Functions
Every scripted function in the S.O.G. Prairie Fire CDLC and its mission system.
Functions are grouped by theme, but can all be searched using the filter box below.
AI, Spawning & Enemy Activity
35 functions · The Tracker/Overlord enemy system, Onslaught, random sites, AI skill and waypoints, transport insertion, and ambient spawns.
| Function | Description |
|---|---|
VN_fnc_module_onslaught |
Module init for the Onslaught module system, gathers and spawns units at predefined spawn points and gives … |
VN_fnc_module_site |
Internal BIS function for sites |
vn_ms_fnc_aiHeliTransport |
No description added yet. |
VN_ms_fnc_aiHeliTransportAddAction |
Add skip AI insertion travel hold action. |
VN_ms_fnc_aiHeliTransportSkip |
Skip AI insertion travel - uses the group leader’s vehicle. The fade to black lasts 1 second, the default … |
VN_ms_fnc_aiSetSkill |
Configure unit skills. These are tuned for infantry jungle-fighting, and may not work as well on vehicle … |
VN_ms_fnc_deleteWaypoints |
Remove all current group waypoints and reset their pathing. |
vn_ms_fnc_driveOnEditorPath |
Order vehicle to follow the path created from objects placed in specified editor layer. Vehicle will start … |
VN_ms_fnc_spawnAmbHeli |
Spawn a helicopter (50m) in the air near a given position and let it fly away (towards [0,0,0]). The … |
VN_ms_fnc_tracker_attackArea |
Spawn waves attacking an area. Uses VN_ms_fnc_tracker_positionVisible, VN_ms_fnc_tracker_getHiddenPos and … |
VN_ms_fnc_tracker_getAOPlayers |
Gets players in a AO that are valid targets (alive and on foot). |
VN_ms_fnc_tracker_getHiddenPos |
Search for hidden postion around target position. |
VN_ms_fnc_tracker_getSpiralPositions |
Get positions in spiral with given radius. Useful for patrols. params [ ["_center", getPos player, [[], … |
vn_ms_fnc_tracker_onPlayerFired |
Handles fired event to notify patrolling units etc. |
VN_ms_fnc_tracker_overlord_getGroups |
Get groups array from Overlord FSM. |
VN_ms_fnc_tracker_overlord_init |
Initializes Overlord on an area. |
VN_ms_fnc_tracker_positionValid |
Checks if position is valid for AI group spawn. |
VN_ms_fnc_tracker_positionVisible |
Checks if position is visible for any of unit in group. |
VN_ms_fnc_tracker_preInit |
Tracker system preInit. Uses VN_ms_fnc_tracker_tracksCreate and VN_ms_fnc_tracker_receiveNoise. |
VN_ms_fnc_tracker_receiveNoise |
Handle client generated noise - slightly (0.01) reveals the shooter to surrounding units, friends or foes. |
VN_ms_fnc_tracker_spawnGroup |
Spawns a group and potential vehicles based on [configFile](https://community.bistudio.com/wiki/configFile) >> … |
VN_ms_fnc_tracker_stalker_airShoot |
Forces unit to shoot into the sky. |
VN_ms_fnc_tracker_tracksCreate |
Creates tracks marker on unit position. |
VN_ms_fnc_tracker_tracksLoop |
Loop that monitors player speed and periodicaly leaves tracks on his position. |
vn_ms_fnc_waypoint_captureDriveOnPath |
No description added yet. |
VN_ms_module_fnc_randomSite_executorInit |
Executes user code from editor on objects synced to executor module. |
VN_ms_module_fnc_randomSite_selectorInit |
Selects random sites liked to selector module. |
VN_ms_module_fnc_randomSite_siteDelete |
Deletes site module and its associated objects. |
VN_ms_module_fnc_randomSite_siteInit |
Initializes site module. |
VN_ms_module_fnc_tracker_ao |
Tracker Area of Operations module intialisation. |
VN_ms_module_fnc_tracker_aoDynamicSimToggle |
Toggle dynamic simulation for existing groups - the setting will not apply to groups spawned after execution. … |
VN_ms_module_fnc_tracker_aoGroups |
Get groups array from Overlord AO module. |
vn_ms_module_fnc_tracker_aoRemoveGroups |
Remove EXISTING groups managed by Tracker AO module. |
vn_ms_module_fnc_tracker_fortification |
Tracker Fortification position module intialization. |
vn_ms_module_fnc_tracker_reinforcements |
No description added yet. |
Arsenal, Loadouts & Appearance
15 functions · Whitelisted arsenal, arsenal actions and overrides, loadout handling, insignia and campaign faces.
| Function | Description |
|---|---|
VN_fnc_module_whitelistedArsenal |
Module function for whitelisted arsenal. Executes server-side code and triggers client initialisation. |
VN_fnc_onArsenalOpened |
Handle arsenal display open. |
VN_fnc_setunitchestinsignia |
Adds insignia to unit globablly for all clients including JIP clients. |
VN_fnc_whitelisted_arsenal_calculate_access |
Updates VN_whitelisted_arsenal_allowedItems global variable for the whitelisted arsenal functions, depending … |
VN_fnc_whitelisted_arsenal_client |
Sets whitelisted arsenal event handlers. |
VN_fnc_whitelisted_arsenal_copilot_check |
Check if the provided unit is in a co-pilot seat. |
VN_fnc_whitelisted_arsenal_hint_message |
Gets the data from the unit and then compiles that into a message to the player. Includes ranks that can use X … |
VN_fnc_whitelisted_arsenal_lbColor |
Color codes loadouts in the arsenal based on the availability of the items inside them. |
VN_fnc_whitelisted_arsenal_loadInventory |
Adds loadout to character while also listing objects that have been skipped. |
VN_fnc_whitelisted_arsenal_override |
Master function that contains all the gui overrides for the arsenal when whitelisted arsenal is enabled. |
VN_fnc_whitelisted_arsenal_templateOkButton |
Takes over the confirm button for the loadouts and can do custom things on save/load. |
VN_fnc_whitelisted_arsenal_vehicle_eject |
Gets the vehicle the player has gotten into and checks it against the vehicles for their current rank and … |
vn_ms_fnc_addArsenalAction |
Adds arsenal action to given object, if VN arsenal is enabled. |
vn_ms_fnc_forceCampaignFace |
Forces the desired face to the player unit for the campaign. |
vn_ms_fnc_hasItems |
Checks if given units have at least one of each given item in their inventory. |
Audio, Music & Ambience
19 functions · Dynamic radio music (jukebox), vehicle music, ambient and situational-awareness audio, menu music, and 3D sound helpers.
| Function | Description |
|---|---|
VN_fnc_ambient_audio_loop |
Creates and adds a loop to the internal BIS_fnc_loop which will check if any sounds should be playing. |
VN_fnc_drm_delete_audio |
Stops object or player from playing audio. |
VN_fnc_drm_localuseractions |
Adds actions for the DRM system to the object. |
vn_fnc_drm_play_clients |
Plays audio from an object for the client. |
VN_fnc_drm_request_audio |
No description added yet. |
VN_fnc_drm_setup_client |
Sets up audio objects for backpack radio on clients when they join the server. |
VN_fnc_drm_setup_server |
Sets up the DRM channels on the server and sets all the audio clips that can play for each. |
VN_fnc_drm_useractions |
Adds actions for the DRM system which the player interacts with. |
VN_fnc_drm_usereventhandlers |
Adds eventhandlers for all the needed things for DRM. |
VN_fnc_initdynamicradiomusic |
Gathers compatible sounds from cfgsounds then plays them as audio from radios placed around the mission. |
VN_fnc_initsituationalawareness |
Gathers compatible sounds from cfgsounds then plays them to simulate situational awareness for players. |
VN_fnc_menu_music |
Handles main menu music. |
VN_fnc_module_ambient_audio |
No description added yet. |
VN_fnc_module_jukebox_disable |
Disables the jukebox actions for the player |
VN_fnc_music |
Main function for the vehicle music system. |
VN_fnc_music_play |
say3D’s the given audio from the given object, this function is made to be remote executed on clients. |
VN_fnc_music_stop |
Stops audio from playing from the vehicle. |
VN_fnc_remoteSay3D |
Executes say3D on all systems. |
VN_fnc_sam_dynamic_audio |
Play situational awareness audio locally on user’s client based on predefined conditions; works for normal … |
Command overlay and gesture menu
7 functions
| Function | Description |
|---|---|
VN_fnc_cmdOL_check |
Start the Masterloop for the Command Overlay. Will wait, until an Item is added to “vn_cmdOL_ctrlToAdd” |
VN_fnc_cmdOL_init |
Prepare all the data for the “Command Overlay”. |
VN_fnc_cmdOL_receive |
Adding the Texture/Icon to the “ActiveIcons”-list, nothing else. Rest will be handled by “vn_fnc_cmdOL_check”. |
VN_fnc_module_UI_gestureMenu_init |
Loads up the STANDARD Version for the Gesture-Wheelmenu and adds Keyhandler. Default key: Y (on a QWERTY … |
VN_fnc_module_UI_gestureMenu_init_custom |
Loads up the CUSTOM Version for the Gesture-Wheelmenu and adds Keyhandler. Default key: Y (on a QWERTY … |
VN_fnc_module_UI_gestureMenu_KeyHandler |
“keyUp” UI Eventhandler function, runs code and blocks standard key. Default key: Y (on a QWERTY keyboard). … |
VN_fnc_playGesture |
Play given animation and send the selected Icon (via CmdOverlay) to all Groupmembers within reach … |
Debug & Scripting Utilities
11 functions · Debug menus and logging, the versioning overlay, and small general-purpose helpers used across the other systems.
| Function | Description |
|---|---|
VN_fnc_debug_message |
Show internal debug message and log to rpt file |
VN_fnc_getDLC |
Gets the modDir and mod classname from an item. |
VN_fnc_getRevision |
Set the revision number on screen. |
VN_fnc_init |
Initialize versioning system. |
VN_fnc_numberToBase |
Converts a number from one base to another |
VN_fnc_player |
Uses getVariable to get the current remoted controlled unit, if the player is not remote controlling a unit … |
VN_fnc_rgba100toHex |
Converts an RGBA color to Hex |
VN_fnc_versioningHudToggle |
Toggles the ingame revision overlay. |
vn_ms_fnc_debug |
Enables debug for campaign. |
vn_ms_fnc_debug_menu |
Initialize debug functionalities in pause menu |
VN_ms_fnc_isNear |
Checks if most (> 50%) or any (at least 1) of the units are inside a given radius from a given … |
Fire Support & Ordnance
25 functions · Artillery module and menu, air strikes, transport/resupply requests, guided bombs, illumination, and Zeus-fired ordnance.
| Function | Description |
|---|---|
VN_fnc_artillery_actions |
Adds radio action to players and the respawn eventhandler to add actions when they respawn. |
VN_fnc_artillery_arc_light |
Function which spawns the bombs for the Arc Light artillery mission. |
VN_fnc_artillery_bomb_guide |
Guides a bomb through velocity transformation so it always hits the target. |
VN_fnc_artillery_bombard |
Main bombard function |
VN_fnc_artillery_commando_vault |
Runs the commando vault function. |
VN_fnc_artillery_dawn_1 |
Spawns the illumination rounds for the scripted illumination artillery rounds. |
VN_fnc_artillery_heli |
Spawns a helicopter with predetermined settings from the artillery module GUI |
VN_fnc_artillery_init |
Init function for artillery module. |
VN_fnc_artillery_menu |
Artillery Menu master function |
VN_fnc_artillery_message |
Artillery message function which plays a message in side chat for the player. |
VN_fnc_artillery_plane |
Spawns a plane with predetermined settings from the artillery module GUI. |
VN_fnc_artillery_radio |
Function to determine if the player has access to the artillery menu request. |
VN_fnc_artillery_resupply |
Server side script for resupply call from a player. |
VN_fnc_artillery_score_set |
Sets the score variable +/- the cost that is passed through to the function. |
VN_fnc_artillery_server_check |
Server side check for the artillery request, makes sure the request isn’t in a safezone or near a respawn … |
VN_fnc_artillery_transport |
Server side script for transport call from a player. |
VN_fnc_bomb_blu82 |
Spawns bomb and either attaches a parachute or spawns a parachute to attach. |
VN_fnc_bomb_hit_blu82 |
Handles bomb hitting the target and creates craters. This is called by a eventhandler, don’t recommend calling … |
VN_fnc_module_artillery |
Setup function for the artillery module system. |
VN_fnc_zeus_ordnance |
Ordnance function which allows zeus modules to fire ordnance. |
vn_ms_fnc_casAirstrike |
Spawn CAS plane to bomb target position. The plane starts at marker “vn_cas_start” and despawns at … |
VN_ms_fnc_createFlare |
Create ilumination flare on given position. |
VN_ms_fnc_dropOrdnance |
Drop (air) ordnance from the provided vehicle. |
VN_ms_fnc_waypoint_artillery |
Tells the group to fire artillery barrage on waypoint/position. File path for scripted waypoint: … |
VN_ms_fnc_waypoint_doArtilleryFire |
Tells the artillery unit to do a (90°) cone-shaped artillery barrage. |
Keybinds & Input
15 functions · The keybinding menu (kbm_*) plus key/hold input handlers mission makers can hook into.
| Function | Description |
|---|---|
VN_fnc_holdkey |
Function that exectues a user-defined code when a key has been held down for a long enough time. |
VN_fnc_kbm_eh_control_cancel_onButtonClick |
Handles Cancel button click. |
VN_fnc_kbm_eh_control_default_onButtonClick |
Handles Default button click. |
VN_fnc_kbm_eh_control_input_onkeyDown |
No description added yet. |
VN_fnc_kbm_eh_control_ok_onButtonClick |
Handles OK button click. |
VN_fnc_kbm_eh_display_onLoad |
Loads the display. |
VN_fnc_kbm_getKey |
Returns the currently assigned keybind to a specific action. |
VN_fnc_kbm_keyName |
Formats the key name with the modifiers. |
VN_fnc_kbm_load |
Initialize the keybindings loading and adds the event handler to the mission. |
VN_fnc_kbm_loadKeys |
Loads the keybinds into the localNamespace. |
VN_fnc_kbm_loadTable |
Populates the keybinding’s menu table with the keybinds. |
VN_fnc_kbm_onButtonClick |
Handle a button click in the keybinding’s menu. |
VN_fnc_kbm_onKey |
Handles the KeyDown / KeyUp event in the mission. |
VN_fnc_kbm_onLBDblClick |
Handles LNB double-clicking to edit behavior. |
VN_fnc_kbm_onLoad |
Keybindins menu load. |
Logistics
9 functions · The logistics system for carrying items and loading vehicles.
| Function | Description |
|---|---|
VN_fnc_log_getInventory |
Returns the inventory of the provided vehicle. |
VN_fnc_log_isLoaded |
Checks if the object is loaded at all or if a vehicle is also passed checks if the object is loaded in the … |
VN_fnc_log_loadLogisticItem |
Loads object into vehicle, removes it from the world. |
VN_fnc_log_openlogisticsinventory |
Opens logistics inventory of the vehicle passed to this function. Also used when inventory is reloaded e.g … |
VN_fnc_log_pickupLogisticItem |
Picks up object the player is looking at. Creates a loop that moves the object in the direction of the players … |
VN_fnc_log_placeLogisticItem |
Adds actions for players for the logistics module. |
VN_fnc_log_unloadLogisticItem |
Adds actions for players for the logistics module. |
VN_fnc_log_userActions |
Adds actions for players for the logistics module. |
VN_fnc_module_logistics |
Module function for the logistics. Sets up variables for the item & vehicle list and adds the actions for … |
Mission Flow, Objectives & Endings
20 functions · DGBT transport objectives, HVT endgame modules, cinematics, mission end, credits, debrief and memorial screens.
| Function | Description |
|---|---|
VN_fnc_cinematic_play |
Cinematic playing function, plays cinematic based off synced camera shots to the master cinematic module. |
VN_fnc_credits |
Plays credits scene over game display. |
VN_fnc_end_script |
Internal script used by the ending ui to play effects on screen, has no use outside of this context. |
VN_fnc_endMission |
End mission with either a fade to black or a cinematic outro. |
VN_fnc_endMissionServer |
Ends mission for all clients on multiplayer server. |
VN_fnc_menu_credits |
Plays credits scene over menu display |
VN_fnc_module_cinematic |
Cinematic module base. Uses VN_fnc_cinematic_play. |
VN_fnc_moduleHvtInit |
No description added yet. |
VN_fnc_moduleHvtObjective |
No description added yet. |
VN_fnc_moduleHvtObjectives |
No description added yet. |
VN_fnc_moduleHvtObjectivesInstance |
No description added yet. |
VN_fnc_showDebrief |
Shows the Campaign Endscreen. |
VN_fnc_ui_showMemoralSlides |
Shows the memorial slides. |
VN_ms_fnc_dgbt_crateDeliver |
Starts the crate transport DGBT delivery phase with given parameters. Uses VN_ms_fnc_dgbt_generateTaskId. |
VN_ms_fnc_dgbt_crateStart |
Starts the crate transport DGBT pickup phase with given parameters. Uses VN_ms_fnc_dgbt_generateTaskId. |
vn_ms_fnc_dgbt_createLocateMarker |
Creates an area marker around given position. |
VN_ms_fnc_dgbt_generateTaskId |
Generates a dgbt-prefixed task ID - format dgbt_t_<round diag_tickTime>_<random 1000>. |
VN_ms_fnc_dgbt_squadBoard |
Let the squad from current DGBT board the helicopter. Uses VN_ms_fnc_dgbt_generateTaskId. |
VN_ms_fnc_dgbt_squadStart |
Starts the squad transport DGBT pickup phase - the random area being a square of 800m × 800m. |
VN_ms_fnc_sfx_wakeUp |
Creates wakeup overlay effect. |
Mission Setup & Parameters
14 functions · Mission parameters, teleports, spectator, player traits, and layer caching.
| Function | Description |
|---|---|
VN_ms_fnc_addTeleportAction |
Adds action to teleport action caller to his group leader - uses VN_ms_fnc_aoTeleport. |
VN_ms_fnc_aoTeleport |
Teleports the player to the given position. Can spawn an ambient helicopter (uses VN_ms_fnc_spawnAmbHeli). |
VN_ms_fnc_cacheLayer |
Toggle caching (disabling simulation) of editor layer. |
vn_ms_fnc_enableSOGTraits |
Initialize SOG traits for player. |
VN_ms_fnc_params_aimCoef |
Sets player’s VN aimCoef parameter (0.1 aiming coefficient). Is reapplied on player’s respawn. |
VN_ms_fnc_params_arsenal |
Sets VN whitelisted arsenal enabled/disabled parameter. |
VN_ms_fnc_params_difficulty |
Sets VN difficulty parameter and sets the weather server-side. |
VN_ms_fnc_params_failOnWipe |
Sets VN mission failure on wipe parameter. |
VN_ms_fnc_params_hints |
Sets VN hints parameter. |
VN_ms_fnc_params_stamina |
Sets VN stamina parameter. Reapplied on player’s respawn. |
VN_ms_fnc_params_teleportAction |
Sets VN teleport action at duty officer parameter. |
VN_ms_fnc_persistentPlayerGroups |
Prevents player groups from being deleted when the last group player unit disconnects from the server. |
vn_ms_fnc_spectator_enableClient |
Enable specatator and move player to spectator group. |
vn_ms_fnc_spectator_enableServer |
Force target player into spectator. |
Quality of life
3 functions · Earplugs, and camera aperture
| Function | Description |
|---|---|
VN_fnc_module_QOL |
Quality Of Life (ear plugs) module changes |
VN_fnc_QOL_earplugs |
Gives player the earplugs action. |
VN_fnc_set_aperture_based_on_light_level |
Sets the player’s aperture to enable night fighting on Cam Lao Nam, without the need for additional light … |
Radios & Comms
46 functions · Radio sets (PRC-77, T-102E, T-884, VRC-12, URC-10, M252), frequency/volume controls, TFAR checks, and scripted radio chatter.
| Function | Description |
|---|---|
VN_fnc_M252_onLoad |
Handles M252 load. |
VN_fnc_PRC77_onLoad |
Handles UI Loading. |
VN_fnc_PRC77_onUpdate |
Handles UI Updates. |
VN_fnc_PRC77_setAdditional |
Sets additional frequency. |
VN_fnc_PRC77_setAudio |
Sets audio speakers. |
VN_fnc_PRC77_setChannel |
Sets channel. |
VN_fnc_PRC77_setFrequency |
Sets frequency. |
VN_fnc_PRC77_setKHz |
Sets KHzs. Parameter are same as onMouseButtonDown |
VN_fnc_PRC77_setMHz |
Sets MHzs. Parameter are same as onMouseButtonDown |
VN_fnc_PRC77_setStereo |
Sets stereo. |
VN_fnc_PRC77_setVolume |
Sets volume. Parameters are same as onMouseButtonDown |
VN_fnc_T102E_onLoad |
Handles UI Loading. |
VN_fnc_T102E_onUpdate |
Handles UI Updates. |
VN_fnc_T102E_setAdditional |
Sets additional frequency. |
VN_fnc_T102E_setAudio |
Sets audio speakers. |
VN_fnc_T102E_setChannel |
Sets channel. Parameters are same as onMouseButtonDown |
VN_fnc_T102E_setFrequency |
Sets the frequency |
VN_fnc_T102E_setKHz |
Sets KHzs. Parameters are same as onMouseButtonDown |
VN_fnc_T102E_setMHz |
Sets MHzs. Parameters are same as onMouseButtonDown |
VN_fnc_T102E_setStereo |
Sets stereo. |
VN_fnc_T102E_setVolume |
Sets volume. Parameters are same as onMouseButtonDown |
VN_fnc_T884_onLoad |
Handles UI Loading. |
VN_fnc_T884_onUpdate |
Handles UI Updates. |
VN_fnc_T884_setAdditional |
Sets additional frequency. |
VN_fnc_T884_setAudio |
Sets audio speakers. |
VN_fnc_T884_setChannel |
Sets the channel. Parameters are same as onMouseButtonDown |
VN_fnc_T884_setFrequency |
Sets channel. Parameters are same as onMouseButtonDown |
VN_fnc_T884_setKHz |
Sets KHzs. Parameters are same as onMouseButtonDown |
VN_fnc_T884_setMHz |
Sets MHzs. Parameters are same as onMouseButtonDown |
VN_fnc_T884_setStereo |
Sets stereo. |
VN_fnc_T884_setVolume |
Sets volume of T884. Parameter are same as onMouseButtonDown |
VN_fnc_TFAR_isOldVersion |
Checks if user is using an old version of TFAR |
VN_fnc_URC10_onLoad |
Handles URC10 load. |
VN_fnc_VRC12_onLoad |
Handles UI Loading. |
VN_fnc_VRC12_onUpdate |
Handles UI Updates. |
VN_fnc_VRC12_setAdditional |
Sets additional frequency. |
VN_fnc_VRC12_setAudio |
Sets audio speakers. |
VN_fnc_VRC12_setChannel |
Sets the channel. Parameters are same as onMouseButtonDown |
VN_fnc_VRC12_setFrequency |
Sets channel. Parameters are same as onMouseButtonDown |
VN_fnc_VRC12_setKHz |
Sets KHzs. Parameters are same as onMouseButtonDown |
VN_fnc_VRC12_setMHz |
Sets MHzs. Parameters are same as onMouseButtonDown |
VN_fnc_VRC12_setStereo |
Sets stereo. |
VN_fnc_VRC12_setVolume |
Sets volume. Parameters are same as onMouseButtonDown |
vn_ms_fnc_addMissingRadio |
Adds a default radio to the player, if he doesn’t have a default, TFAR or ACRE radio equipped. |
vn_ms_fnc_sfx_playRadioConv |
Plays the given radio message via text and audio from the given entity. |
VN_ms_fnc_sfx_radioHint |
Plays given radio hint to given group. Requires a hint entity in the mission. Uses … |
Respawn
16 functions · Player, group, JIP and vehicle respawn: loadout saving, tickets and delay, markers, and the synchronised vehicle-respawn module.
| Function | Description |
|---|---|
VN_fnc_respawn_none |
Overwrite of the single player death screen. |
VN_ms_fnc_hideRespawnMarkers |
Hides all BI respawn markers for units. |
VN_ms_fnc_params_respawnDelay |
Sets VN Respawn delay parameter. |
vn_ms_fnc_params_respawnTickets |
Handles VN Respawn tickets parameter. |
VN_ms_fnc_respawn_addGroup |
Initializes group respawn on group. |
VN_ms_fnc_respawn_addSaveAction |
Adds action to save the current loadout of the action caller as respawn loadout. Uses … |
VN_ms_fnc_respawn_handleJIP |
Triggers a player respawn if vn_mission_jipRespawn is defined. |
VN_ms_fnc_respawn_saveLoadout |
Saves respawn loadout and makes it persistent. |
VN_ms_module_fnc_vehicleRespawn_add |
Adds a vehicle to the VN Vehicle respawn system. |
VN_ms_module_fnc_vehicleRespawn_init |
Initialises synchronised vehicles respawn. Uses VN_ms_module_fnc_vehicleRespawn_add. |
VN_ms_module_fnc_vehicleRespawn_isAbandoned |
Checks if vehicle is abandoned. |
VN_ms_module_fnc_vehicleRespawn_loop |
Starts vehicle respawn loop. |
VN_ms_module_fnc_vehicleRespawn_notify |
Sends a notification to everyone about vehicle’s respawn. |
VN_ms_module_fnc_vehicleRespawn_remove |
Removes vehicle from VN Vehicle respawn system. |
VN_ms_module_fnc_vehicleRespawn_replaceWreck |
Replaces wreck with a new object (in order to prevent interferences/issues with BIS respawn). |
VN_ms_module_fnc_vehicleRespawn_respawn |
Respawns given vehicle. |
Revive & Medical
34 functions · The advanced revive system: incapacitation, dragging/carrying, healing, reviving, and the Zeus medical modules.
| Function | Description |
|---|---|
VN_fnc_module_advancedRevive |
Master module function that starts the advanced revive system. |
VN_fnc_revive_action_dragPlayer |
Main player dragging action function. Uses VN_fnc_revive_conversation and … |
VN_fnc_revive_action_dragPlayer_client |
Client function for the dragging of a player, sets their animation & changes their direction to make sure they … |
VN_fnc_revive_action_dropPlayer |
Main player dropping action function. Uses VN_fnc_revive_conversation and VN_fnc_revive_detachUnit. |
VN_fnc_revive_action_grenade |
Player action function for grenade suicide. |
VN_fnc_revive_action_heal |
Main player heal action function. Uses VN_fnc_revive_conversation. |
VN_fnc_revive_action_loadPlayer |
Main player loading action function. |
VN_fnc_revive_action_pickupPlayer |
Main player picking up action function. Uses VN_fnc_revive_conversation |
VN_fnc_revive_action_respawn |
Main player respawn action function. |
VN_fnc_revive_action_revive |
Main player revive action function. |
VN_fnc_revive_action_roll |
Player action function for roll onto back function. |
VN_fnc_revive_action_undragPlayer |
Main player undragging action function. |
VN_fnc_revive_action_unloadPlayers |
Main player unloading action function. |
VN_fnc_revive_action_withstand |
Main player withstand action function. |
VN_fnc_revive_actions |
Master actions function, contains all the conditions for the advanded revive functions. |
VN_fnc_revive_actions_local |
Local action function for downed units and AI. |
VN_fnc_revive_addEventHandlers |
Master actions function, contains all the event handlers for the advanced revive functions. |
VN_fnc_revive_conversation |
Main conversation function, remote execs dynamic audio function to clients. Uses VN_fnc_revive_dynamic_audio. |
VN_fnc_revive_coreinit |
The main advanced revive core loop. |
VN_fnc_revive_detachunit |
Takes unit and detaches any attached objects which are incapicated players / ai. |
VN_fnc_revive_detachunit_local |
Client version of the detachunit function, uncons the player & fixes their animation. |
VN_fnc_revive_dynamic_audio |
Play an audio file including long-distance (up to 200m from camera’s position) version if required, works for … |
VN_fnc_revive_fix_movement |
Fixes the movement issues that occur with the incap animation system. |
VN_fnc_revive_handleDamage |
Damage handler for the advanced revive. The unit is incapacitated if damage >= 0.9. |
VN_fnc_revive_incap |
Checks if unit is incapacitated. |
VN_fnc_revive_keyDown |
Key handler for the revive system. See also KeyDown EH. |
VN_fnc_revive_mouseDown |
Mouse handler for the revive system. Does nothing, returns false. |
VN_fnc_revive_moving |
Check function for checking that unit is not being moved/moving another unit. |
VN_fnc_revive_setup_audio |
Revive audio setup function. Stores all the revive system sound classnames in a global Array named … |
VN_fnc_revive_terminal_animation |
Plays revive animation for the specified unit. |
VN_fnc_revive_zeus_heal |
Zeus healing module. Stops bleeding of the targeted unit. |
VN_fnc_revive_zeus_revive |
Zeus revive module. Stops bleeding and incapacitated state of the targeted unit. |
VN_fnc_revive_zeus_uncon |
Zeus unconscious module, sets the targeted unit unconscious via VN_fnc_revive_zeus_uncon_client. |
VN_fnc_revive_zeus_uncon_client |
Zeus unconscious module client function. See VN_fnc_revive_zeus_uncon. |
UI and HUD
12 functions · Modal dialogs, subtitles, the oscar plaque, and generic UI/control helpers.
| Function | Description |
|---|---|
VN_fnc_getRelPosDisp |
Get relative Position on Display (4:3 to current AspectRatio). |
VN_fnc_holdActionAdd |
Add a hold action. If the hold actions are not initialized yet, initialize the system first. See … |
VN_fnc_initDisplay |
No description added yet. |
VN_fnc_showMultipleOptionsModal |
Opens up a modal dialog that allows for single or multiple choices. |
VN_fnc_showSubtitle |
Displays a subtitle at the bottom of the screen. See BIS_fnc_showSubtitle. |
VN_fnc_UI_checkFontSize |
decreasing fontsize (sizeEx) for 1-line TextCtrls, to fit in the width of the given ctrl. updates the ctrl at … |
VN_fnc_ui_oscar_hide |
Hides plaque. |
VN_fnc_ui_oscar_setText |
Set the plaque’s text |
VN_fnc_ui_oscar_show |
Shows plaque. |
VN_fnc_UI_UpdateImg |
Exchange the image of a control, if the Cursor enters or leaves the Area. Image paths are stored in the … |
vn_ms_fnc_gui_onLoad_RscDisplaySOGWatch |
Initialize RscDisplaySOGWatch. |
vn_ms_fnc_sfx_typeText |
Types a structured text on the screen, letter by letter. |
Vehicles, Aircraft & Turrets
35 functions · Vehicle-specific scripts: doors and canopies, ejection, cockpit/MFD displays, switchable turrets, spare-ammo visuals, slingloading.
| Function | Description |
|---|---|
VN_fnc_bicycle_02_handle_pedals |
Handles animations of bicycle pedals. |
VN_fnc_bicycle_handle_pedals |
Handles animations of bicycle pedals. |
VN_fnc_fired_refuel |
Fired eventhandler which will delete the projectile and refuel the vehicle back to full fuel. |
VN_fnc_m151_towRackUpdate |
Hide spare TOW ammunition stored on M151 as rounds are fired. |
VN_fnc_masterArm |
Master arm master function, setups and creates the display and everything it needs. |
VN_fnc_masterArm_actions |
Adds Master Arm action to the player. |
VN_fnc_module_masterarm |
Master arm setup module function, uses VN_fnc_masterArm_actions. |
VN_fnc_radar_initDisplay |
Automatically initialised on the RscInGameUI onLoad event for shantou and ptf, this function is used to manage … |
VN_fnc_rsna75_initDisplay |
This function is initialized on the RscInGameUI onLoad event for the fan song; it is used to manage any kind … |
VN_fnc_rsna75_updateDisplay |
This function usage is defined by VN_fnc_rsna75_initDisplay and is used to once per second update UI elements … |
VN_fnc_switchableTurrets_canSwitch |
Check if unit can switch/is in specified turret class. |
VN_fnc_switchableTurrets_classToTurretPath |
Get turret path of given turret class name. Case sensitive! |
VN_fnc_switchableTurrets_crewChanged |
Detect crew changes in vehicle with switchable turrets. |
VN_fnc_switchableTurrets_init |
Initialize vehicle switchable turrets. |
VN_fnc_switchableTurrets_lock |
Lock vehicle turret. |
VN_fnc_switchableTurrets_switch |
Switch turret user action. |
VN_fnc_switchableTurrets_turretPathToConfig |
Get Turret config for given turret path. |
VN_fnc_tow_spareMagUpdate |
Hide spare TOW magazines. |
VN_fnc_vehicle_boat_horn_reload |
“Restocks” the “ammo” for the “horn”-weapon back to 2. triggered via Eventhandler [“fired”] |
VN_fnc_vehicle_emergency_flare |
Fire emergency flare into the air from a vehicle. |
VN_fnc_vehicle_spareAmmoUpdate |
Hide spare ammunition stored on a vehicle as rounds are fired. |
VN_fnc_vehicle_tail_number |
Adds random tail numbers to object and selections. |
VN_fnc_vn_ah1g_canopy |
Closes AH1G canopy doors |
VN_fnc_vn_ch34_engineEH |
Disable CH-34 engine if the rotors are folded. |
VN_fnc_vn_close_doors_on_exit |
When a player leaves the vehicle, close the relevant doors if they’re open. Fixes a bug whereby moveOut before … |
VN_fnc_vn_eject_crewmember |
Ejects a single crewmember as part of the vn_ejection_2 script. |
VN_fnc_vn_ejection_2 |
Adjusted BIS_fnc_planeEjection for the F/A-18F and some Unsung planes as these vehicles are two-seaters. |
VN_fnc_vn_f4_cockpit |
Function is initialized on the getIn event for F4. Function is used to manage any kind of UI manipulation … |
VN_fnc_vn_f4_decals_numbers |
Applies random decal number to the vehicle |
VN_fnc_vn_f4_fired_gbu8 |
Handles F4 GBU-8 firing. Sets last GBU-8 fire time to current time. |
VN_fnc_vn_f4_optics_gbu8 |
No description added yet. |
VN_fnc_vn_uh1_doors |
Closes UH1 doors |
vn_fnc_vn_wheeled_doors |
Closes all doors in the vehicle |
vn_ms_fnc_addRopeAttachEH |
Adds event handler to given object to ensure same locality for slingloaded cargo. |
vn_ms_fnc_preventDestruction |
Adds event handler preventing destruction of the vehicle. Works only if vehicle is local to executing machine. … |
Weapons, Melee & Traps
19 functions · The melee system, weapon fired/reload handlers and audio, launchers, and punji/tripwire traps.
| Function | Description |
|---|---|
VN_fnc_bolt_click |
Bolt action audio player. |
VN_fnc_bolt_fired |
Function called when a weapon is fired, plays an animation and plays a sound. |
VN_fnc_empty_click |
Checks if weapon ammo is empty, plays an empty sound if it is. |
VN_fnc_m72law |
M72 LAW fired eventhandler function. Will wait until the player attempts to reload or stops holding the fire … |
VN_fnc_melee_action |
Called when the player passes a melee action check, runs the melee code. |
VN_fnc_melee_action_check |
Function called when keyhandler is activated, uses condition to check if player can melee. |
VN_fnc_melee_action_handgun |
Called when the player passes a melee action check, runs the melee code, handgun weapon specific. |
VN_fnc_melee_damage |
Deal damage to the unit that has been intersected through the melee system. |
VN_fnc_melee_drainstamina |
Drain players stamina when doing a melee action. |
VN_fnc_melee_draw |
Draw icons from melee debug system. |
VN_fnc_melee_fired |
Function runs when player fires the melee action. |
VN_fnc_melee_init |
Setup mission variables and sound config variables. |
VN_fnc_melee_offset |
Get position offset from selection. |
VN_fnc_melee_onload |
Setup keyhandlers and variables used in the melee action function(s) Add unload check to internal loop … |
VN_fnc_melee_onunload |
Remove keyhandlers and remove variables saved. |
vn_fnc_sa2_fired |
SA2 fired eventhandler function, does not use all parameters from the fired eventhandler |
VN_fnc_traps_flare_tripwire |
Animates flare trip wire trap after it is set off. |
VN_fnc_traps_punji |
Animates punji trap after it is set off. |
VN_fnc_traps_punji_tripwire |
Animates punji trip wire trap after it is set off. |
Wheel menu
5 functions
| Function | Description |
|---|---|
VN_fnc_wm_EH_closeWM |
Eventhandler: closes the Wheelmenu and blocks the input of that button (yeah, that’s it). |
VN_fnc_wm_EH_MouseBUp |
Eventhandler: Get the selected Function from “vn_wm_SelectedFunction” (defined in “vn_fnc_wm_getMousePos”) and … |
VN_fnc_wm_getMousePos |
get mousePosition and check it’s coordinates if it’s inside of a zone if mouse inside: set selected Function … |
VN_fnc_wm_init |
initilization of the Wheelmenu (aka: Start this monstrosity!) Set up all Selectors with Icons, Colors, … |
VN_fnc_wm_text_adjustFontSize |
Adjusting the textsize (sizeEx) of control (type = 0), until it fit's in or it reaches the min. size. … |
World Interaction & Tunnels
14 functions · Tunnel entrances and traps, waterfalls and burnable huts.
| Function | Description |
|---|---|
VN_fnc_burnit_action |
Function called when user uses the “Burn Hut” action on a building |
VN_fnc_fruit_destruct |
Play random hit sound. Sound can be customized by providing file path in 2nd parameter. |
VN_fnc_fruit_hitPart |
Handles damage dealt to fruits. |
VN_fnc_module_tunnel |
Tunnel entrance module. |
VN_fnc_module_tunnel_init |
Function initializes a tunnel. |
VN_fnc_module_water_fall |
No description added yet. |
VN_fnc_tunnel_aperture |
Sets the aperture of the users view camera which makes tunnels darker in the day without affecting other … |
VN_fnc_tunnel_exit |
Exits the player from the tunnel, if the player entered then they will be placed on their old position, if not … |
VN_fnc_tunnel_init_actions |
Client side actions function, includes action. |
VN_fnc_tunnel_spawn_trap |
Spawns a trap and explodes it to kill the player and anyone around them. |
VN_fnc_tunnel_spawn_units |
Spawns units in a single group in the groupt of tunnels provided to the function. |
VN_fnc_tunnel_trigger |
No description added yet. |
VN_fnc_vn_sniper_tree_init |
Function called when the sniper tree is initilized at mission start. Will only run once per tree. |
VN_fnc_water_fall |
Main function for the water fall module. |
No function matches that.
The same data is published as one file at
/functions.json if you want to read it outside the site.