'''<br />
** This is the speed of the request, used to determine how long the user should wait before the ammo starts to explode.<br />
<br />
==== Aircraft Attributes ====<br />
<br />
Each aircraft option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.<br />
* '''vehicleclass'''<br />
** This is the classname of the vehicle which will be used to complete the request, should be either a helicopter or a plane<br />
* '''divergence'''<br />
** This is the danger distance for the request, used to let users know how large of an area will be hit by the aircraft<br />
* '''allow_double'''<br />
** This will allow the user to request two aircraft at the same time<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''tickets'''<br />
** This is how many times the user can call this before it cannot be called again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
* '''illumination'''<br />
** Is this an illumination request, affects the voice when requesting<br />
* '''function'''<br />
** If a function is defined then the function will run instead of any vehicles being spawned<br />
* '''condition'''<br />
** The condition which must return true for this option to be shown in the list<br />
* '''magazines'''<br />
** This is the array of pylon magazines which will be added to the vehicles pylons<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
Players can access the radio support menu through the scroll wheel action menu.<br />
<br />
The radio at the top of the menu has an interactable knob which switches between "Air Support", "Fire Support", "Transport", and "Resupply".<br />
<br />
Players can then select the category and callsign of their request, then left click and drag on the map to select the:<br/><br />
'''Air Support:''' Position and direction for the aircraft's run<br/><br />
'''Fire Support:''' Start and end location for the artillery run.<br/><br />
'''Transport:''' Pickup and original drop off location.<br/><br />
'''Resupply:''' Position and direction of the resupply run.<br/><br />
<br/><br />
Then they can choose between a normal or heavy request for options which have '''allow_double''' set to true, then press the confirm button to send the request.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Radio_Support&diff=11647Radio Support2023-01-25T02:28:36Z<p>Asaayu: </p>
<hr />
<div>== Radio Support Module ==<br />
<br />
==== This page will guide you through adding the Radio Support module to your mission. ====<br />
This module allows players to request radio support to assist them with taking out enemies.<br />
Mission creators can setup their own callsigns including custom names, icons, descriptions, conditions, and more.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Radio Support''' into your mission.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
This module works off a single config class, this can either be one located in the CDLC, or one located in the missions '''description.ext'''.<br />
<br />
Use the [https://pastebin.com/embed_iframe/Nx1eWuX3 '''default CDLC config'''] as a starting point for your own config.<br />
<br />
Starting from the top of the example config there are seven values which can be changed,<br />
* '''cost_variable'''<br />
** This is the name of a number variable which can be used to make players 'pay' for each request, each callsign will have a 'cost' value which players will need to have a higher or equal cost variable to request successfully.<br />
* '''availability'''<br />
** This is the main availability array, this lets you quickly and easily determine how players should have access to the radio support action.<br />
** Each item in the array can either be true '1' or false '0', each index in the array will change when the action is shown<br />
** '''{Action will always be avaliable, Unit's backpack is in the `radio_backpacks` array, Unit's vehicle is in the `radio_vehicles` array, Unit's classname is in the `player_types` array, Unit has the `vn_artillery` unit trait}'''<br />
* '''danger_distance'''<br />
** This is the minimum distance to respawn markers that a request can be called. Requests that fall within this distance will not be completed.<br />
* '''delay_max'''<br />
** Maximum delay for the support to arrive, regardless of the time calculated from distance to support module.<br />
* '''captive'''<br />
** Determines if the support planes/helicopters will be set to captive.<br />
* '''unit_trait_required'''<br />
** Set this to '''1''' to only show the option to units that have the '''vn_artillery''' unit trait, does the same thing as setting the last value in the availability array to '''1'''.<br />
* '''radio_backpacks'''<br />
** This is a list of backpacks which will be considered radio backpacks for the availability array above.<br />
* '''radio_vehicles'''<br />
** This is a list of vehicles which will be considered vehicles with radios for the availability array above.<br />
* '''player_types'''<br />
** This is a list of unit class names which will be given the action when setup in the availability array above.<br />
<br />
After these options there are two child classes, '''aircraft''' and '''artillery''', these child classes will contain the options that will be available to players.<br />
<br />
Classes in the '''aircraft''' class will be shown to players when they select the "Air Support" option on the radio.<br />
<br />
Classes in the '''artillery''' class will be shown to players when they select the "Fire Support" option on the radio.<br />
<br />
Inside these classes there are sub category classes, these classes will be the option on the left hand side of the radio support menu.<br />
<br />
Each sub category class needs a '''displayname''' attribute which will be the name of the category.<br />
<br />
Within the sub category class you can add the options that will be available to players.<br />
<br />
==== Artillery Attributes ====<br />
<br />
Each artillery option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.<br />
* '''ammo'''<br />
** This is an array of ammo classes which will be spawned and then explode when hitting the ground<br />
* '''divergence'''<br />
** This is the distance for in both x & y directions that the position can differ from the users selected position<br />
* '''delay_max'''<br />
** Maximum delay for the support to arrive, regardless of the time calculated from distance to support module. Overwrites main config.<br />
* '''allow_double'''<br />
** This will allow the user to fire the ammo twice, doubling the amount of explosives<br />
* '''count'''<br />
** This is how many times each ammo class will be spawned<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''tickets'''<br />
** This is how many times the user can call this before it cannot be called again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
* '''illumination'''<br />
** Is this an illumination round, affects the voice when requesting<br />
* '''function'''<br />
** If a function is defined then the function will run instead of any explosive being spawned<br />
* '''condition'''<br />
** The condition which must return true for this option to be shown in the list<br />
* '''speed'''<br />
** This is the speed of the request, used to determine how long the user should wait before the ammo starts to explode.<br />
<br />
==== Aircraft Attributes ====<br />
<br />
Each aircraft option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.<br />
* '''vehicleclass'''<br />
** This is the classname of the vehicle which will be used to complete the request, should be either a helicopter or a plane<br />
* '''divergence'''<br />
** This is the danger distance for the request, used to let users know how large of an area will be hit by the aircraft<br />
* '''allow_double'''<br />
** This will allow the user to request two aircraft at the same time<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''tickets'''<br />
** This is how many times the user can call this before it cannot be called again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
* '''illumination'''<br />
** Is this an illumination request, affects the voice when requesting<br />
* '''function'''<br />
** If a function is defined then the function will run instead of any vehicles being spawned<br />
* '''condition'''<br />
** The condition which must return true for this option to be shown in the list<br />
* '''magazines'''<br />
** This is the array of pylon magazines which will be added to the vehicles pylons<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
Players can access the radio support menu through the scroll wheel action menu.<br />
<br />
The radio at the top of the menu has an interactable knob which switches between "Air Support", "Fire Support", "Transport", and "Resupply".<br />
<br />
Players can then select the category and callsign of their request, then left click and drag on the map to select the:<br/><br />
'''Air Support:''' Position and direction for the aircraft's run<br/><br />
'''Fire Support:''' Start and end location for the artillery run.<br/><br />
'''Transport:''' Pickup and original drop off location.<br/><br />
'''Resupply:''' Position and direction of the resupply run.<br/><br />
<br/><br />
Then they can choose between a normal or heavy request for options which have '''allow_double''' set to true, then press the confirm button to send the request.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Situational_Awareness_Disable&diff=10101Situational Awareness Disable2022-05-15T09:00:28Z<p>Asaayu: Created page with "== Situational Awareness Disable module == ==== This page will guide you through adding the Situational Awareness Disable module to your mission. ==== This module disables al..."</p>
<hr />
<div>== Situational Awareness Disable module ==<br />
<br />
==== This page will guide you through adding the Situational Awareness Disable module to your mission. ====<br />
This module disables all audio and effects that are played from the [Situational Awareness Module].<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Restrict Ambient Voices''' into your mission.<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Situational_Awareness_Blacklist&diff=10100Situational Awareness Blacklist2022-05-15T08:53:50Z<p>Asaayu: Created page with "== Situational Awareness Blacklist module == ==== This page will guide you through adding the Situational Awareness Blacklist module to your mission. ==== This module blackli..."</p>
<hr />
<div>== Situational Awareness Blacklist module ==<br />
<br />
==== This page will guide you through adding the Situational Awareness Blacklist module to your mission. ====<br />
This module blacklists specific unit types from making any audio noises from the [Situational Awareness Module].<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Restrict Ambient Voices''' into your mission.<br />
<br />
The attributes for the module will allow you to change the following,<br />
* '''Restricted Units'''<br />
** An array of classnames that will be blacklisted from playing audio.<br />
* '''Ambient Voice Markers'''<br />
** Array of markers in which the classnames above will be able to play audio.<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Situational_Awareness_Module&diff=10099Situational Awareness Module2022-05-15T07:15:14Z<p>Asaayu: Created page with "== Situational Awareness module == ==== This page will guide you through adding the Situational Awareness module to your mission. ==== This module gives players a basic sense..."</p>
<hr />
<div>== Situational Awareness module ==<br />
<br />
==== This page will guide you through adding the Situational Awareness module to your mission. ====<br />
This module gives players a basic sense of situational awareness by making AI units speak audio lines, allowing players to know their location from audio alone.<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Enable Ambient Voices''' into your mission.<br />
<br />
This module does not have any attributes.<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Disable_Vehicle_Jukebox&diff=10098Disable Vehicle Jukebox2022-05-15T06:50:20Z<p>Asaayu: Created page with "== Disable Vehicle Jukebox module == ==== This page will guide you through adding the Disable Vehicle Jukebox module to your mission. ==== This module disables all the effect..."</p>
<hr />
<div>== Disable Vehicle Jukebox module ==<br />
<br />
==== This page will guide you through adding the Disable Vehicle Jukebox module to your mission. ====<br />
This module disables all the effects and actions of the vehicle jukebox.<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Disable Vehicle Jukebox''' into your mission.<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Disable_Dynamic_Radio_Music&diff=10097Disable Dynamic Radio Music2022-05-15T06:42:34Z<p>Asaayu: Created page with "== Disable Dynamic Radio Music module == ==== This page will guide you through adding the Disable Dynamic Radio Music module to your mission. ==== This module disables all ef..."</p>
<hr />
<div>== Disable Dynamic Radio Music module ==<br />
<br />
==== This page will guide you through adding the Disable Dynamic Radio Music module to your mission. ====<br />
This module disables all effects and changes made by the [[Dynamic Radio Music]] module.<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Enable Radio Music''' into your mission.<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Dynamic_Radio_Music&diff=10096Dynamic Radio Music2022-05-15T06:40:54Z<p>Asaayu: </p>
<hr />
<div>== Dynamic Radio Music module ==<br />
<br />
==== This page will guide you through adding the Dynamic Radio Music module to your mission. ====<br />
This module adds actions and music from radios and radio backpacks. This module will auto run on SOG:PF maps.<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Enable Radio Music''' into your mission.<br />
<br />
This module will automatically play and add actions to radio objects allowing users to play and listen to audio.<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module.<br />
<br />
Custom audio can't be added to this system.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Dynamic_Radio_Music&diff=10095Dynamic Radio Music2022-05-15T06:36:19Z<p>Asaayu: </p>
<hr />
<div>== Dynamic Radio Music module ==<br />
<br />
==== This page will guide you through adding the Dynamic Radio Music module to your mission. ====<br />
This module adds actions and music from radios and radio backpacks. This module will auto run on SOG:PF maps.<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Enable Radio Music''' into your mission.<br />
<br />
This module will automatically play and add actions to radio objects allowing users to play .<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Dynamic_Radio_Music&diff=10094Dynamic Radio Music2022-05-15T06:34:25Z<p>Asaayu: Created page with "== Dynamic Radio Music module == ==== This page will guide you through adding the Dynamic Radio Music module to your mission. ==== This module adds a jukebox allows players t..."</p>
<hr />
<div>== Dynamic Radio Music module ==<br />
<br />
==== This page will guide you through adding the Dynamic Radio Music module to your mission. ====<br />
This module adds a jukebox allows players to enter the tunnels on the outskirts of the Cam Lao Nam terrain. This module will auto run on SOG:PF maps.<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Enable Radio Music''' into your mission.<br />
<br />
This module will automatically play and add actions to radio objects allowing users to play .<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Camera_Shot&diff=10093Camera Shot2022-05-15T05:54:52Z<p>Asaayu: </p>
<hr />
<div>== Camera Shot ==<br />
<br />
==== This page will guide you through adding the Camera Shot module to your mission. ====<br />
This module is the main shot module in the cinematic modules suite, this module needs to be synced to other Camera Shot modules in a chain, this chain is what determines the next camera shot in the cinematic sequence.<br />
<br />
E.g. Cinematic Base <-> Camera Shot #1 <-> Camera Shot #2 <-> Camera Shot #3<br />
<br />
'<->' is a connection between the two modules<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Cinematic Base''' into your mission and sync it to either a '''Cinematic Base''' or '''Cinematic Shot''' module.<br />
<br />
The attributes for the module will allow you to change the following,<br />
* '''Length'''<br />
** Time of the shot in seconds.<br />
* '''Time Acceleration'''<br />
** Time acceleration during the shot.<br />
* '''Start Position'''<br />
** Start position of the camera.<br />
* '''End Position'''<br />
** End position of the camera.<br />
* '''Target Position'''<br />
** Position the camera will target during the shot.<br />
* '''Start FOV'''<br />
** The start FOV of the shot.<br />
* '''End FOV'''<br />
** The end FOV of the shot.<br />
* '''Cinematic Border'''<br />
** Should the shot have a cinematic border.<br />
* '''Environmental Audio'''<br />
** Should environmental audio play during the shot.<br />
* '''Preload Textures'''<br />
** Should textures be preloaded before the shot begins.<br />
* '''Intro Effect'''<br />
** What intro effect should play at the start of the shot.<br />
* '''Intro Duration'''<br />
** How long the intro effect should take to run.<br />
* '''Outro Effect'''<br />
** What outro effect should play at the start of the shot.<br />
* '''Outro Duration'''<br />
** How long the outro effect should take to run.<br />
* '''Vision Mode'''<br />
** Vision mode during for this shot.<br />
* '''Focus'''<br />
** DOF and focus during the shot.<br />
* '''Attach To'''<br />
** Object that the camera should be attached to.<br />
* '''Attached Position'''<br />
** Attached offset to the object.<br />
* '''Run on Start'''<br />
** Code that will run when the shot starts.<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Camera_Shot&diff=10092Camera Shot2022-05-15T05:54:38Z<p>Asaayu: Created page with "== Camera Shot == ==== This page will guide you through adding the Camera Shot module to your mission. ==== This module is the main shot module in the cinematic modules suite..."</p>
<hr />
<div>== Camera Shot ==<br />
<br />
==== This page will guide you through adding the Camera Shot module to your mission. ====<br />
This module is the main shot module in the cinematic modules suite, this module needs to be synced to other Camera Shot modules in a chain, this chain is what determines the next camera shot in the cinematic sequence.<br />
<br />
E.g. Cinematic Base <-> Camera Shot #1 <-> Camera Shot #2 <-> Camera Shot #3<br />
'<->' is a connection between the two modules<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Cinematic Base''' into your mission and sync it to either a '''Cinematic Base''' or '''Cinematic Shot''' module.<br />
<br />
The attributes for the module will allow you to change the following,<br />
* '''Length'''<br />
** Time of the shot in seconds.<br />
* '''Time Acceleration'''<br />
** Time acceleration during the shot.<br />
* '''Start Position'''<br />
** Start position of the camera.<br />
* '''End Position'''<br />
** End position of the camera.<br />
* '''Target Position'''<br />
** Position the camera will target during the shot.<br />
* '''Start FOV'''<br />
** The start FOV of the shot.<br />
* '''End FOV'''<br />
** The end FOV of the shot.<br />
* '''Cinematic Border'''<br />
** Should the shot have a cinematic border.<br />
* '''Environmental Audio'''<br />
** Should environmental audio play during the shot.<br />
* '''Preload Textures'''<br />
** Should textures be preloaded before the shot begins.<br />
* '''Intro Effect'''<br />
** What intro effect should play at the start of the shot.<br />
* '''Intro Duration'''<br />
** How long the intro effect should take to run.<br />
* '''Outro Effect'''<br />
** What outro effect should play at the start of the shot.<br />
* '''Outro Duration'''<br />
** How long the outro effect should take to run.<br />
* '''Vision Mode'''<br />
** Vision mode during for this shot.<br />
* '''Focus'''<br />
** DOF and focus during the shot.<br />
* '''Attach To'''<br />
** Object that the camera should be attached to.<br />
* '''Attached Position'''<br />
** Attached offset to the object.<br />
* '''Run on Start'''<br />
** Code that will run when the shot starts.<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Cinematic_Base&diff=10091Cinematic Base2022-05-15T05:02:19Z<p>Asaayu: Created page with "== Cinematic Base == ==== This page will guide you through adding the Cinematic Base module to your mission. ==== This module is the main module in the cinematic modules suit..."</p>
<hr />
<div>== Cinematic Base ==<br />
<br />
==== This page will guide you through adding the Cinematic Base module to your mission. ====<br />
This module is the main module in the cinematic modules suite, this module controls autoplay, looping, and event handling for in-game cinematics.<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Cinematic Base''' into your mission, syncing the first '''Cinematic Shot''' module to it.<br />
<br />
The attributes for the module will allow you to change the following,<br />
* '''Autoplay'''<br />
** Should the cinematic automatically start when the mission starts.<br />
* '''Loop'''<br />
** Should the cinematic automatically loop.<br />
* '''Run on Start'''<br />
** Code that is run when the cinematic starts.<br />
* '''Run on End'''<br />
** Code that is run when the cinematic ends.<br />
* '''Run on Loop'''<br />
** Code that is run when the cinematic loops.<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Ambient_Audio&diff=10090Ambient Audio2022-05-15T04:36:08Z<p>Asaayu: </p>
<hr />
<div>== Advanced Audio ==<br />
<br />
==== This page will guide you through adding the Ambient Audio module to your mission. ====<br />
This module plays ambient audio to add atmosphere to areas of your mission.<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Ambient Audio''' into your mission, you do not need to sync anything to it.<br />
<br />
The attributes for the module will allow you to change the following,<br />
* '''Ambient Audio'''<br />
** Predefined ambient audio track to play.<br />
* '''Custom Class #1'''<br />
** Custom 'cfgSounds' class to play instead of the selected predefined audio track.<br />
* '''Custom Class #2'''<br />
** Custom 'cfgSounds' class to play instead of the selected predefined audio track, this track plays five seconds after the first custom class starts.<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Ambient_Audio&diff=10089Ambient Audio2022-05-15T04:35:51Z<p>Asaayu: Created page with "== Advanced Revive == ==== This page will guide you through adding the Ambient Audio module to your mission. ==== This module plays ambient audio to add atmosphere to areas o..."</p>
<hr />
<div>== Advanced Revive ==<br />
<br />
==== This page will guide you through adding the Ambient Audio module to your mission. ====<br />
This module plays ambient audio to add atmosphere to areas of your mission.<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Ambient Audio''' into your mission, you do not need to sync anything to it.<br />
<br />
The attributes for the module will allow you to change the following,<br />
* '''Ambient Audio'''<br />
** Predefined ambient audio track to play.<br />
* '''Custom Class #1'''<br />
** Custom 'cfgSounds' class to play instead of the selected predefined audio track.<br />
* '''Custom Class #2'''<br />
** Custom 'cfgSounds' class to play instead of the selected predefined audio track, this track plays five seconds after the first custom class starts.<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Advanced_Revive&diff=10088Advanced Revive2022-05-15T04:28:59Z<p>Asaayu: Created page with "== Advanced Revive == ==== This page will guide you through adding the Advanced Revive module to your mission. ==== This module allows players to become incapacitated, drag a..."</p>
<hr />
<div>== Advanced Revive ==<br />
<br />
==== This page will guide you through adding the Advanced Revive module to your mission. ====<br />
This module allows players to become incapacitated, drag and carry incapacitated players, heal, stabilize, and resuscitate incapacitated players.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Advanced Revive''' into your mission, you do not need to sync anything to it.<br />
<br />
The attributes for the module will allow you to change the following,<br />
* '''Bleedout Time'''<br />
** Time it takes from first incapacitated until the unit dies from bleeding out.<br />
* '''Stabilize Items'''<br />
** The items that can be used to stabilize incapacitated units.<br />
* '''Remove Stabilize Item'''<br />
** Should the stabilize item be removed.<br />
* '''Resuscitate Items'''<br />
** The items that can be used to resuscitate incapacitated units.<br />
* '''Remove Resuscitate Item'''<br />
** Should the resuscitate item be removed.<br />
* '''Required Trait'''<br />
** Is the 'Medic' trait required to resuscitate a unit.<br />
* '''Revive Delay'''<br />
** How long the resuscitate action takes to complete.<br />
* '''Medic Skill'''<br />
** Do units with the 'Medic' trait.<br />
* '''Casualty Crawl'''<br />
** Percentage chance the unit has to successfully crawl when pressing a move key.<br />
* '''Casualty Explosives'''<br />
** Percentage chance the unit has to successfully use/trigger explosives when attempting to interact with an explosive.<br />
* '''Respawn Action Time'''<br />
** What percentage of the bleedout timer must have passed before the respawn action appears.<br />
* '''Bleeding Effects'''<br />
** If the time spent bleeding out decreases the above chances to complete actions.<br />
* '''Withstand Percentage Required'''<br />
** What percentage of the bleedout timer must have passed before the withstand action appears.<br />
* '''Casualty Icon Distance'''<br />
** The maximum distance the 3D casualty icon will appear.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Aircraft_Master_Arm_Module&diff=4293Aircraft Master Arm Module2021-05-18T15:19:01Z<p>Asaayu: </p>
<hr />
<div>== Aircraft Master Arm Module ==<br />
<br />
==== This page will guide you through adding the Aircraft Master Arm module to your mission. ====<br />
This module allows players to rearm, repair, and refuel their aircraft during the mission at specific locations defined my the module.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Aircraft Master Arm''' into your mission.<br />
<br />
Then in the attributes for the module you can alter the following options,<br />
* '''Ammo Vehicles'''<br />
** Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to rearm their aircraft.<br />
** Vehicles and objects with a '''TransportAmmo''' defined in their config are automatically seen by the module.<br />
* '''Fuel Vehicles'''<br />
** Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to refuel their aircraft.<br />
** Vehicles and objects with a '''TransportFuel''' defined in their config are automatically seen by the module.<br />
* '''Repair Vehicles'''<br />
** Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to repair their aircraft.<br />
** Vehicles and objects with a '''TransportRepair''' defined in their config are automatically seen by the module.<br />
<br />
Objects synchronized to the module will be used as object's that players must be near for the "Master Arm" action to be available.<br />
<br />
Multiple modules can be placed within the same mission, their attributes will be merged at mission start.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
This module does not use any configuration files<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
Players can access the Master Arm menu through the scroll wheel action menu.<br />
<br />
The action will '''only be available if players meet the following conditions''',<br />
* The players is currently driving/piloting the vehicle.<br />
* The vehicle is an aircraft.<br />
* The vehicle is moving below 5 km/h<br />
* The player is within 25 meters of an object which is synchronized to the module.<br />
<br />
When opening the Master Arm menu the vehicle's engine will be turned off.<br />
<br />
Players can alter the following through the option on the left,<br />
* '''Components'''<br />
** This allows players to enable/disable components on the aircraft.<br />
* '''Camouflage''' <br />
** This allows players to change the color and livery of their aircraft.<br />
* '''Loadout'''<br />
** This allows players to change the weapons and pylons on their aircraft.<br />
<br />
Along the bottom of the menu players can select buttons to rearm, refuel, and repair their aircraft.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Aircraft_Master_Arm_Module&diff=4292Aircraft Master Arm Module2021-05-18T15:18:22Z<p>Asaayu: </p>
<hr />
<div>== Aircraft Master Arm Module ==<br />
<br />
==== This page will guide you through adding the Aircraft Master Arm module to your mission. ====<br />
This module allows players to rearm, repair, and refuel their aircraft during the mission at specific locations defined my the module.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Aircraft Master Arm''' into your mission.<br />
<br />
Then in the attributes for the module you can alter the following options,<br />
* '''Ammo Vehicles'''<br />
** Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to rearm their aircraft.<br />
** Vehicles and objects with a '''TransportAmmo''' defined in their config are automatically seen by the module.<br />
* '''Fuel Vehicles'''<br />
** Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to refuel their aircraft.<br />
** Vehicles and objects with a '''TransportFuel''' defined in their config are automatically seen by the module.<br />
* '''Repair Vehicles'''<br />
** Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to repair their aircraft.<br />
** Vehicles and objects with a '''TransportRepair''' defined in their config are automatically seen by the module.<br />
<br />
Objects synchronized to the module will be used as object's that players must be near for the "Master Arm" action to be available.<br />
<br />
Multiple modules can be placed within the same mission, their attributes will be merged at mission start.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
This module does not use any configuration files<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
Players can access the radio support menu through the scroll wheel action menu.<br />
<br />
The action will '''only be available if players meet the following conditions''',<br />
* The players is currently driving/piloting the vehicle.<br />
* The vehicle is an aircraft.<br />
* The vehicle is moving below 5 km/h<br />
* The player is within 25 meters of an object which is synchronized to the module.<br />
<br />
When opening the Master Arm menu the vehicle's engine will be turned off.<br />
<br />
Players can alter the following through the option on the left,<br />
* '''Components'''<br />
** This allows players to enable/disable components on the aircraft.<br />
* '''Camouflage''' <br />
** This allows players to change the color and livery of their aircraft.<br />
* '''Loadout'''<br />
** This allows players to change the weapons and pylons on their aircraft.<br />
<br />
Along the bottom of the menu players can select buttons to rearm, refuel, and repair their aircraft.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Aircraft_Master_Arm_Module&diff=4291Aircraft Master Arm Module2021-05-18T15:17:48Z<p>Asaayu: Created page with "== Aircraft Master Arm Module == ==== This page will guide you through adding the Aircraft Master Arm module to your mission. ==== This module allows players to rearm, repair..."</p>
<hr />
<div>== Aircraft Master Arm Module ==<br />
<br />
==== This page will guide you through adding the Aircraft Master Arm module to your mission. ====<br />
This module allows players to rearm, repair, and refuel their aircraft during the mission at specific locations defined my the module.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Aircraft Master Arm''' into your mission.<br />
<br />
Then in the attributes for the module you can alter the following options,<br />
* Ammo Vehicles<br />
** Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to rearm their aircraft.<br />
** Vehicles and objects with a '''TransportAmmo''' defined in their config are automatically seen by the module.<br />
* Fuel Vehicles<br />
** Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to refuel their aircraft.<br />
** Vehicles and objects with a '''TransportFuel''' defined in their config are automatically seen by the module.<br />
* Repair Vehicles<br />
** Enter the class names of objects or vehicles which will be seen by the module as objects which a player can use to repair their aircraft.<br />
** Vehicles and objects with a '''TransportRepair''' defined in their config are automatically seen by the module.<br />
<br />
Objects synchronized to the module will be used as object's that players must be near for the "Master Arm" action to be available.<br />
<br />
Multiple modules can be placed within the same mission, their attributes will be merged at mission start.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
This module does not use any configuration files<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
Players can access the radio support menu through the scroll wheel action menu.<br />
<br />
The action will only be available if players meet the following conditions,<br />
* The players is currently driving/piloting the vehicle.<br />
* The vehicle is an aircraft.<br />
* The vehicle is moving below 5 km/h<br />
* The player is within 25 meters of an object which is synchronized to the module.<br />
<br />
When opening the Master Arm menu the vehicle's engine will be turned off.<br />
<br />
Players can alter the following through the option on the left,<br />
* '''Components'''<br />
** This allows players to enable/disable components on the aircraft.<br />
* '''Camouflage''' <br />
** This allows players to change the color and livery of their aircraft.<br />
* '''Loadout'''<br />
** This allows players to change the weapons and pylons on their aircraft.<br />
<br />
Along the bottom of the menu players can select buttons to rearm, refuel, and repair their aircraft.<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Quality_of_Life_Module&diff=4290Quality of Life Module2021-05-18T15:10:59Z<p>Asaayu: </p>
<hr />
<div>== Quality of Life Module ==<br />
<br />
==== This page will guide you through adding the Quality of Life module to your mission. ====<br />
This module adds Quality of Life options to your mission. At the moment only an earplugs option is currently available.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Quality of Life''' into your mission.<br />
<br />
Then you can open the attributes of the module and select the quality of life additions that you would like added to your mission automatically.<br />
* '''Player Earplugs'''<br />
** Gives player the '''Earplugs In'''/'''Earplugs Out''' option in their action menu which reduces the volume of the effects audio. '''This does not effect music, VOIP, or radio audio.'''<br />
<br />
Only one module needs to be placed in a mission.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
This module does not use any configuration files<br />
<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
Players can use their earplugs through the action menu.<br />
<br />
The earplugs will reduce the effects volume down to '''20%''' of the regular effects volume. '''This does not effect music, VOIP, or radio audio.'''<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Quality_of_Life_Module&diff=4289Quality of Life Module2021-05-18T14:48:52Z<p>Asaayu: </p>
<hr />
<div>== Quality of Life Module ==<br />
<br />
==== This page will guide you through adding the Quality of Life module to your mission. ====<br />
This module adds Quality of Life options to your mission. At the moment only an earplugs option is currently available.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Quality of Life''' into your mission.<br />
<br />
Then you can open the attributes of the module and select the quality of life additions that you would like added to your mission automatically.<br />
* Player Earplugs<br />
** Gives player the '''Earplugs In'''/'''Earplugs Out''' option in their action menu which reduces the volume of the effects audio. '''This does not effect music, VOIP, or radio audio.'''<br />
<br />
Only one module needs to be placed in a mission.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
This module does not use any configuration files<br />
<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
Players can use their earplugs through the action menu.<br />
<br />
The earplugs will reduce the effects volume down to '''20%''' of the regular effects volume. '''This does not effect music, VOIP, or radio audio.'''<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Quality_of_Life_Module&diff=4288Quality of Life Module2021-05-18T14:45:36Z<p>Asaayu: Created page with "== Quality of Life Module == ==== This page will guide you through adding the Quality of Life module to your mission. ==== This module adds Quality of Life options to your mi..."</p>
<hr />
<div>== Quality of Life Module ==<br />
<br />
==== This page will guide you through adding the Quality of Life module to your mission. ====<br />
This module adds Quality of Life options to your mission. At the moment only an earplugs option is currently available.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Quality of Life''' into your mission.<br />
<br />
Then you can open the attributes of the module and select the quality of life additions that you would like added to your mission automatically.<br />
* Player Earplugs<br />
** Gives player the '''Earplugs In'''/'''Earplugs Out''' option in their action menu which reduces the volume of the effects audio. '''This does not effect music, VOIP, or radio audio.'''<br />
<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
This module does not use any configuration files<br />
<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
Players can use their earplugs through the action menu.<br />
<br />
The earplugs will reduce the effects volume down to '''20%''' of the regular effects volume. '''This does not effect music, VOIP, or radio audio.'''<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=User:Asaayu&diff=4287User:Asaayu2021-05-18T14:25:22Z<p>Asaayu: </p>
<hr />
<div>Hello, my name is Ethan.<br />
<br><br />
If you have any questions or need help the easiest way to contact me is through Discord, if I'm awake I'll get a notification and if I'm asleep I'll see it in the morning.<br />
<br><br />
'''Discord:''' Asaayu#7884<br />
<br><br />
<br><br />
'''Quick Links'''<br />
<br><br />
* [[Whitelisted Arsenal]]<br />
* [[Cinematic Module]]<br />
* [[Onslaught Module]]<br />
* [[Zeus Ordnance]]<br />
* [[Advanced Revive]]<br />
* [[Radio Support]]<br />
* [[Dynamic Radio Music]]<br />
* [[Advanced Logistics]]<br />
* [[Aircraft Master Arm Module]]<br />
* [[Quality of Life Module]]<br />
* [[Situational Awareness Module]]<br />
* [[Tunnel Module]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Tunnel_Module&diff=4285Tunnel Module2021-05-10T11:46:24Z<p>Asaayu: </p>
<hr />
<div>== Tunnel module ==<br />
<br />
==== This page will guide you through adding the Tunnel module to your mission. ====<br />
This module allows players to enter the tunnels on the outskirts of the Cam Lao Nam terrain. This module will not work for terrains other than Cam Lao Nam.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Terrain Tunnel Entrance''' into your mission.<br />
<br />
This module will create an object which will be used as the entrance object for the tunnel.<br />
<br />
The attributes for the module will allow you to change the following,<br />
* '''Tunnel'''<br />
** This is the tunnel which will be used, you can view the [https://cdn.discordapp.com/attachments/499945342578458636/840867164944990218/SPOILER_unknown.png '''tunnel positions on the map here'''].<br />
* '''Garrison Size'''<br />
** This determines how large the garrison inside the tunnel will be. The formula is '''8*(10*index)''', where index is the index of the selection in the module starting at 0. E.g. mini = 0, massive = 5, etc.<br />
* '''Garrison Side'''<br />
** This determines what side the units inside the tunnel will be spawned on, this is independent to the units intended side, so you can have US forces on OPFOR, or NVA forces on BLUFOR.<br />
* '''Garrison Type'''<br />
** This is a list of predefined units which will be randomly picked from to place in the tunnel. There is also a "Custom" option which will use the "Custom Garrison" array assigned below the "Garrison Type" attribute.<br />
* '''Enable Entry Action'''<br />
** This is a code condition which must return true for the entry action to be available to players.<br />
* '''Enable Search Action'''<br />
** This is a code condition which must return true for the search action to be available to players.<br />
* '''Enable Exit Action'''<br />
** This is a code condition which must return true for the exit action to be available to players.<br />
* '''Run on Entry'''<br />
** This is code which will run locally for players when they are teleported into the tunnel.<br />
* '''Run on Exit'''<br />
** This is code which will run locally for players when they are teleported out of the tunnel.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module.<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
At the start of the mission there is a 5% chance for the tunnel entrance to be trapped. Players can search the tunnel entrance before entering to check for traps, they have a 75% chance of finding a trap if once exists, if they fail the check then the trap will explode killing them.<br />
<br />
You can change if a tunnel entrance is trapped by changing the '''vn_tunnel_trapped''' variable on the entrance object. The entrance object uses the '''Land_vn_o_trapdoor_01''' classname.<br />
<br />
The tunnels contain the following animation sources which can be animated to block the exits on each side of the tunnel,<br />
* '''blockage_01_01_source'''<br />
* '''blockage_01_02_source'''<br />
* '''blockage_01_03_source'''<br />
* '''blockage_01_04_source'''<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Advanced_Logistics&diff=4284Advanced Logistics2021-05-10T11:46:19Z<p>Asaayu: </p>
<hr />
<div>== Advanced Logistics ==<br />
<br />
==== This page will guide you through adding the Advanced Logistics module to your mission. ====<br />
This module allows players to carry objects and store them vehicles to provide an easy way to transport them between two points.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Advanced Logistics''' into your mission, you do not need to sync anything to it.<br />
<br />
For advanced users, you can spawn the module '''vn_module_logistics''' dynamically during the pre-init of your mission. Spawning the module during gameplay may not work as intended and cause unforeseen side effects or bugs.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
The main bulk of the work to get the advanced logistics module working in your mission is through the configuration files for the module.<br />
<br />
An already built config file from Mike Force [https://pastebin.com/raw/T4LzNZuc is available here], it contains most of the default static weapons and vehicles available in the CDLC.<br />
<br />
All of the following can either be added to the base game config (for mods) or to a missions description.ext file (for missions).<br />
<br />
* In your config folder create a new class called '''vn_logistics'''<br />
* Inside this class create two classes called '''vehicle_data''' and '''item_data'''<br />
** The '''vehicle_data''' class will contain all the information about the weight and size that vehicles are able to carry<br />
** The '''item_data''' class will contain all the information about how large and heavy an object is to carry<br />
* Inside the '''vehicle_data''' class you can add all the vehicles which you would like players to be able to load objects into.<br/><br />
Use this template to get started<br />
'''// This is the classname of the vehicle''' <br />
class b_truck_01_mover_f<br />
{<br />
'''// This is the maximum weight the vehicle can carry (KG)'''<br />
'''// -1 weight will disable the vehicles logistics system.'''<br />
inventory_max_weight = 90;<br />
'''// This is the maximum size of an object that the vehicle can carry (M^2)'''<br />
inventory_max_size = 15;<br />
};<br />
<br />
* Inside the '''item_data''' class you can add all the objects which you would like players to be able to pickup, move, and load into vehicles.<br/><br />
Use this template to get started<br />
'''// This is the classname of the object'''<br />
class land_bagfence_long_f<br />
{<br />
'''// Weight of the item (KG) - Used in calculations when loading/unloading'''<br />
'''// -1 weight will disable the vehicles logistics system.'''<br />
item_weight = 15;<br />
'''// Size of the item (M^2) - Used in calculations when loading/unloading'''<br />
item_size = 2.5;<br />
'''// Distance item should be when spawned in front of the player'''<br />
'''// This is hard coded to a minimum of 2 meters'''<br />
spawn_distance = 2;<br />
'''// This is the spawn rotation offset for the item. Usually -90/+90 degrees'''<br />
rotation_offset = 0;<br />
};<br />
<br />
* Once you've added all the vehicles and items to your config then the advanced logistics module is setup and ready to go.<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Radio_Support&diff=4283Radio Support2021-05-10T11:46:12Z<p>Asaayu: </p>
<hr />
<div>== Radio Support Module ==<br />
<br />
==== This page will guide you through adding the Radio Support module to your mission. ====<br />
This module allows players to request radio support to assist them with taking out enemies.<br />
Mission creators can setup their own callsigns including custom names, icons, descriptions, conditions, and more.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Radio Support''' into your mission.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
This module works off a single config class, this can either be one located in the CDLC, or one located in the missions '''description.ext'''.<br />
<br />
Use the [https://pastebin.com/raw/bBnaw8wg '''default CDLC config'''] as a starting point for your own config.<br />
<br />
Starting from the top of the example config there are seven values which can be changed,<br />
* '''cost_variable'''<br />
** This is the name of a number variable which can be used to make players 'pay' for each request, each callsign will have a 'cost' value which players will need to have a higher or equal cost variable to request successfully.<br />
* '''availability'''<br />
** This is the main availability array, this lets you quickly and easily determine how players should have access to the radio support action.<br />
** Each item in the array can either be true '1' or false '0', each index in the array will change when the action is shown<br />
** '''{Action will always be avaliable, Unit's backpack is in the `radio_backpacks` array, Unit's vehicle is in the `radio_vehicles` array, Unit's classname is in the `player_types` array, Unit has the `vn_artillery` unit trait}'''<br />
* '''danger_distance'''<br />
** This is the minimum distance to respawn markers that a request can be called. Requests that fall within this distance will not be completed.<br />
* '''unit_trait_required'''<br />
** Set this to '''1''' to only show the option to units that have the '''vn_artillery''' unit trait, does the same thing as setting the last value in the availability array to '''1'''.<br />
* '''radio_backpacks'''<br />
** This is a list of backpacks which will be considered radio backpacks for the availability array above.<br />
* '''radio_vehicles'''<br />
** This is a list of vehicles which will be considered vehicles with radios for the availability array above.<br />
* '''player_types'''<br />
** This is a list of unit class names which will be given the action when setup in the availability array above.<br />
<br />
After these options there are two child classes, '''aircraft''' and '''artillery''', these child classes will contain the options that will be available to players.<br />
<br />
Classes in the '''aircraft''' class will be shown to players when they select the "Air Support" option on the radio.<br />
<br />
Classes in the '''artillery''' class will be shown to players when they select the "Fire Support" option on the radio.<br />
<br />
Inside these classes there are sub category classes, these classes will be the option on the left hand side of the radio support menu.<br />
<br />
Each sub category class needs a '''displayname''' attribute which will be the name of the category.<br />
<br />
Within the sub category class you can add the options that will be available to players.<br />
<br />
==== Artillery Attributes ====<br />
<br />
Each artillery option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.<br />
* '''ammo'''<br />
** This is an array of ammo classes which will be spawned and then explode when hitting the ground<br />
* '''divergence'''<br />
** This is the distance for in both x & y directions that the position can differ from the users selected position<br />
* '''allow_double'''<br />
** This will allow the user to fire the ammo twice, doubling the amount of explosives<br />
* '''count'''<br />
** This is how many times each ammo class will be spawned<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''tickets'''<br />
** This is how many times the user can call this before it cannot be called again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
* '''illumination'''<br />
** Is this an illumination round, affects the voice when requesting<br />
* '''function'''<br />
** If a function is defined then the function will run instead of any explosive being spawned<br />
* '''condition'''<br />
** The condition which must return true for this option to be shown in the list<br />
* '''speed'''<br />
** This is the speed of the request, used to determine how long the user should wait before the ammo starts to explode.<br />
<br />
==== Aircraft Attributes ====<br />
<br />
Each aircraft option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.<br />
* '''vehicleclass'''<br />
** This is the classname of the vehicle which will be used to complete the request, should be either a helicopter or a plane<br />
* '''divergence'''<br />
** This is the danger distance for the request, used to let users know how large of an area will be hit by the aircraft<br />
* '''allow_double'''<br />
** This will allow the user to request two aircraft at the same time<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''tickets'''<br />
** This is how many times the user can call this before it cannot be called again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
* '''illumination'''<br />
** Is this an illumination request, affects the voice when requesting<br />
* '''function'''<br />
** If a function is defined then the function will run instead of any vehicles being spawned<br />
* '''condition'''<br />
** The condition which must return true for this option to be shown in the list<br />
* '''magazines'''<br />
** This is the array of pylon magazines which will be added to the vehicles pylons<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
Players can access the radio support menu through the scroll wheel action menu.<br />
<br />
The radio at the top of the menu has an interactable knob which switches between "Air Support" and "Fire Support".<br />
<br />
Players can then select the category and callsign of their request, then left click and drag on the map to select the position and direction for aircraft, or the start and end location for artillery. Then they can choose between a normal or heavy request for options which have '''allow_double''' set to true, finally pressing the confirm button to radio in the request.<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Onslaught_Module&diff=4282Onslaught Module2021-05-10T11:46:04Z<p>Asaayu: </p>
<hr />
<div>== Onslaught Module ==<br />
<br />
==== This page will guide you through adding the Onslaught module to your mission. ====<br />
This module will spawn units and automatically give the units orders based on the spawn points tactic attribute.<br />
Mission creators can setup this module to have a constant stream of units fighting.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission you will need to place down the '''Onslaught Init''' module into your mission. Then place down at least two '''Onslaught Spawn''' modules, making sure there is at least a single spawn module for both OPFOR and BLUFOR.<br />
<br />
The '''Onslaught Init''' module has four attributes,<br />
* '''BLUFOR Units'''<br />
** This is the array of classnames that will be spawned for the BLUFOR side<br />
* '''Maximum BLUFOR AI'''<br />
** This is the maximum number of AI to spawn on the BLUFOR side in total, once a unit dies it will respawn at a random BLUFOR spawn point.<br />
* '''OPFOR Units'''<br />
** This is the array of classnames that will be spawned for the OPFOR side<br />
* '''Maximum OPFOR AI'''<br />
** This is the maximum number of AI to spawn on the OPFOR side in total, once a unit dies it will respawn at a random OPFOR spawn point.<br />
<br />
<br />
Each '''Onslaught Spawn''' module can have it's own side and tactic assigned in the modules attributes. The side determines what side will spawn at that position, while tactics decides what the AI units do when they are spawned.<br />
* '''Defensive'''<br />
** Units will hold position at this spawn point, good for units who are attempting to hold a base or fortification.<br />
* '''Offensive'''<br />
** Units will be given a waypoint on a random enemy spawn point, useful for units who you want to attack a base or fortification.<br />
*** There is currently a bug with BLUFOR units not following offensive waypoints, this issue can be fixed by '''[https://pastebin.com/raw/K5BG8d1P running this code once the mission starts]'''.<br />
<br />
The '''Onslaught Spawn''' modules need to be synchronized to the main '''Onslaught Init''' module for them to be seen as spawn points by the module.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
This module does not have any configuration files.<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
The AI will automatically start spawning and following the assigned tactic of their spawn point. Be aware that this module will run continuously, even if there are no players near-by, therefore it's advised to only use this module if it's the main part of the mission, or if you want a never ending onslaught on enemy units.<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Onslaught_Module&diff=4281Onslaught Module2021-05-10T04:13:25Z<p>Asaayu: Created page with "== Onslaught Module == ==== This page will guide you through adding the Onslaught module to your mission. ==== This module will spawn units and automatically give the units o..."</p>
<hr />
<div>== Onslaught Module ==<br />
<br />
==== This page will guide you through adding the Onslaught module to your mission. ====<br />
This module will spawn units and automatically give the units orders based on the spawn points tactic attribute.<br />
Mission creators can setup this module to have a constant stream of units fighting.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission you will need to place down the '''Onslaught Init''' module into your mission. Then place down at least two '''Onslaught Spawn''' modules, making sure there is at least a single spawn module for both OPFOR and BLUFOR.<br />
<br />
The '''Onslaught Init''' module has four attributes,<br />
* '''BLUFOR Units'''<br />
** This is the array of classnames that will be spawned for the BLUFOR side<br />
* '''Maximum BLUFOR AI'''<br />
** This is the maximum number of AI to spawn on the BLUFOR side in total, once a unit dies it will respawn at a random BLUFOR spawn point.<br />
* '''OPFOR Units'''<br />
** This is the array of classnames that will be spawned for the OPFOR side<br />
* '''Maximum OPFOR AI'''<br />
** This is the maximum number of AI to spawn on the OPFOR side in total, once a unit dies it will respawn at a random OPFOR spawn point.<br />
<br />
<br />
Each '''Onslaught Spawn''' module can have it's own side and tactic assigned in the modules attributes. The side determines what side will spawn at that position, while tactics decides what the AI units do when they are spawned.<br />
* '''Defensive'''<br />
** Units will hold position at this spawn point, good for units who are attempting to hold a base or fortification.<br />
* '''Offensive'''<br />
** Units will be given a waypoint on a random enemy spawn point, useful for units who you want to attack a base or fortification.<br />
*** There is currently a bug with BLUFOR units not following offensive waypoints, this issue can be fixed by '''[https://pastebin.com/raw/K5BG8d1P running this code once the mission starts]'''.<br />
<br />
The '''Onslaught Spawn''' modules need to be synchronized to the main '''Onslaught Init''' module for them to be seen as spawn points by the module.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
This module does not have any configuration files.<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
The AI will automatically start spawning and following the assigned tactic of their spawn point. Be aware that this module will run continuously, even if there are no players near-by, therefore it's advised to only use this module if it's the main part of the mission, or if you want a never ending onslaught on enemy units.</div>Asaayuhttps://wiki.sogpf.com/index.php?title=VN_fnc_module_onslaught&diff=4280VN fnc module onslaught2021-05-10T03:31:38Z<p>Asaayu: </p>
<hr />
<div>{{Function<br />
<br />
|v= 1.00<br />
<br />
|author= Ethan Johnson<br />
<br />
|a= global<br />
<br />
|e= global<br />
<br />
|g1= master_functions<br />
<br />
|d= Module init for the Onslaught module system, gathers and spawns units at predefined spawn points and gives them their tactic orders.<br />
<br />
|s= [logic, units, isActivated] call [[VN_fnc_module_onslaught]]<br />
<br />
|p1n= logic<br />
|p1t= object<br />
|p1d= the module logic<br />
|p1v=<br />
<br />
|p2n= units<br />
|p2t= {{DataType|array}} of {{DataType|object}}<br />
|p2d= synchronised units<br />
|p2v=<br />
<br />
|p3n= isActivated<br />
|p3t= boolean<br />
|p3d= is the module activated<br />
|p3v= {{Biki|true}}<br />
<br />
|r1t=<br />
|r1d=<br />
<br />
|x1= <code>[module, units group player, true] call [[VN_fnc_module_onslaught]]</code><br />
}}</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Radio_Support&diff=4279Radio Support2021-05-09T16:23:52Z<p>Asaayu: </p>
<hr />
<div>== Radio Support Module ==<br />
<br />
==== This page will guide you through adding the Radio Support module to your mission. ====<br />
This module allows players to request radio support to assist them with taking out enemies.<br />
Mission creators can setup their own callsigns including custom names, icons, descriptions, conditions, and more.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Radio Support''' into your mission.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
This module works off a single config class, this can either be one located in the CDLC, or one located in the missions '''description.ext'''.<br />
<br />
Use the [https://pastebin.com/raw/bBnaw8wg '''default CDLC config'''] as a starting point for your own config.<br />
<br />
Starting from the top of the example config there are seven values which can be changed,<br />
* '''cost_variable'''<br />
** This is the name of a number variable which can be used to make players 'pay' for each request, each callsign will have a 'cost' value which players will need to have a higher or equal cost variable to request successfully.<br />
* '''availability'''<br />
** This is the main availability array, this lets you quickly and easily determine how players should have access to the radio support action.<br />
** Each item in the array can either be true '1' or false '0', each index in the array will change when the action is shown<br />
** '''{Action will always be avaliable, Unit's backpack is in the `radio_backpacks` array, Unit's vehicle is in the `radio_vehicles` array, Unit's classname is in the `player_types` array, Unit has the `vn_artillery` unit trait}'''<br />
* '''danger_distance'''<br />
** This is the minimum distance to respawn markers that a request can be called. Requests that fall within this distance will not be completed.<br />
* '''unit_trait_required'''<br />
** Set this to '''1''' to only show the option to units that have the '''vn_artillery''' unit trait, does the same thing as setting the last value in the availability array to '''1'''.<br />
* '''radio_backpacks'''<br />
** This is a list of backpacks which will be considered radio backpacks for the availability array above.<br />
* '''radio_vehicles'''<br />
** This is a list of vehicles which will be considered vehicles with radios for the availability array above.<br />
* '''player_types'''<br />
** This is a list of unit class names which will be given the action when setup in the availability array above.<br />
<br />
After these options there are two child classes, '''aircraft''' and '''artillery''', these child classes will contain the options that will be available to players.<br />
<br />
Classes in the '''aircraft''' class will be shown to players when they select the "Air Support" option on the radio.<br />
<br />
Classes in the '''artillery''' class will be shown to players when they select the "Fire Support" option on the radio.<br />
<br />
Inside these classes there are sub category classes, these classes will be the option on the left hand side of the radio support menu.<br />
<br />
Each sub category class needs a '''displayname''' attribute which will be the name of the category.<br />
<br />
Within the sub category class you can add the options that will be available to players.<br />
<br />
==== Artillery Attributes ====<br />
<br />
Each artillery option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.<br />
* '''ammo'''<br />
** This is an array of ammo classes which will be spawned and then explode when hitting the ground<br />
* '''divergence'''<br />
** This is the distance for in both x & y directions that the position can differ from the users selected position<br />
* '''allow_double'''<br />
** This will allow the user to fire the ammo twice, doubling the amount of explosives<br />
* '''count'''<br />
** This is how many times each ammo class will be spawned<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''tickets'''<br />
** This is how many times the user can call this before it cannot be called again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
* '''illumination'''<br />
** Is this an illumination round, affects the voice when requesting<br />
* '''function'''<br />
** If a function is defined then the function will run instead of any explosive being spawned<br />
* '''condition'''<br />
** The condition which must return true for this option to be shown in the list<br />
* '''speed'''<br />
** This is the speed of the request, used to determine how long the user should wait before the ammo starts to explode.<br />
<br />
==== Aircraft Attributes ====<br />
<br />
Each aircraft option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.<br />
* '''vehicleclass'''<br />
** This is the classname of the vehicle which will be used to complete the request, should be either a helicopter or a plane<br />
* '''divergence'''<br />
** This is the danger distance for the request, used to let users know how large of an area will be hit by the aircraft<br />
* '''allow_double'''<br />
** This will allow the user to request two aircraft at the same time<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''tickets'''<br />
** This is how many times the user can call this before it cannot be called again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
* '''illumination'''<br />
** Is this an illumination request, affects the voice when requesting<br />
* '''function'''<br />
** If a function is defined then the function will run instead of any vehicles being spawned<br />
* '''condition'''<br />
** The condition which must return true for this option to be shown in the list<br />
* '''magazines'''<br />
** This is the array of pylon magazines which will be added to the vehicles pylons<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
Players can access the radio support menu through the scroll wheel action menu.<br />
<br />
The radio at the top of the menu has an interactable knob which switches between "Air Support" and "Fire Support".<br />
<br />
Players can then select the category and callsign of their request, then left click and drag on the map to select the position and direction for aircraft, or the start and end location for artillery. Then they can choose between a normal or heavy request for options which have '''allow_double''' set to true, finally pressing the confirm button to radio in the request.</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Radio_Support&diff=4278Radio Support2021-05-09T16:15:57Z<p>Asaayu: Created page with "== Radio Support Module == ==== This page will guide you through adding the Radio Support module to your mission. ==== This module allows players to request radio support to..."</p>
<hr />
<div>== Radio Support Module ==<br />
<br />
==== This page will guide you through adding the Radio Support module to your mission. ====<br />
This module allows players to request radio support to assist them with taking out enemies.<br />
Mission creators can setup their own callsigns including custom names, icons, descriptions, conditions, and more.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Radio Support''' into your mission.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
This module works off a single config class, this can either be one located in the CDLC, or one located in the missions '''description.ext'''.<br />
<br />
Use the [https://pastebin.com/raw/bBnaw8wg '''default CDLC config'''] as a starting point for your own config.<br />
<br />
Starting from the top of the example config there are seven values which can be changed,<br />
* '''cost_variable'''<br />
** This is the name of a number variable which can be used to make players 'pay' for each request, each callsign will have a 'cost' value which players will need to have a higher or equal cost variable to request successfully.<br />
* '''availability'''<br />
** This is the main availability array, this lets you quickly and easily determine how players should have access to the radio support action.<br />
** Each item in the array can either be true '1' or false '0', each index in the array will change when the action is shown<br />
** '''{Action will always be avaliable, Unit's backpack is in the `radio_backpacks` array, Unit's vehicle is in the `radio_vehicles` array, Unit's classname is in the `player_types` array, Unit has the `vn_artillery` unit trait}'''<br />
* '''danger_distance'''<br />
** This is the minimum distance to respawn markers that a request can be called. Requests that fall within this distance will not be completed.<br />
* '''unit_trait_required'''<br />
** Set this to '''1''' to only show the option to units that have the '''vn_artillery''' unit trait, does the same thing as setting the last value in the availability array to '''1'''.<br />
* '''radio_backpacks'''<br />
** This is a list of backpacks which will be considered radio backpacks for the availability array above.<br />
* '''radio_vehicles'''<br />
** This is a list of vehicles which will be considered vehicles with radios for the availability array above.<br />
* '''player_types'''<br />
** This is a list of unit class names which will be given the action when setup in the availability array above.<br />
<br />
After these options there are two child classes, '''aircraft''' and '''artillery''', these child classes will contain the options that will be available to players.<br />
<br />
Classes in the '''aircraft''' class will be shown to players when they select the "Air Support" option on the radio.<br />
<br />
Classes in the '''artillery''' class will be shown to players when they select the "Fire Support" option on the radio.<br />
<br />
Inside these classes there are sub category classes, these classes will be the option on the left hand side of the radio support menu.<br />
<br />
Each sub category class needs a '''displayname''' attribute which will be the name of the category.<br />
<br />
Within the sub category class you can add the options that will be available to players.<br />
<br />
==== Artillery Attributes ====<br />
<br />
Each artillery option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.<br />
* '''ammo'''<br />
** This is an array of ammo classes which will be spawned and then explode when hitting the ground<br />
* '''divergence'''<br />
** This is the distance for in both x & y directions that the position can differ from the users selected position<br />
* '''allow_double'''<br />
** This will allow the user to fire the ammo twice, doubling the amount of explosives<br />
* '''count'''<br />
** This is how many times each ammo class will be spawned<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''tickets'''<br />
** This is how many times the user can call this before it cannot be called again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
* '''illumination'''<br />
** Is this an illumination round, affects the voice when requesting<br />
* '''function'''<br />
** If a function is defined then the function will run instead of any explosive being spawned<br />
* '''condition'''<br />
** The condition which must return true for this option to be shown in the list<br />
* '''speed'''<br />
** This is the speed of the request, used to determine how long the user should wait before the ammo starts to explode.<br />
<br />
==== Aircraft Attributes ====<br />
<br />
Each aircraft option can have the following attributes,<br />
* '''displayname'''<br />
** This is the name of the option that will be shown to the user<br />
* '''icon'''<br />
** This is the icon which will be shown beside the option, can be left empty if you don't want an icon for this option.<br />
* '''description'''<br />
** This is the description of the option, this will usually consist of a sentence which goes into detail about the weapons and vehicle used in the option.<br />
* '''vehicleclass'''<br />
** This is the classname of the vehicle which will be used to complete the request, should be either a helicopter or a plane<br />
* '''divergence'''<br />
** This is the danger distance for the request, used to let users know how large of an area will be hit by the aircraft<br />
* '''allow_double'''<br />
** This will allow the user to request two aircraft at the same time<br />
* '''cooldown'''<br />
** This is how long users will need to wait before requesting this again<br />
* '''tickets'''<br />
** This is how many times the user can call this before it cannot be called again<br />
* '''cost'''<br />
** This is the cost of this option if using the cost variable<br />
* '''illumination'''<br />
** Is this an illumination request, affects the voice when requesting<br />
* '''function'''<br />
** If a function is defined then the function will run instead of any vehicles being spawned<br />
* '''condition'''<br />
** The condition which must return true for this option to be shown in the list<br />
* '''magazines'''<br />
** This is the array of pylon magazines which will be added to the vehicles pylons<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
Players can access the radio support menu through the scroll wheel action menu.<br />
<br />
The radio at the top of the menu has an interactable knob which switches between "Air Support" and "Fire Support".<br />
<br />
Players can then select the category and callsign of their request, then left click and drag on the map to select the position and direction for aircraft, or the start and end location for artillery. Then they can choose between a normal or heavy request for options which have '''allow_double''' set to true, finally pressing the request button to radio in the request.</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Advanced_Logistics&diff=4276Advanced Logistics2021-05-09T10:41:08Z<p>Asaayu: </p>
<hr />
<div>== Advanced Logistics ==<br />
<br />
==== This page will guide you through adding the Advanced Logistics module to your mission. ====<br />
This module allows players to carry objects and store them vehicles to provide an easy way to transport them between two points.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Advanced Logistics''' into your mission, you do not need to sync anything to it.<br />
<br />
For advanced users, you can spawn the module '''vn_module_logistics''' dynamically during the pre-init of your mission. Spawning the module during gameplay may not work as intended and cause unforeseen side effects or bugs.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
The main bulk of the work to get the advanced logistics module working in your mission is through the configuration files for the module.<br />
<br />
An already built config file from Mike Force [https://pastebin.com/raw/T4LzNZuc is available here], it contains most of the default static weapons and vehicles available in the CDLC.<br />
<br />
All of the following can either be added to the base game config (for mods) or to a missions description.ext file (for missions).<br />
<br />
* In your config folder create a new class called '''vn_logistics'''<br />
* Inside this class create two classes called '''vehicle_data''' and '''item_data'''<br />
** The '''vehicle_data''' class will contain all the information about the weight and size that vehicles are able to carry<br />
** The '''item_data''' class will contain all the information about how large and heavy an object is to carry<br />
* Inside the '''vehicle_data''' class you can add all the vehicles which you would like players to be able to load objects into.<br/><br />
Use this template to get started<br />
'''// This is the classname of the vehicle''' <br />
class b_truck_01_mover_f<br />
{<br />
'''// This is the maximum weight the vehicle can carry (KG)'''<br />
'''// -1 weight will disable the vehicles logistics system.'''<br />
inventory_max_weight = 90;<br />
'''// This is the maximum size of an object that the vehicle can carry (M^2)'''<br />
inventory_max_size = 15;<br />
};<br />
<br />
* Inside the '''item_data''' class you can add all the objects which you would like players to be able to pickup, move, and load into vehicles.<br/><br />
Use this template to get started<br />
'''// This is the classname of the object'''<br />
class land_bagfence_long_f<br />
{<br />
'''// Weight of the item (KG) - Used in calculations when loading/unloading'''<br />
'''// -1 weight will disable the vehicles logistics system.'''<br />
item_weight = 15;<br />
'''// Size of the item (M^2) - Used in calculations when loading/unloading'''<br />
item_size = 2.5;<br />
'''// Distance item should be when spawned in front of the player'''<br />
'''// This is hard coded to a minimum of 2 meters'''<br />
spawn_distance = 2;<br />
'''// This is the spawn rotation offset for the item. Usually -90/+90 degrees'''<br />
rotation_offset = 0;<br />
};<br />
<br />
* Once you've added all the vehicles and items to your config then the advanced logistics module is setup and ready to go.</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Tunnel_Module&diff=4275Tunnel Module2021-05-09T09:35:58Z<p>Asaayu: </p>
<hr />
<div>== Tunnel module ==<br />
<br />
==== This page will guide you through adding the Tunnel module to your mission. ====<br />
This module allows players to enter the tunnels on the outskirts of the Cam Lao Nam terrain. This module will not work for terrains other than Cam Lao Nam.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Terrain Tunnel Entrance''' into your mission.<br />
<br />
This module will create an object which will be used as the entrance object for the tunnel.<br />
<br />
The attributes for the module will allow you to change the following,<br />
* '''Tunnel'''<br />
** This is the tunnel which will be used, you can view the [https://cdn.discordapp.com/attachments/499945342578458636/840867164944990218/SPOILER_unknown.png '''tunnel positions on the map here'''].<br />
* '''Garrison Size'''<br />
** This determines how large the garrison inside the tunnel will be. The formula is '''8*(10*index)''', where index is the index of the selection in the module starting at 0. E.g. mini = 0, massive = 5, etc.<br />
* '''Garrison Side'''<br />
** This determines what side the units inside the tunnel will be spawned on, this is independent to the units intended side, so you can have US forces on OPFOR, or NVA forces on BLUFOR.<br />
* '''Garrison Type'''<br />
** This is a list of predefined units which will be randomly picked from to place in the tunnel. There is also a "Custom" option which will use the "Custom Garrison" array assigned below the "Garrison Type" attribute.<br />
* '''Enable Entry Action'''<br />
** This is a code condition which must return true for the entry action to be available to players.<br />
* '''Enable Search Action'''<br />
** This is a code condition which must return true for the search action to be available to players.<br />
* '''Enable Exit Action'''<br />
** This is a code condition which must return true for the exit action to be available to players.<br />
* '''Run on Entry'''<br />
** This is code which will run locally for players when they are teleported into the tunnel.<br />
* '''Run on Exit'''<br />
** This is code which will run locally for players when they are teleported out of the tunnel.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module.<br />
<br />
<br />
==== During Gameplay ====<br />
<br />
At the start of the mission there is a 5% chance for the tunnel entrance to be trapped. Players can search the tunnel entrance before entering to check for traps, they have a 75% chance of finding a trap if once exists, if they fail the check then the trap will explode killing them.<br />
<br />
You can change if a tunnel entrance is trapped by changing the '''vn_tunnel_trapped''' variable on the entrance object. The entrance object uses the '''Land_vn_o_trapdoor_01''' classname.<br />
<br />
The tunnels contain the following animation sources which can be animated to block the exits on each side of the tunnel,<br />
* '''blockage_01_01_source'''<br />
* '''blockage_01_02_source'''<br />
* '''blockage_01_03_source'''<br />
* '''blockage_01_04_source'''</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Advanced_Logistics&diff=4274Advanced Logistics2021-05-09T09:19:53Z<p>Asaayu: </p>
<hr />
<div>== Advanced Logistics ==<br />
<br />
==== This page will guide you through adding the Advanced Logistics module to your mission. ====<br />
This module allows players to carry objects and store them vehicles to provide an easy way to transport them between two points.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is either place the module '''Advanced Logistics''' into your mission.<br />
<br />
For advanced users, you can spawn the module '''vn_module_logistics''' dynamically during the pre-init of your mission. Spawning the module during gameplay may not work as intended and cause unforeseen side effects or bugs.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
The main bulk of the work to get the advanced logistics module working in your mission is through the configuration files for the module.<br />
<br />
An already built config file from Mike Force [https://pastebin.com/raw/T4LzNZuc is available here], it contains most of the default static weapons and vehicles available in the CDLC.<br />
<br />
All of the following can either be added to the base game config (for mods) or to a missions description.ext file (for missions).<br />
<br />
* In your config folder create a new class called '''vn_logistics'''<br />
* Inside this class create two classes called '''vehicle_data''' and '''item_data'''<br />
** The '''vehicle_data''' class will contain all the information about the weight and size that vehicles are able to carry<br />
** The '''item_data''' class will contain all the information about how large and heavy an object is to carry<br />
* Inside the '''vehicle_data''' class you can add all the vehicles which you would like players to be able to load objects into.<br/><br />
Use this template to get started<br />
'''// This is the classname of the vehicle''' <br />
class b_truck_01_mover_f<br />
{<br />
'''// This is the maximum weight the vehicle can carry (KG)'''<br />
'''// -1 weight will disable the vehicles logistics system.'''<br />
inventory_max_weight = 90;<br />
'''// This is the maximum size of an object that the vehicle can carry (M^2)'''<br />
inventory_max_size = 15;<br />
};<br />
<br />
* Inside the '''item_data''' class you can add all the objects which you would like players to be able to pickup, move, and load into vehicles.<br/><br />
Use this template to get started<br />
'''// This is the classname of the object'''<br />
class land_bagfence_long_f<br />
{<br />
'''// Weight of the item (KG) - Used in calculations when loading/unloading'''<br />
'''// -1 weight will disable the vehicles logistics system.'''<br />
item_weight = 15;<br />
'''// Size of the item (M^2) - Used in calculations when loading/unloading'''<br />
item_size = 2.5;<br />
'''// Distance item should be when spawned in front of the player'''<br />
'''// This is hard coded to a minimum of 2 meters'''<br />
spawn_distance = 2;<br />
'''// This is the spawn rotation offset for the item. Usually -90/+90 degrees'''<br />
rotation_offset = 0;<br />
};<br />
<br />
* Once you've added all the vehicles and items to your config then the advanced logistics module is setup and ready to go.</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Tunnel_Module&diff=4273Tunnel Module2021-05-09T08:46:35Z<p>Asaayu: </p>
<hr />
<div>== Tunnel module ==<br />
<br />
==== This page will guide you through adding the Tunnel module to your mission. ====<br />
This module allows players to enter the tunnels on the outskirts of the Cam Lao Nam terrain. This module will not work for terrains other than Cam Lao Nam.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Terrain Tunnel Entrance''' into your mission.<br />
<br />
This module will create an object which will be used as the entrance object for the tunnel.<br />
<br />
The attributes for the module will allow you to change the following,<br />
* '''Tunnel'''<br />
** This is the tunnel which will be used, you can view the [https://cdn.discordapp.com/attachments/499945342578458636/840867164944990218/SPOILER_unknown.png '''tunnel positions on the map here'''].<br />
* '''Garrison Size'''<br />
** This determines how large the garrison inside the tunnel will be. The formula is '''8*(10*index)''', where index is the index of the selection in the module starting at 0. E.g. mini = 0, massive = 5, etc.<br />
* '''Garrison Side'''<br />
** This determines what side the units inside the tunnel will be spawned on, this is independent to the units intended side, so you can have US forces on OPFOR, or NVA forces on BLUFOR.<br />
* '''Garrison Type'''<br />
** This is a list of predefined units which will be randomly picked from to place in the tunnel. There is also a "Custom" option which will use the "Custom Garrison" array assigned below the "Garrison Type" attribute.<br />
* '''Enable Entry Action'''<br />
** This is a code condition which must return true for the entry action to be available to players.<br />
* '''Enable Search Action'''<br />
** This is a code condition which must return true for the search action to be available to players.<br />
* '''Enable Exit Action'''<br />
** This is a code condition which must return true for the exit action to be available to players.<br />
* '''Run on Entry'''<br />
** This is code which will run locally for players when they are teleported into the tunnel.<br />
* '''Run on Exit'''<br />
** This is code which will run locally for players when they are teleported out of the tunnel.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module.</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Tunnel_Module&diff=4272Tunnel Module2021-05-09T08:44:28Z<p>Asaayu: Created page with "== Tunnel module == ==== This page will guide you through adding the Tunnel module to your mission. ==== This module allows players to enter the tunnels on the outskirts of t..."</p>
<hr />
<div>== Tunnel module ==<br />
<br />
==== This page will guide you through adding the Tunnel module to your mission. ====<br />
This module allows players to enter the tunnels on the outskirts of the Cam Lao Nam terrain. This module will not work for terrains other than Cam Lao Nam.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is place the module '''Terrain Tunnel Entrance''' into your mission.<br />
<br />
This module will create an object which will be used as the entrance object for the tunnel.<br />
<br />
The attributes for the module will allow you to change the following,<br />
* Tunnel <br />
** This is the tunnel which will be used, you can view the [https://cdn.discordapp.com/attachments/499945342578458636/840867164944990218/SPOILER_unknown.png tunnel positions on the map here].<br />
* Garrison Size<br />
** This determines how large the garrison inside the tunnel will be. The formula is '''8*(10*index)''', where index is the index of the selection in the module. E.g. mini = 0, massive = 5, etc.<br />
* Garrison Side<br />
** This determines what side the units inside the tunnel will be spawned on, this is independent to the units intended side, so you can have US forces on OPFOR, or NVA forces on BLUFOR.<br />
* Garrison Type<br />
** This is a list of predefined units which will be randomly picked from to place in the tunnel. There is also a "Custom" option which will use the "Custom Garrison" array assigned below the "Garrison Type" attribute.<br />
* Enable Entry Action<br />
** This is a code condition which must return true for the entry action to be available to players.<br />
* Enable Search Action<br />
** This is a code condition which must return true for the search action to be available to players.<br />
* Enable Exit Action<br />
** This is a code condition which must return true for the exit action to be available to players.<br />
* Run on Entry<br />
** This is code which will run locally for players when they are teleported into the tunnel.<br />
* Run on Exit<br />
** This is code which will run locally for players when they are teleported out of the tunnel.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
There are no configuration files for this module.</div>Asaayuhttps://wiki.sogpf.com/index.php?title=User:Asaayu&diff=4271User:Asaayu2021-05-09T08:16:54Z<p>Asaayu: </p>
<hr />
<div>Hello, my name is Ethan.<br />
<br><br />
If you have any questions or need help the easiest way to contact me is through Discord, if I'm awake I'll get a notification and if I'm asleep I'll see it in the morning.<br />
<br><br />
'''Discord:''' Asaayu#7884<br />
<br><br />
<br><br />
'''Quick Links'''<br />
<br><br />
* [[Whitelisted Arsenal]]<br />
* [[Cinematic Module]]<br />
* [[Onslaught Module]]<br />
* [[Zeus Ordnance]]<br />
* [[Advanced Revive]]<br />
* [[Radio Support]]<br />
* [[Advanced Revive]]<br />
* [[Dynamic Radio Music]]<br />
* [[Advanced Logistics]]<br />
* [[Aircraft Master Arm Module]]<br />
* [[Quality of Life Module]]<br />
* [[Situational Awareness Module]]<br />
* [[Tunnel Module]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=User:Asaayu&diff=4270User:Asaayu2021-05-09T08:10:05Z<p>Asaayu: </p>
<hr />
<div>Hello, my name is Ethan.<br />
<br><br />
If you have any questions or need help the easiest way to contact me is through Discord, if I'm awake I'll get a notification and if I'm asleep I'll see it in the morning.<br />
<br><br />
'''Discord:''' Asaayu#1337<br />
<br><br />
<br><br />
'''Quick Links'''<br />
<br><br />
* [[Whitelisted Arsenal]]<br />
* [[Cinematic Module]]<br />
* [[Onslaught Module]]<br />
* [[Zeus Ordnance]]<br />
* [[Advanced Revive]]<br />
* [[Radio Support]]<br />
* [[Advanced Revive]]<br />
* [[Dynamic Radio Music]]<br />
* [[Advanced Logistics]]<br />
* [[Aircraft Master Arm Module]]<br />
* [[Quality of Life Module]]<br />
* [[Situational Awareness Module]]<br />
* [[Tunnel Module]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Whitelisted_Arsenal&diff=4269Whitelisted Arsenal2021-05-08T13:18:03Z<p>Asaayu: </p>
<hr />
<div>'''Whitelisted Arsenal Module'''<br />
<br><br><br />
The whitelisted arsenal module allows the mission creator to limit and restrict the use of items, weapons, uniforms, vests, vehicles, etc based on a predefined whitelist.<br />
<br><br />
The whitelist can be restricted by the units [https://community.bistudio.com/wiki/side side] and/or [https://community.bistudio.com/wiki/rank rank].<br />
<br><br><br />
'''The following options are available in the modules 3Den interface,'''<br />
* '''Loadout Template''' - An array of loadout classes to be used/merged as the master loadout. Loadout classes are defined in the '''vn_whitelisted_arsenal_loadouts''' config class either in the config file or mission config file. (Current DLC options: vn_default, uns_default) <br />
* '''Rank Whitelist''' - On/Off toggle that will change how the loadouts limit based on the [https://community.bistudio.com/wiki/rank units rank].<br />
* '''Side Accessibility''' - Restricted/Unrestricted toggle that will change how the loadouts limit based on the [https://community.bistudio.com/wiki/side units side].<br />
* '''Restrictions''' - (Equipment/Vehicles/Both/None) Drop down that allows the mission creator to select which type of items in the mission should be restricted. <br> Equipment restricts items in the arsenal <br> Vehicles restricts vehicles in the mission <br> Both restricts vehicles and the arsenal <br> None disables the module without having to remove it from the mission.<br />
<br><br />
Arsenal whitelisting will restrict players access to randomly select items and will also let players know which of their loadouts contain incompatible items. These loadouts are still loadable but players will be shown a message that will contain information including the items that were not added to the player.<br />
<br><br />
Vehicle whitelisting does not completely restrict players access to a vehicle it will only restrict their ability to get-in to any driver, pilot, co-pilot seat which can pilot/control the vehicle. Helpful if you don't want low-rank players from driving away in your HEMTT.<br />
<br><br><br />
This module does not need to be synced to anything, but anything that the module is synced to will have an arsenal action added to it. (This does not happen if the module is disabled through the 'none' restriction)<br />
<br><br><br><br><br />
'''Config file setup'''<br />
<br><br />
Either in the configFile or missionConfigFile (description.ext) create a class called '''vn_whitelisted_arsenal_loadouts'''<br />
<br><br />
Inside this class create another class, the name of this class is the name used in the modules setup.<br />
<br><br />
Add a 'displayname' string child entry into this class with the name of your loadout<br />
<br><br />
Add a 'weapons' array entry each item in this array should follow this format '''{CLASSNAME,{EAST, WEST, INDEPENDENT, CIVILIAN}}''' with E/W/I/C referring to the index of the players rank<br />
<br><br />
E.G. 0 = PRIVATE, 1 = CORPORAL. Use -1 to disable the use of the item by any rank on that side.<br />
<br><br />
Follow the above for 'magazines', 'items', 'backpacks', and 'vehicles' arrays.<br />
<br><br />
It is important to remember that an item needs to be in its specific sub-array or else it won't be added to the whitelist correctly.<br />
<br><br><br />
An example file can be found at 'modules_f_vietnam\cfgwhitelistedarsenal.hpp' feel free to copy that and modify it for your needs.<br />
<br><br />
[https://pastebin.com/raw/npAHxpAx '''View the full file here''']<br />
<br><br><br />
'''If you have any questions contact me @ Asaayu#7884 on Discord.'''<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Advanced_Logistics&diff=4268Advanced Logistics2021-05-07T04:12:21Z<p>Asaayu: Created page with "== Advanced Logistics == ==== This page will guide you through adding the Advanced Logistics module to your mission. ==== This module allows players to carry objects and stor..."</p>
<hr />
<div>== Advanced Logistics ==<br />
<br />
==== This page will guide you through adding the Advanced Logistics module to your mission. ====<br />
This module allows players to carry objects and store them vehicles to provide an easy way to transport them between two points.<br />
<br />
<br />
<br />
==== Eden Editor ====<br />
<br />
To add the module to your mission all you need to do is either place the module '''Advanced Logistics''' into your mission.<br />
<br />
For advanced users, you can spawn the module '''vn_module_logistics''' dynamically during the pre-init of your mission. Spawning the module during gameplay may not work as intended and cause unforeseen side effects or bugs.<br />
<br />
<br />
==== Configuration Files ====<br />
<br />
The main bulk of the work to get the advanced logistics module working in your mission is through the configuration files for the module.<br />
<br />
All of the following can either be added to the base game config (for mods) or to a missions description.ext file (for missions).<br />
<br />
* In your config folder create a new class called '''vn_logistics'''<br />
* Inside this class create two classes called '''vehicle_data''' and '''item_data'''<br />
** The '''vehicle_data''' class will contain all the information about the weight and size that vehicles are able to carry<br />
** The '''item_data''' class will contain all the information about how large and heavy an object is to carry<br />
* Inside the '''vehicle_data''' class you can add all the vehicles which you would like players to be able to load objects into.<br/><br />
Use this template to get started<br />
'''// This is the classname of the vehicle''' <br />
class b_truck_01_mover_f<br />
{<br />
'''// This is the maximum weight the vehicle can carry (KG)'''<br />
'''// -1 weight will disable the vehicles logistics system.'''<br />
inventory_max_weight = 90;<br />
'''// This is the maximum size of an object that the vehicle can carry (M^2)'''<br />
inventory_max_size = 15;<br />
};<br />
<br />
* Inside the '''item_data''' class you can add all the objects which you would like players to be able to pickup, move, and load into vehicles.<br/><br />
Use this template to get started<br />
'''// This is the classname of the object'''<br />
class land_bagfence_long_f<br />
{<br />
'''// Weight of the item (KG) - Used in calculations when loading/unloading'''<br />
'''// -1 weight will disable the vehicles logistics system.'''<br />
item_weight = 15;<br />
'''// Size of the item (M^2) - Used in calculations when loading/unloading'''<br />
item_size = 2.5;<br />
'''// Distance item should be when spawned in front of the player'''<br />
'''// This is hard coded to a minimum of 2 meters'''<br />
spawn_distance = 2;<br />
'''// This is the spawn rotation offset for the item. Usually -90/+90 degrees'''<br />
rotation_offset = 0;<br />
};<br />
<br />
* Once you've added all the vehicles and items to your config then the advanced logistics module is setup and ready to go.</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Whitelisted_Arsenal&diff=4267Whitelisted Arsenal2021-05-07T03:06:04Z<p>Asaayu: </p>
<hr />
<div>'''Whitelisted Arsenal Module'''<br />
<br><br><br />
The whitelisted arsenal module allows the mission creator to limit and restrict the use of items, weapons, uniforms, vests, vehicles, etc based on a predefined whitelist.<br />
<br><br />
The whitelist can be restricted by the units [https://community.bistudio.com/wiki/side side] and/or [https://community.bistudio.com/wiki/rank rank].<br />
<br><br><br />
'''The following options are available in the modules 3Den interface,'''<br />
* '''Loadout Template''' - An array of loadout classes to be used/merged as the master loadout. Loadout classes are defined in the '''vn_whitelisted_arsenal_loadouts''' config class either in the config file or mission config file. (Current DLC options: vn_default, uns_default) <br />
* '''Rank Whitelist''' - On/Off toggle that will change how the loadouts limit based on the [https://community.bistudio.com/wiki/rank units rank].<br />
* '''Side Accessibility''' - Restricted/Unrestricted toggle that will change how the loadouts limit based on the [https://community.bistudio.com/wiki/side units side].<br />
* '''Restrictions''' - (Equipment/Vehicles/Both/None) Drop down that allows the mission creator to select which type of items in the mission should be restricted. <br> Equipment restricts items in the arsenal <br> Vehicles restricts vehicles in the mission <br> Both restricts vehicles and the arsenal <br> None disables the module without having to remove it from the mission.<br />
<br><br />
Arsenal whitelisting will restrict players access to randomly select items and will also let players know which of their loadouts contain incompatible items. These loadouts are still loadable but players will be shown a message that will contain information including the items that were not added to the player.<br />
<br><br />
Vehicle whitelisting does not completely restrict players access to a vehicle it will only restrict their ability to get-in to any driver, pilot, co-pilot seat which can pilot/control the vehicle. Helpful if you don't want low-rank players from driving away in your HEMTT.<br />
<br><br><br />
This module does not need to be synced to anything, but anything that the module is synced to will have an arsenal action added to it. (This does not happen if the module is disabled through the 'none' restriction)<br />
<br><br><br><br><br />
'''Config file setup'''<br />
<br><br />
Either in the configFile or missionConfigFile (description.ext) create a class called '''vn_whitelisted_arsenal_loadouts'''<br />
<br><br />
Inside this class create another class, the name of this class is the name used in the modules setup.<br />
<br><br />
Add a 'displayname' string child entry into this class with the name of your loadout<br />
<br><br />
Add a 'weapons' array entry each item in this array should follow this format '''{CLASSNAME,{EAST, WEST, INDEPENDENT, CIVILIAN}}''' with E/W/I/C referring to the index of the players rank<br />
<br><br />
E.G. 0 = PRIVATE, 1 = CORPORAL. Use -1 to disable the use of the item by any rank on that side.<br />
<br><br />
Follow the above for 'magazines', 'items', 'backpacks', and 'vehicles' arrays.<br />
<br><br />
It is important to remember that an item needs to be in its specific sub-array or else it won't be added to the whitelist correctly.<br />
<br><br><br />
An example file can be found at 'modules_f_vietnam\cfgwhitelistedarsenal.hpp' feel free to copy that and modify it for your needs.<br />
<br><br><br />
'''If you have any questions contact me @ Asaayu#7884 on Discord.'''<br />
<br />
<br />
[[Category: Modules]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=User:Asaayu&diff=3027User:Asaayu2020-06-26T09:22:57Z<p>Asaayu: </p>
<hr />
<div>Hello, my name is Ethan.<br />
<br><br />
If you have any questions or need help the easiest way to contact me is through Discord, if I'm awake I'll get a notification and if I'm asleep I'll see it in the morning.<br />
<br><br />
'''Discord:''' Asaayu#1337<br />
<br><br />
<br><br />
'''Quick Links'''<br />
<br><br />
* [[Whitelisted Arsenal]]<br />
* [[Cinematic Module]]<br />
* [[Onslaught Module]]<br />
* [[Zeus Ordnance]]<br />
* [[Advanced Revive]]<br />
* [[Radio Support]]<br />
* [[Advanced Revive]]<br />
* [[Dynamic Radio Music]]<br />
* [[Logistics]]<br />
* [[Aircraft Master Arm Module]]<br />
* [[Quality of Life Module]]<br />
* [[Situational Awareness Module]]<br />
* [[Tunnel Module]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=User:Asaayu&diff=82User:Asaayu2020-04-30T15:20:05Z<p>Asaayu: Created page with "Hello, my name is Ethan. <br> If you have any questions or need help the easiest way to contact me is through Discord, if I'm awake I'll get a notification and if I'm asleep I..."</p>
<hr />
<div>Hello, my name is Ethan.<br />
<br><br />
If you have any questions or need help the easiest way to contact me is through Discord, if I'm awake I'll get a notification and if I'm asleep I'll see it in the morning.<br />
<br><br />
'''Discord:''' Asaayu#1337<br />
<br><br />
<br><br />
'''Quick Links'''<br />
<br><br />
* [[Whitelisted Arsenal]]<br />
* [[Cinematic Module]]<br />
* [[Onslaught Module]]<br />
* [[Zeus Ordnance]]<br />
* [[Advanced Revive]]<br />
* [[Bombardment Support]]<br />
* [[Advanced Revive]]<br />
* [[Dynamic Radio Music]]<br />
* [[Logistics]]<br />
* [[Masterarm Module]]<br />
* [[Quality of Life Module]]<br />
* [[Situational Awareness Module]]<br />
* [[Tunnel Module]]</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Whitelisted_Arsenal&diff=6Whitelisted Arsenal2019-12-11T15:43:54Z<p>Asaayu: </p>
<hr />
<div>'''Whitelisted Arsenal Module'''<br />
<br><br><br />
The whitelisted arsenal module allows the mission creator to limit and restrict the use of items, weapons, uniforms, vests, vehicles, etc based on a predefined whitelist.<br />
<br><br />
The whitelist can be restricted by the units [https://community.bistudio.com/wiki/side side] and/or [https://community.bistudio.com/wiki/rank rank].<br />
<br><br><br />
'''The following options are available in the modules 3Den interface,'''<br />
* '''Loadout Template''' - An array of loadout classes to be used/merged as the master loadout. Loadout classes are defined in the '''vn_whitelisted_arsenal_loadouts''' config class either in the config file or mission config file. (Current DLC options: vn_default, uns_default) <br />
* '''Rank Whitelist''' - On/Off toggle that will change how the loadouts limit based on the [https://community.bistudio.com/wiki/rank units rank].<br />
* '''Side Accessibility''' - Restricted/Unrestricted toggle that will change how the loadouts limit based on the [https://community.bistudio.com/wiki/side units side].<br />
* '''Restrictions''' - (Equipment/Vehicles/Both/None) Drop down that allows the mission creator to select which type of items in the mission should be restricted. <br> Equipment restricts items in the arsenal <br> Vehicles restricts vehicles in the mission <br> Both restricts vehicles and the arsenal <br> None disables the module without having to remove it from the mission.<br />
<br><br />
Arsenal whitelisting will restrict players access to randomly select items and will also let players know which of their loadouts contain incompatible items. These loadouts are still loadable but players will be shown a message that will contain information including the items that were not added to the player.<br />
<br><br />
Vehicle whitelisting does not completely restrict players access to a vehicle it will only restrict their ability to get-in to any driver, pilot, co-pilot seat which can pilot/control the vehicle. Helpful if you don't want low-rank players from driving away in your HEMTT.<br />
<br><br><br />
This module does not need to be synced to anything, but anything that the module is synced to will have an arsenal action added to it. (This does not happen if the module is disabled through the 'none' restriction)<br />
<br><br><br><br><br />
'''Config file setup'''<br />
<br><br />
Either in the configFile or missionConfigFile (description.ext) create a class called '''vn_whitelisted_arsenal_loadouts'''<br />
<br><br />
Inside this class create another class, the name of this class is the name used in the modules setup.<br />
<br><br />
Add a 'displayname' string child entry into this class with the name of your loadout<br />
<br><br />
Add a 'weapons' array entry each item in this array should follow this format '''{CLASSNAME,{EAST, WEST, INDEPENDENT, CIVILIAN}}''' with E/W/I/C referring to the index of the players rank<br />
<br><br />
E.G. 0 = PRIVATE, 1 = CORPORAL. Use -1 to disable the use of the item by any rank on that side.<br />
<br><br />
Follow the above for 'magazines', 'items', 'backpacks', and 'vehicles' arrays.<br />
<br><br />
It is important to remember that an item needs to be in its specific sub-array or else it won't be added to the whitelist correctly.<br />
<br><br><br />
An example file can be found at 'modules_f_vietnam\cfgwhitelistedarsenal.hpp' feel free to copy that and modify it for your needs.<br />
<br><br><br />
'''If you have any questions contact me @ Asaayu#1337 on Discord.'''</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Whitelisted_Arsenal&diff=5Whitelisted Arsenal2019-11-10T12:12:09Z<p>Asaayu: </p>
<hr />
<div>'''Whitelisted Arsenal Module'''<br />
<br><br><br />
The whitelisted arsenal module allows the mission creator to limit and restrict the use of items, weapons, uniforms, vests, vehicles, etc based on a predefined whitelist.<br />
<br><br />
The whitelist can be restricted by the units [https://community.bistudio.com/wiki/side side] and/or [https://community.bistudio.com/wiki/rank rank].<br />
<br><br><br />
'''The following options are available in the modules 3Den interface,'''<br />
* '''Loadout Template''' - An array of loadout classes to be used/merged as the master loadout. Loadout classes are defined in the '''vn_whitelisted_arsenal_loadouts''' config class either in the config file or mission config file. (Current DLC options: vn_default, uns_default) <br />
* '''Rank Whitelist''' - On/Off toggle that will change how the loadouts limit based on the [https://community.bistudio.com/wiki/rank units rank].<br />
* '''Side Accessibility''' - Restricted/Unrestricted toggle that will change how the loadouts limit based on the [https://community.bistudio.com/wiki/side units side].<br />
* '''Restrictions''' - (Equipment/Vehicles/Both/None) Drop down that allows the mission creator to select which type of items in the mission should be restricted. <br> Equipment restricts items in the arsenal <br> Vehicles restricts vehicles in the mission <br> Both restricts vehicles and the arsenal <br> None disables the module without having to remove it from the mission.<br />
<br><br />
Arsenal whitelisting will restrict players access to randomly select items and will also let players know which of their loadouts contain incompatible items. These loadouts are still loadable but players will be shown a message that will contain information including the items that were not added to the player.<br />
<br><br />
Vehicle whitelisting does not completely restrict a players access to a vehicle it will only restrict their ability to get-in to any driver, pilot, co-pilot seat which has the ability to pilot/control the vehicle. Helpful if you don't want low rank players from driving away in your HEMTT.<br />
<br><br><br />
This module does not need to me synced to anything, but anything that the module is synced to will have an arsenal action added to it. (This does not happen if the module is disabled through the 'none' restriction)<br />
<br><br><br><br><br />
'''Config file setup'''<br />
<br><br />
Either in the configFile or missionConfigFile (description.ext) create a class called '''vn_whitelisted_arsenal_loadouts'''<br />
<br><br />
Inside this class create another class, the name of this class is the name used in the modules setup.<br />
<br><br />
Add a 'displayname' string child entry into this class with the name of your loadout<br />
<br><br />
Add a 'weapons' array entry each item in this array should follow this format '''{CLASSNAME,{EAST, WEST, INDEPENDENT, CIVILIAN}}''' with E/W/I/C referring to the index of the players rank<br />
<br><br />
E.G. 0 = PRIVATE, 1 = CORPORAL. Use -1 to disable use of the item by any rank on that side.<br />
<br><br />
Follow the above for 'magazines', 'items', 'backpacks', and 'vehicles' arrays.<br />
<br><br />
It is important to remember that an item needs to be in its specific sub-array or else it won't be added to the whitelist correctly.<br />
<br><br><br />
An example file can be found at 'modules_f_vietnam\cfgwhitelistedarsenal.hpp' feel free to copy that and modify it for your needs.<br />
<br><br><br />
'''If you have any questions contact me @ Asaayu#1337 on Discord.'''</div>Asaayuhttps://wiki.sogpf.com/index.php?title=Whitelisted_Arsenal&diff=4Whitelisted Arsenal2019-11-10T11:25:33Z<p>Asaayu: Created page with "'''Whitelisted Arsenal Module''' <br><br> The whitelisted arsenal module allows the mission creator to limit and restrict the use of items, weapons, uniforms, vests, vehicles,..."</p>
<hr />
<div>'''Whitelisted Arsenal Module'''<br />
<br><br><br />
The whitelisted arsenal module allows the mission creator to limit and restrict the use of items, weapons, uniforms, vests, vehicles, etc based on a predefined whitelist.<br />
<br><br />
The whitelist can be restricted by the units [https://community.bistudio.com/wiki/side side] and/or [https://community.bistudio.com/wiki/rank rank].<br />
<br><br><br />
'''The following options are available in the modules 3Den interface,'''<br />
* '''Loadout Template''' - An array of loadout classes to be used/merged as the master loadout. Loadout classes are defined in the '''vn_whitelisted_arsenal_loadouts''' config class either in the config file or mission config file. (Current DLC options: vn_default, uns_default) <br />
* '''Rank Whitelist''' - On/Off toggle that will change how the loadouts limit based on the [https://community.bistudio.com/wiki/rank units rank].<br />
* '''Side Accessibility''' - Restricted/Unrestricted toggle that will change how the loadouts limit based on the [https://community.bistudio.com/wiki/side units side].<br />
* '''Restrictions''' - (Equipment/Vehicles/Both/None) Drop down that allows the mission creator to select which type of items in the mission should be restricted. <br> Equipment restricts items in the arsenal <br> Vehicles restricts vehicles in the mission <br> Both restricts vehicles and the arsenal <br> None disables the module without having to remove it from the mission.<br />
<br><br />
Arsenal whitelisting will restrict players access to randomly select items and will also let players know which of their loadouts contain incompatible items. These loadouts are still loadable but players will be shown a message that will contain information including the items that were not added to the player.<br />
<br><br />
Vehicle whitelisting does not completely restrict a players access to a vehicle it will only restrict their ability to get-in to any driver, pilot, co-pilot seat which has the ability to pilot/control the vehicle. Helpful if you don't want low rank players from driving away in your HEMTT.<br />
<br><br><br />
This module does not need to me synced to anything, but anything that the module is synced to will have an arsenal action added to it. (This does not happen if the module is disabled through the 'none' restriction)<br />
<br><br><br />
'''If you have any questions contact me @ Asaayu#1337 on Discord.'''</div>Asaayu