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War_Duck

Help if init and descripton.

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Hi, I'm trying to merge these two Init.sqf and Description.ext but I don't know how..

Let me show you the inits first:

The first one is the AC 130 script

//*****************************************//
/*	init.sqf by LurchiDerLurch for AC130-Script
*	@author: LurchiDerLurch
*	@param: nothing
*	@return: nothing
*	@description: 
*/

//Check for Addon
if (!(isClass(configFile>>"CfgPatches">>"LDL_ac130"))) then 
{
//No Addon detected
LDL_init = compile preprocessFileLineNumbers "LDL_ac130\LDL_init.sqf";
[]spawn LDL_init;
}
else
{
//Addon detected.
//LDL_init = compile preprocessFileLineNumbers "LDL_ac130\LDL_init.sqf";
//[]spawn LDL_init;
};

//Wait for the init
waitUntil {!isNil "LDL_initDone"};
waitUntil {LDL_initDone};

//*****************************************//

//Options for the AC-130 (optional)
LDL_options =
[
1000,  //0:  Default radius for the rotating AC130. Default: 1000
1000,  //1:  Default height for the rotating AC130. Default: 1000
1000,  //2:  Munition for the 25mm. Default: 1000
50,    //3:  Munition for the 40mm. Default: 50
20,    //4:  Munition for the 105mm. Default: 20
true,  //5:  Show Infantry Strobes at startup. Default: true
false, //6:  Show Vehicle Detection at startup. Default: false
false, //7:  Activate 360° view. Default: false
false, //8:  Show waypoints for rotating AC130. Default: false
true,  //9:  Show particles (smoke, tracer etc.); Default: true
9.5,   //10: Maximum zoom level for the 25mm. Default: 9.5 (only numbers between 1 and 10)
9,     //11: Maximum zoom level for the 40mm. Default: 9 (only numbers between 1 and 10)
8,     //12: Maximum zoom level for the 105mm. Default: 8 (only numbers between 1 and 10)
-1,    //13: Time in seconds when AC130 script stops. Default: -1 (infinite)
180,   //14: Time in seconds the AI controlled AC130 stays in the air. Default: 180
true,  //15: Disable Vehicle Detection (Enemy and friendly units). Default: true
false, //16: Disable Infantry Strobes. Default: false
false, //17: Disable Monitor. Default: false
false, //18: Disable third-person view. Default: false
1,     //19: Camera effect at startup: 1 (Nothing), 2 (FLIR white), 3 (FLIR black), 4 (NVG). Default: 1
120,     //20: Delay for mapclick AC130 to arrive. Default: 120
true,  //21: Sequence at startup. Default: true
3,	 //22: Available AC130 mapclicks per player. Default: 3
true, //23: Disable Sounds. Default: false
false	 //24: Enable Optical Zoom. Default: false !BETA only available for rotating AC130 BETA!
];

/*CODES

1. Execute init

LDL_init = compile preprocessFileLineNumbers "LDL_ac130\LDL_init.sqf";
[]spawn LDL_init;

waitUntil {!isNil "LDL_initDone"};
waitUntil {LDL_initDone};


2. Call AC130

2.1 Type 1: Create rotating AC130 / Let existing AC130 rotate

//[POSITION/OBJECT, RADIUS, HEIGHT, SEQUENCE, DELAY]call LDL_ac130_rot_setup;
f.e: 
[getPos player,LDL_options select 0,LDL_options select 1,LDL_options select 21, LDL_options select 20]call LDL_ac130_rot_setup;

2.2 Type 2: Attach camera to an existing AC130

//[OBJECT, RADIUS]call LDL_ac130_att_setup;
f.e:
[PLANE,LDL_options select 0]call LDL_ac130_att_setup;

2.3 Type 3: Create AI controlled rotating AC130 / Let existing AC130 rotate AI controlled

//[POSITION/OBJECT, RADIUS, HEIGHT, TIME, DELAY]call LDL_ac130_AI_setup;
f.e:
[getPos player,LDL_options select 0,LDL_options select 1,LDL_options select 14, LDL_options select 20]call LDL_ac130_AI_setup;

2.4 Type 4: Create rotating UAV / Let existing UAV rotate

//[POSITION/OBJECT, RADIUS, HEIGHT, SEQUENCE, DELAY]call LDL_uav_rot_setup;
f.e:
[getPos player,LDL_options select 0,LDL_options select 1,LDL_options select 21, LDL_options select 20]call LDL_uav_rot_setup;


3. Actions available in game. Put the codes into the init-line of an object

3.1 Type 1: Ability to call rotating AC130 via mapclick

this addAction ["Call AC130", "LDL_ac130\ac130_action_map.sqf"];

3.2 Type 2: Ability to call AI controlled rotating AC130 via mapclick

this addAction ["Call AC130 (AI)", "LDL_ac130\ac130_action_map_AI.sqf"];

3.3 Type 3: Ability to call rotating UAV via mapclick

this addAction ["Call UAV", "LDL_ac130\UAV\uav_action_map.sqf"];


4. Advanced

4.1 Convert C-130J to AC130

this setVariable ["LDL_planeInUse", false, true];

4.2 Let AI controlled AC130 attack specific targets

LDL_AI_ceaseFire = true;
LDL_AI_targets = [target1, target2, target3];  

4.3 Abort AC130 Script

LDL_ac130_abort = true;
waitUntil{(!LDL_ac130_active)};

4.4 Check if client uses the LDL_AC130 AddOn

if (!(isClass(configFile>>"CfgPatches">>"LDL_ac130"))) then 
{
	//No Addon detected
}
else
{
	//Addon detected
};

4.5 LDL_options

LDL_options =
[
	1000,  //0:  Default radius for the rotating AC130. Default: 1000
	1000,  //1:  Default height for the rotating AC130. Default: 1000
	1000,  //2:  Munition for the 25mm. Default: 1000
	50,    //3:  Munition for the 40mm. Default: 50
	20,    //4:  Munition for the 105mm. Default: 20
	true,  //5:  Show Infantry Strobes at startup. Default: true
	false, //6:  Show Vehicle Detection at startup. Default: false
	false, //7:  Activate 360° view. Default: false
	false, //8:  Show waypoints for rotating AC130. Default: false
	true,  //9: Show particles (smoke, tracer etc.); Default: true
	9.5,   //10: Maximum zoom level for the 25mm. Default: 9.5 (only numbers between 1 and 10)
	9,     //11: Maximum zoom level for the 40mm. Default: 9 (only numbers between 1 and 10)
	8,     //12: Maximum zoom level for the 105mm. Default: 8 (only numbers between 1 and 10)
	-1,    //13: Time in seconds when AC130 script stops. Default: -1 (infinite)
	180,    //14: Time in seconds the AI controlled AC130 stays in the air. Default: 180
	true,  //15: Disable Vehicle Detection (Enemy and friendly units). Default: true
	false, //16: Disable Infantry Strobes. Default: false
	false, //17: Disable Monitor. Default: false
	false, //18: Disable third-person view. Default: false
	4,     //19: Camera effect at startup: 1 (Nothing), 2 (FLIR white), 3 (FLIR black), 4 (NVG). Default: 1
	0,     //20: Delay for mapclick AC130 to arrive. Default: 180
	true,  //21: Sequence at startup. Default: true
	3,	 //22: Available AC130 mapclicks per player. Default: 3
	false, //23: Disable Sounds. Default: false
	false	 //24: Enable Optical Zoom. Default: false !BETA only available for rotating AC130 BETA!
];

4.6 describtion.ext

//defines
#include "LDL_ac130\uiDefines.hpp"
#include "LDL_ac130\define.hpp"

//Dialogs
#include "LDL_ac130\dialogParent.hpp"
#include "LDL_ac130\dialogAC130.hpp"
#include "LDL_ac130\dialogUAV.hpp"
#include "LDL_ac130\dialogMap.hpp"

//Sounds
class CfgSounds
{
	sounds[] = {};
	#include "LDL_ac130\CfgSounds.hpp"
};

*/

The other is the dynamic zombie sandbox:

/*
Init.sqf
Author: Craig Vander Galien 
Email: craigvandergalien@gmail.com
ModDB: http://www.moddb.com/mods/bobtoms-arma2-missions
Armaholic: http://www.armaholic.com/page.php?id=15778
BIS forums: http://forums.bistudio.com/showthread.php?128781-TvT-FFA-CO-40-Dynamic-Zombie-Sandbox

Any questions? Contact me at one of the above places.

Thanks,
Craig
*/

//Include Strings for text like side missions.
#include "en_strings.sqf";
carToUpdate = 0;
"carToUpdate" addPublicVariableEventHandler {[_this select 1] execVM "craigs_scripts\clientVeh.sqf"};

//Just some variables being set for if is server, client, jip. 
if(isServer) then { Z_Server = true;} else { Z_Server = false;};
if(!isDedicated) then { Z_Client = true; } else { Z_Client = false};
if(isNull player) then { Z_JIP = true; } else { Z_JIP = false; };

//Init some variables
screendone = 0;
trigArray = [];


//If jip client.. Execute some JIP code.
if(Z_JIP) then { [] execVM "onJip.sqf"; };

//Launch the mission


[] execVM "craigs_scripts\startup.sqf";


waitUntil {screendone == 1};


// sets parameter defaults if the game is in SP
if (isNil "paramsArray") then {
   CLY_friendlyfire= 2;
   CLY_terraingrid= 0;
   CVG_debug= 1;
   CVG_timeToSkipTo = 26;
   CVG_CityDestruction= 1;
   CVG_bandages=2;
   CVG_Fog = 1;
   CVG_Viewdist = 300;
   CVG_Weather = 1;
   gameType = 0;
   CVG_playerWeapons = 1; 
   CVG_playerItems= 1; 
   CVG_Aminals= 1; 
   CVG_horde= 1;
   CVG_maxaggroradius=400;
   CVG_Zdensity = 50;
   CVG_minSpawnDist = 50;
   CVG_weapontype= 1;
   CVG_Zombietowns= 2;
   CVG_taskType = 1;
   CVG_taskoption = 0;
   vehspawntype=0;
   chanceNumber = 10;
   CVG_Fuel = 1;
   CVG_FastTime = 1;
   CVG_Weaponcount  = 1;
   CVG_VehicleStatus = 4;
   CVG_Respawn = 1;
   CVG_backpacks = 1;
   CVG_Caches = 1;
   CVG_survivors = 0;
   CVG_logistics = 1;
};


if (CVG_logistics == 1) then {
   [] execVM "R3F_ARTY_AND_LOG\init.sqf";
};

//launch celery's scripts
[] execVM  "craigs_scripts\zombiesinit.sqf";
[] exec "craigs_scripts\zombiesinit.sqs";


//init keypress get-in system
if (!isdedicated) then {

   onKeyPress = compile preprocessFile "craigs_scripts\onKeyPress.sqf";
   waituntil {!(IsNull (findDisplay 46))};
   (findDisplay 46) displayAddEventHandler ["KeyDown", "nul = [_this select 0, _this select 1] execVM 'craigs_scripts\onKeyPress.sqf' "];
};



//spawns raiders
if (isServer) then {
   if (CVG_survivors == 1) then {
       [] execVM "craigs_scripts\raidersOn.sqf";
   };

   if (CVG_SideMissions == 1) then {
       SMarray = ["SM1","SM2","SM3","SM4"];
       [1] execVM "sideMissions\SMfinder.sqf";
   };	
};

//runs player connect script, personalized messages
onPlayerConnected "Z_JIP_Time = date; publicVariable ""Z_JIP_Time""";

sleep 5;




//init the sidemissions
if (isServer) then {

};

Now the descriptions:

AC 130:

//Generated by Morten's ArmA Dialog Designer
//Please leave this text here, if you wish
//to support my work on this program.
//Thank you!

//describtion.ext for Lurchi's AC-130 Script

//defines
#include "LDL_ac130\uiDefines.hpp"
#include "LDL_ac130\define.hpp"

//Dialogs
#include "LDL_ac130\dialogParent.hpp"
#include "LDL_ac130\dialogAC130.hpp"
#include "LDL_ac130\dialogUAV.hpp"
#include "LDL_ac130\dialogMap.hpp"

//Sounds
class CfgSounds
{
sounds[] = {};
#include "LDL_ac130\CfgSounds.hpp"
};

And, at least, the dynamic zombie sandbox description:

onLoadMission="Loading Mission";
#define LOADSCREEN "craigs_scripts\img.paa"
#define LOADSCREENTEXT "Loading Mission Components"
#include "loadingscreen.ext"
respawn="BASE";
respawnDelay=50;
disabledAI=1;
loadScreen =  "craigs_scripts\img.paa";
class Header
{
gameType=COOP;
minPlayers=1;
maxPlayers=47;
};

onPauseScript="cly_jukebox.sqf";
class Params
{
   class CLY_friendlyfire0
   {
       title="Friendly fire damage:";
       values[]={1,2,0};
       texts[]={"Full","Reduced","Off"};
       default=2;
   };
   class CLY_terraingrid1
   {
       title="Terrain detail:";
       values[]={0,50,25};
       texts[]={"Individual choice","Very low (no grass)","Low (default)"};
       default=0;
   };

   class CVG_Debug2
   {
       title="Debug mode:";
       values[]={1,2};
       texts[]={"Off", "On"};
       default=1;
   };

   class CVG_timeOfDay3
   {
       title="Start time:";
       values[]={1,3,6,9,12,15,18,21,24,25};
       texts[]={"0100 Hours","0300 Hours","0600 Hours","0900 Hours","1200 Hours","1500 Hours","1800 Hours","2100 Hours","2400 Hours","Random"};
       default=18;
   };

   class CVG_CityDestruction4
   {
       title="Building destruction:";
       values[]={1,2};
       texts[]={"No","YES"};
       default=1;
   };
   class CVG_bandages5
   {
       title="Bandage Count:";
       values[]={0,1,2,3,4,5,6,7,10};
       texts[]={"0","1", "2","3","4","5","6","7","10"};
       default=2;
   };
   class CVG_Fog6
   {
       title="Volumetric Fog:";
       values[]={1,0};
       texts[]={"Yes","No"};
       default=0;
   };
   class CVG_View_Dist7
   {
       title="View Distance:";
       values[]={100,200,300,400,600,1000};
       texts[]={"100m","200m","300m","400m","600m","1000m"};
       default=400;
   };

   class CVG_weather8
   {
       title="Weather:";
       values[]={1,2,3,4,5};
       texts[]={"Clear","Overcast w/wintry mix","In between","Foggy and Overcast","Completely Random"};
       default=5;
   };

   class CVG_GAMEMODE9
   {
       title="Game Type (All paramters after this will be overridden by this choice unless you choose Custom)";
       values[]={0};
       texts[]={"Custom"};
       default=0;
   };

   class CVG_playerStart10
   {
       title="Player start area:";
       values[]={50,100,150};
       texts[]={"At a random town", "Randomly around map","With other players"};
       default=50;
   };

   class CVG_playerWeapons11
   {
       title="Start with weapons:";
       values[]={1,2,3};
       texts[]={"Yes", "No","Random"};
       default=2;
   };

   class CVG_playerItems12
   {
       title="Start with map:";
       values[]={1,2,3};
       texts[]={"Yes", "No","Random"};
       default=1;
   };

   class CVG_Aminals13
   {
       title="Ambient Aminals:";
       values[]={1,2};
       texts[]={"Yes", "No"};
       default=1;
   };

   class CVG_Horde14
   {
       title="Super Zombies, All zombies can find you anywhere you are:";
       values[]={1,2};
       texts[]={"Off", "On"};
       default=1;
   };

   class CVG_maxaggrodist15
   {
       title="Maximum Agro radius:";
       values[]={100,200,300,400,500,600,700,1000,9999};
       texts[]={"100 Meters", "200 Meters","300 Meters","400 Meters","500 Meters","600 Meters","700 Meters","1000 Meters","Random"};
       default=500;
   };

   class CVG_Zdensity16
   {
       title="Zombies per KM:";
       values[]={10,20,30,40,50,60,70,100,99};
       texts[]={"10", "20","30","40","50","60","70","100","Random"};
       default=20;
   };

   class CVG_MINSPAWNDIST17
   {
       title="Minimum spawn dist:";
       values[]={5,10,25,50,75,100,150,200,999};
       texts[]={"5 Meters", "10 Meters","25 Meters","50 Meters","75 Meters","100 Meters","150 Meters","200 Meters","Random"};
       default=25;
   };

   class CVG_weapontype18
   {
       title="Findable weapon types:";
       values[]={1,2,3,4,5,6,7};
       texts[]={"All Weapons (And I mean Every Weapon)","Local Weapons","BLUFOR Weapons","OPFOR Weapons","Pistols","All Weapons, based on type","Random"};
       default=1;
   };

   class CVG_Zombietowns19
   {
       title="Zombie spawn area:";
       values[]={1,2,3};
       texts[]={"Towns","Everywhere","Everywhere, More in towns"};
       default=3;
   };

   class CVG_tasks20
   {
       title="Task types:";
       values[]={2,1,3,4};
       texts[]={"Find and defend US base - Beta","Find escape helicopter","Survive for 30 minutes","Sandbox. Survive. No escape. Fight for weapons. Do what it takes."};
       default=4;
   };

   class CVG_Taskoptions21
   {
       title="Show task location";
       values[]={0,1};
       texts[]={"No (A lot harder)","Yes (for a quick game. You know right where to go)"};
       default=1;
   };

   class CVG_vehicles22
   {
       title="Vehicle Spawn Types:";
       values[]={0,1,2,3,4};
       texts[]={"Based on surroundings (All)","All Civilian","Trucks","Military","All"};
       default=0;
   };

   class CVG_vehicle23
   {
       title="Vehicle Spawn Number:";
       values[]={0,1,5,10,20,40,60,99};
       texts[]={"None (The Are you Man enough? Mode)","Almost none","Tiny","Small","Medium","Large","Insane","Random"};
       default=10;
   };

   class CVG_Fuel24
   {
       title="Destroy Fuel Stations:";
       values[]={0,1,3};
       texts[]={"No","Yes","Random"};
       default=0;
   };

   class CVG_fastTime25
   {
       title="Speed up time:";
       values[]={0,1};
       texts[]={"No","Yes"};
       default=1;
   };

   class CVG_Weaponcount26
   {
       title="Amount of Weapons (affects vehicle weapons and sidemissions):";
       values[]={20,50,75,101,99};
       texts[]={"Very Few","Medium","Plenty","Every Vehicle","Random"};
       default=50;
   };

   class CVG_Vehicleinfo27
   {
       title="Vehicle Status (options represent best possible condition):";
       values[]={1,2,3,4};
       texts[]={"Very Good","Okay","Bad","Random"};
       default=4;
   };
   class CVG_Respawn28
   {
       title="Respawn!";
       values[]={0,1};
       texts[]={"Disabled","Enabled"};
       default=1;
   };
   class CVG_Mochilla29
   {
       title="ACE Stamina/backpacks:";
       values[]={0,1};
       texts[]={"Disabled","Enabled"};
       default=0;
   };
   class CVG_Caches30
   {
       title="Small Ammo Caches in Towns:";
       values[]={0,1};
       texts[]={"Disabled","Enabled"};
       default=0;
   };
   class CVG_sideMission31
   {
       title="Side Missions:";
       values[]={0,1};
       texts[]={"Disabled","Enabled"};
       default=1;
   };
   class CVG_sideMarkers32
   {
   	title="Side Mission Markers";
       values[]={0,1};
       texts[]={"Exact Position","General Area"};
       default=1;
   };
   class CVG_Survivors33
   {
       title="Survivors (Spawns a group of units in a town, not done, isn't cool):";
       values[]={0,1};
       texts[]={"Disabled","Enabled"};
       default=0;
   };
   class CVG_Logistics34
   {
       title="R3F Logistics:";
       values[]={0,1};
       texts[]={"Disabled","Enabled"};
       default=1;
   };
   class CVG_NVGS35
   {
       title="Night Vision";
       values[]={0,1,2};
       texts[]={"Disabled","On Players at Start","Available throughout mission"};
       default=1;
   };
   class CVG_E36
   {
       title="Press E to get in vehicles";
       values[]={0,1};
       texts[]={"Disabled","Enabled"};
       default=1;
   };

};




class CfgSounds
{
class attack1
{
	name="attack1";
	sound[]={\sound\attack1.ogg,0.1,1};
	titles[]={};
};
class attack2
{
	name="attack2";
	sound[]={\sound\attack2.ogg,0.1,1};
	titles[]={};
};
class attack3
{
	name="attack3";
	sound[]={\sound\attack3.ogg,0.1,1};
	titles[]={};
};
class attack4
{
	name="attack4";
	sound[]={\sound\attack4.ogg,0.1,1};
	titles[]={};
};
class chase1
{
	name="chase1";
	sound[]={\sound\chase1.ogg,0.1,1};
	titles[]={};
};
class chase2
{
	name="chase2";
	sound[]={\sound\chase2.ogg,0.1,1};
	titles[]={};
};
class chase3
{
	name="chase3";
	sound[]={\sound\chase3.ogg,0.1,1};
	titles[]={};
};
class chase4
{
	name="chase4";
	sound[]={\sound\chase4.ogg,0.1,1};
	titles[]={};
};
class chase5
{
	name="chase5";
	sound[]={\sound\chase5.ogg,0.1,1};
	titles[]={};
};
class chase6
{
	name="chase6";
	sound[]={\sound\chase6.ogg,0.1,1};
	titles[]={};
};
class chase7
{
	name="chase7";
	sound[]={\sound\chase7.ogg,0.1,1};
	titles[]={};
};
class chase8
{
	name="chase8";
	sound[]={\sound\chase8.ogg,0.1,1};
	titles[]={};
};
class die1
{
	name="die1";
	sound[]={\sound\die1.ogg,0.1,1};
	titles[]={};
};
class die2
{
	name="die2";
	sound[]={\sound\die2.ogg,0.1,1};
	titles[]={};
};
class die3
{
	name="die3";
	sound[]={\sound\die3.ogg,0.1,1};
	titles[]={};
};
class idle1
{
	name="idle1";
	sound[]={\sound\idle1.ogg,0.1,1};
	titles[]={};
};
class idle2
{
	name="idle2";
	sound[]={\sound\idle2.ogg,0.1,1};
	titles[]={};
};
class idle3
{
	name="idle3";
	sound[]={\sound\idle3.ogg,0.1,1};
	titles[]={};
};
class idle4
{
	name="idle4";
	sound[]={\sound\idle4.ogg,0.1,1};
	titles[]={};
};
class idle5
{
	name="idle5";
	sound[]={\sound\idle5.ogg,0.1,1};
	titles[]={};
};
class idle6
{
	name="idle6";
	sound[]={\sound\idle6.ogg,0.1,1};
	titles[]={};
};
class idle7
{
	name="idle7";
	sound[]={\sound\idle7.ogg,0.1,1};
	titles[]={};
};
class idle8
{
	name="idle8";
	sound[]={\sound\idle8.ogg,0.1,1};
	titles[]={};
};
class scream1
{
	name="scream1";
	sound[]={\sound\scream1.ogg,0.1,1};
	titles[]={};
};
class scream2
{
	name="scream2";
	sound[]={\sound\scream2.ogg,0.1,1};
	titles[]={};
};
class scream3
{
	name="scream3";
	sound[]={\sound\scream3.ogg,0.1,1};
	titles[]={};
};
class dash
{
	name="dash";
	sound[]={\sound\dash.ogg,0.02,1.2};
	titles[]={};
};
class dot
{
	name="dot";
	sound[]={\sound\dot.ogg,0.02,1.2};
	titles[]={};
};
    class sirens
   {
       name="sirens";
       sound[]={\sound\sirens.ogg,1,1};
       titles[]={};
   };
};
class RscTitles
{
titles[]={};

class outro
{
  	idd=-1;
  	movingEnable=0;
  	duration=11;
  	fadein=1;
  	fadeout=1;
  	name="outro";
  	controls[]={"title1","title3"};

  	class title1
	{
		type=0;
		idc=-1;
		colorBackground[]={0,0,0,0};
		colorText[]={0.2,0.2,0.4,1};
		font="Zeppelin32";
		size=1;
  	  	text="...in";
		style=0;
  	  	sizeEx=0.04;
		x=0.18;
  	  	y=0.33;
  	  	w=0.1;
  	  	h=0.1;
	};
  	class title3
	{
		type=0;
		idc=-1;
		colorBackground[]={0,0,0,0};
		colorText[]={0.2,0.2,0.4,1};
		font="Zeppelin32";
		size=1;
  	  	text="part three";
		style=0;
  	  	sizeEx=0.04;
		x=0.7;
  	  	y=0.52;
  	  	w=0.2;
  	  	h=0.1;
	};
};
class claw1
{
  	idd=-1;
  	movingEnable=0;
  	duration=0;
  	fadein=0.25;
  	fadeout=0.75;
  	name="zombie_scripts\claw1";
  	controls[]={"title1"};

  	class title1
	{
		type=0;
		idc=-1;
		size=1;
		colorBackground[]={0,0,0,0};
		colorText[]={1,1,1,1};
		font="Zeppelin32";
  	  	text="zombie_scripts\claw1.paa";
		style=48;
  	  	sizeEx=0.15;
		x=0.275;
  	  	y=0.2;
  	  	w=0.45;
  	  	h=0.6;
	};
};
class claw2
{
  	idd=-1;
  	movingEnable=0;
  	duration=0;
  	fadein=0.25;
  	fadeout=0.75;
  	name="zombie_scripts\claw2";
  	controls[]={"title1"};

  	class title1
	{
		type=0;
		idc=-1;
		size=1;
		colorBackground[]={0,0,0,0};
		colorText[]={1,1,1,1};
		font="Zeppelin32";
  	  	text="zombie_scripts\claw2.paa";
		style=48;
  	  	sizeEx=0.15;
		x=0.275;
  	  	y=0.2;
  	  	w=0.45;
  	  	h=0.6;
	};
};
class claw3
{
  	idd=-1;
  	movingEnable=0;
  	duration=0;
  	fadein=0;
  	fadeout=0.2;
  	name="zombie_scripts\claw3";
  	controls[]={"title1"};

  	class title1
	{
		type=0;
		idc=-1;
		size=1;
		colorBackground[]={0,0,0,0};
		colorText[]={1,1,1,1};
		font="Zeppelin32";
  	  	text="zombie_scripts\claw3.paa";
		style=48;
  	  	sizeEx=0.15;
		x=0.275;
  	  	y=0.2;
  	  	w=0.45;
  	  	h=0.6;
	};
};
class hud
  	{
	idd=-1;
	movingEnable=0;
  	fadein=0;
	duration=0.3;
  	fadeout=0.5;
	name="hud";
	onLoad="uiNamespace setVariable [""hud"",_this select 0]";
	controlsBackground[]={};
	objects[]={};
	class controls
	{
		class hud1
		{
			type=0;
			idc=23501;
			size=1;
			colorBackground[]={0,0,0,0};
			colorText[]={1,1,1,1};
			font="Zeppelin32";
			style=48;
  	  		sizeEx=0.15;
			x=0;
  	  		y=0;
			w=0.06;
			h=0.08;
			text="";
		};
	};   
	};
};

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All you really need from init.sqf:

// LDL Check for Addon
if (!(isClass(configFile>>"CfgPatches">>"LDL_ac130"))) then 
{
//No Addon detected
LDL_init = compile preprocessFileLineNumbers "LDL_ac130\LDL_init.sqf";
[]spawn LDL_init;
}
else
{
//Addon detected.
//LDL_init = compile preprocessFileLineNumbers "LDL_ac130\LDL_init.sqf";
//[]spawn LDL_init;
};

//Wait for the init
waitUntil {!isNil "LDL_initDone"};
waitUntil {LDL_initDone};

//*****************************************//

//Options for the AC-130 (optional)
LDL_options =
[
1000,  //0:  Default radius for the rotating AC130. Default: 1000
1000,  //1:  Default height for the rotating AC130. Default: 1000
1000,  //2:  Munition for the 25mm. Default: 1000
50,    //3:  Munition for the 40mm. Default: 50
20,    //4:  Munition for the 105mm. Default: 20
true,  //5:  Show Infantry Strobes at startup. Default: true
false, //6:  Show Vehicle Detection at startup. Default: false
false, //7:  Activate 360° view. Default: false
false, //8:  Show waypoints for rotating AC130. Default: false
true,  //9:  Show particles (smoke, tracer etc.); Default: true
9.5,   //10: Maximum zoom level for the 25mm. Default: 9.5 (only numbers between 1 and 10)
9,     //11: Maximum zoom level for the 40mm. Default: 9 (only numbers between 1 and 10)
8,     //12: Maximum zoom level for the 105mm. Default: 8 (only numbers between 1 and 10)
-1,    //13: Time in seconds when AC130 script stops. Default: -1 (infinite)
180,   //14: Time in seconds the AI controlled AC130 stays in the air. Default: 180
true,  //15: Disable Vehicle Detection (Enemy and friendly units). Default: true
false, //16: Disable Infantry Strobes. Default: false
false, //17: Disable Monitor. Default: false
false, //18: Disable third-person view. Default: false
1,     //19: Camera effect at startup: 1 (Nothing), 2 (FLIR white), 3 (FLIR black), 4 (NVG). Default: 1
120,     //20: Delay for mapclick AC130 to arrive. Default: 120
true,  //21: Sequence at startup. Default: true
3,	 //22: Available AC130 mapclicks per player. Default: 3
true, //23: Disable Sounds. Default: false
false	 //24: Enable Optical Zoom. Default: false !BETA only available for rotating AC130 BETA!
];


//Include Strings for text like side missions.
#include "en_strings.sqf";
carToUpdate = 0;
"carToUpdate" addPublicVariableEventHandler {[_this select 1] execVM "craigs_scripts\clientVeh.sqf"};

//Just some variables being set for if is server, client, jip. 
if(isServer) then { Z_Server = true;} else { Z_Server = false;};
if(!isDedicated) then { Z_Client = true; } else { Z_Client = false};
if(isNull player) then { Z_JIP = true; } else { Z_JIP = false; };

//Init some variables
screendone = 0;
trigArray = [];


//If jip client.. Execute some JIP code.
if(Z_JIP) then { [] execVM "onJip.sqf"; };

//Launch the mission


[] execVM "craigs_scripts\startup.sqf";


waitUntil {screendone == 1};


// sets parameter defaults if the game is in SP
if (isNil "paramsArray") then {
   CLY_friendlyfire= 2;
   CLY_terraingrid= 0;
   CVG_debug= 1;
   CVG_timeToSkipTo = 26;
   CVG_CityDestruction= 1;
   CVG_bandages=2;
   CVG_Fog = 1;
   CVG_Viewdist = 300;
   CVG_Weather = 1;
   gameType = 0;
   CVG_playerWeapons = 1; 
   CVG_playerItems= 1; 
   CVG_Aminals= 1; 
   CVG_horde= 1;
   CVG_maxaggroradius=400;
   CVG_Zdensity = 50;
   CVG_minSpawnDist = 50;
   CVG_weapontype= 1;
   CVG_Zombietowns= 2;
   CVG_taskType = 1;
   CVG_taskoption = 0;
   vehspawntype=0;
   chanceNumber = 10;
   CVG_Fuel = 1;
   CVG_FastTime = 1;
   CVG_Weaponcount  = 1;
   CVG_VehicleStatus = 4;
   CVG_Respawn = 1;
   CVG_backpacks = 1;
   CVG_Caches = 1;
   CVG_survivors = 0;
   CVG_logistics = 1;
};


if (CVG_logistics == 1) then {
   [] execVM "R3F_ARTY_AND_LOG\init.sqf";
};

//launch celery's scripts
[] execVM  "craigs_scripts\zombiesinit.sqf";
[] exec "craigs_scripts\zombiesinit.sqs";


//init keypress get-in system
if (!isdedicated) then {

   onKeyPress = compile preprocessFile "craigs_scripts\onKeyPress.sqf";
   waituntil {!(IsNull (findDisplay 46))};
   (findDisplay 46) displayAddEventHandler ["KeyDown", "nul = [_this select 0, _this select 1] execVM 'craigs_scripts\onKeyPress.sqf' "];
};



//spawns raiders
if (isServer) then {
   if (CVG_survivors == 1) then {
       [] execVM "craigs_scripts\raidersOn.sqf";
   };

   if (CVG_SideMissions == 1) then {
       SMarray = ["SM1","SM2","SM3","SM4"];
       [1] execVM "sideMissions\SMfinder.sqf";
   };	
};

//runs player connect script, personalized messages
onPlayerConnected "Z_JIP_Time = date; publicVariable ""Z_JIP_Time""";

sleep 5;




//init the sidemissions
if (isServer) then {

};

All you really need from description.ext:

onLoadMission="Loading Mission";
#define LOADSCREEN "craigs_scripts\img.paa"
#define LOADSCREENTEXT "Loading Mission Components"
//Generated by Morten's ArmA Dialog Designer
//Please leave this text here, if you wish
//to support my work on this program.
//Thank you!

//describtion.ext for Lurchi's AC-130 Script

//defines
#include "LDL_ac130\uiDefines.hpp"
#include "LDL_ac130\define.hpp"

//Dialogs
#include "LDL_ac130\dialogParent.hpp"
#include "LDL_ac130\dialogAC130.hpp"
#include "LDL_ac130\dialogUAV.hpp"
#include "LDL_ac130\dialogMap.hpp"

#include "loadingscreen.ext"
respawn="BASE";
respawnDelay=50;
disabledAI=1;
loadScreen =  "craigs_scripts\img.paa";
class Header
{
gameType=COOP;
minPlayers=1;
maxPlayers=47;
};

onPauseScript="cly_jukebox.sqf";
class Params
{
   class CLY_friendlyfire0
   {
       title="Friendly fire damage:";
       values[]={1,2,0};
       texts[]={"Full","Reduced","Off"};
       default=2;
   };
   class CLY_terraingrid1
   {
       title="Terrain detail:";
       values[]={0,50,25};
       texts[]={"Individual choice","Very low (no grass)","Low (default)"};
       default=0;
   };

   class CVG_Debug2
   {
       title="Debug mode:";
       values[]={1,2};
       texts[]={"Off", "On"};
       default=1;
   };

   class CVG_timeOfDay3
   {
       title="Start time:";
       values[]={1,3,6,9,12,15,18,21,24,25};
       texts[]={"0100 Hours","0300 Hours","0600 Hours","0900 Hours","1200 Hours","1500 Hours","1800 Hours","2100 Hours","2400 Hours","Random"};
       default=18;
   };

   class CVG_CityDestruction4
   {
       title="Building destruction:";
       values[]={1,2};
       texts[]={"No","YES"};
       default=1;
   };
   class CVG_bandages5
   {
       title="Bandage Count:";
       values[]={0,1,2,3,4,5,6,7,10};
       texts[]={"0","1", "2","3","4","5","6","7","10"};
       default=2;
   };
   class CVG_Fog6
   {
       title="Volumetric Fog:";
       values[]={1,0};
       texts[]={"Yes","No"};
       default=0;
   };
   class CVG_View_Dist7
   {
       title="View Distance:";
       values[]={100,200,300,400,600,1000};
       texts[]={"100m","200m","300m","400m","600m","1000m"};
       default=400;
   };

   class CVG_weather8
   {
       title="Weather:";
       values[]={1,2,3,4,5};
       texts[]={"Clear","Overcast w/wintry mix","In between","Foggy and Overcast","Completely Random"};
       default=5;
   };

   class CVG_GAMEMODE9
   {
       title="Game Type (All paramters after this will be overridden by this choice unless you choose Custom)";
       values[]={0};
       texts[]={"Custom"};
       default=0;
   };

   class CVG_playerStart10
   {
       title="Player start area:";
       values[]={50,100,150};
       texts[]={"At a random town", "Randomly around map","With other players"};
       default=50;
   };

   class CVG_playerWeapons11
   {
       title="Start with weapons:";
       values[]={1,2,3};
       texts[]={"Yes", "No","Random"};
       default=2;
   };

   class CVG_playerItems12
   {
       title="Start with map:";
       values[]={1,2,3};
       texts[]={"Yes", "No","Random"};
       default=1;
   };

   class CVG_Aminals13
   {
       title="Ambient Aminals:";
       values[]={1,2};
       texts[]={"Yes", "No"};
       default=1;
   };

   class CVG_Horde14
   {
       title="Super Zombies, All zombies can find you anywhere you are:";
       values[]={1,2};
       texts[]={"Off", "On"};
       default=1;
   };

   class CVG_maxaggrodist15
   {
       title="Maximum Agro radius:";
       values[]={100,200,300,400,500,600,700,1000,9999};
       texts[]={"100 Meters", "200 Meters","300 Meters","400 Meters","500 Meters","600 Meters","700 Meters","1000 Meters","Random"};
       default=500;
   };

   class CVG_Zdensity16
   {
       title="Zombies per KM:";
       values[]={10,20,30,40,50,60,70,100,99};
       texts[]={"10", "20","30","40","50","60","70","100","Random"};
       default=20;
   };

   class CVG_MINSPAWNDIST17
   {
       title="Minimum spawn dist:";
       values[]={5,10,25,50,75,100,150,200,999};
       texts[]={"5 Meters", "10 Meters","25 Meters","50 Meters","75 Meters","100 Meters","150 Meters","200 Meters","Random"};
       default=25;
   };

   class CVG_weapontype18
   {
       title="Findable weapon types:";
       values[]={1,2,3,4,5,6,7};
       texts[]={"All Weapons (And I mean Every Weapon)","Local Weapons","BLUFOR Weapons","OPFOR Weapons","Pistols","All Weapons, based on type","Random"};
       default=1;
   };

   class CVG_Zombietowns19
   {
       title="Zombie spawn area:";
       values[]={1,2,3};
       texts[]={"Towns","Everywhere","Everywhere, More in towns"};
       default=3;
   };

   class CVG_tasks20
   {
       title="Task types:";
       values[]={2,1,3,4};
       texts[]={"Find and defend US base - Beta","Find escape helicopter","Survive for 30 minutes","Sandbox. Survive. No escape. Fight for weapons. Do what it takes."};
       default=4;
   };

   class CVG_Taskoptions21
   {
       title="Show task location";
       values[]={0,1};
       texts[]={"No (A lot harder)","Yes (for a quick game. You know right where to go)"};
       default=1;
   };

   class CVG_vehicles22
   {
       title="Vehicle Spawn Types:";
       values[]={0,1,2,3,4};
       texts[]={"Based on surroundings (All)","All Civilian","Trucks","Military","All"};
       default=0;
   };

   class CVG_vehicle23
   {
       title="Vehicle Spawn Number:";
       values[]={0,1,5,10,20,40,60,99};
       texts[]={"None (The Are you Man enough? Mode)","Almost none","Tiny","Small","Medium","Large","Insane","Random"};
       default=10;
   };

   class CVG_Fuel24
   {
       title="Destroy Fuel Stations:";
       values[]={0,1,3};
       texts[]={"No","Yes","Random"};
       default=0;
   };

   class CVG_fastTime25
   {
       title="Speed up time:";
       values[]={0,1};
       texts[]={"No","Yes"};
       default=1;
   };

   class CVG_Weaponcount26
   {
       title="Amount of Weapons (affects vehicle weapons and sidemissions):";
       values[]={20,50,75,101,99};
       texts[]={"Very Few","Medium","Plenty","Every Vehicle","Random"};
       default=50;
   };

   class CVG_Vehicleinfo27
   {
       title="Vehicle Status (options represent best possible condition):";
       values[]={1,2,3,4};
       texts[]={"Very Good","Okay","Bad","Random"};
       default=4;
   };
   class CVG_Respawn28
   {
       title="Respawn!";
       values[]={0,1};
       texts[]={"Disabled","Enabled"};
       default=1;
   };
   class CVG_Mochilla29
   {
       title="ACE Stamina/backpacks:";
       values[]={0,1};
       texts[]={"Disabled","Enabled"};
       default=0;
   };
   class CVG_Caches30
   {
       title="Small Ammo Caches in Towns:";
       values[]={0,1};
       texts[]={"Disabled","Enabled"};
       default=0;
   };
   class CVG_sideMission31
   {
       title="Side Missions:";
       values[]={0,1};
       texts[]={"Disabled","Enabled"};
       default=1;
   };
   class CVG_sideMarkers32
   {
   	title="Side Mission Markers";
       values[]={0,1};
       texts[]={"Exact Position","General Area"};
       default=1;
   };
   class CVG_Survivors33
   {
       title="Survivors (Spawns a group of units in a town, not done, isn't cool):";
       values[]={0,1};
       texts[]={"Disabled","Enabled"};
       default=0;
   };
   class CVG_Logistics34
   {
       title="R3F Logistics:";
       values[]={0,1};
       texts[]={"Disabled","Enabled"};
       default=1;
   };
   class CVG_NVGS35
   {
       title="Night Vision";
       values[]={0,1,2};
       texts[]={"Disabled","On Players at Start","Available throughout mission"};
       default=1;
   };
   class CVG_E36
   {
       title="Press E to get in vehicles";
       values[]={0,1};
       texts[]={"Disabled","Enabled"};
       default=1;
   };

};




class CfgSounds
{

#include "LDL_ac130\CfgSounds.hpp"

class attack1
{
	name="attack1";
	sound[]={\sound\attack1.ogg,0.1,1};
	titles[]={};
};
class attack2
{
	name="attack2";
	sound[]={\sound\attack2.ogg,0.1,1};
	titles[]={};
};
class attack3
{
	name="attack3";
	sound[]={\sound\attack3.ogg,0.1,1};
	titles[]={};
};
class attack4
{
	name="attack4";
	sound[]={\sound\attack4.ogg,0.1,1};
	titles[]={};
};
class chase1
{
	name="chase1";
	sound[]={\sound\chase1.ogg,0.1,1};
	titles[]={};
};
class chase2
{
	name="chase2";
	sound[]={\sound\chase2.ogg,0.1,1};
	titles[]={};
};
class chase3
{
	name="chase3";
	sound[]={\sound\chase3.ogg,0.1,1};
	titles[]={};
};
class chase4
{
	name="chase4";
	sound[]={\sound\chase4.ogg,0.1,1};
	titles[]={};
};
class chase5
{
	name="chase5";
	sound[]={\sound\chase5.ogg,0.1,1};
	titles[]={};
};
class chase6
{
	name="chase6";
	sound[]={\sound\chase6.ogg,0.1,1};
	titles[]={};
};
class chase7
{
	name="chase7";
	sound[]={\sound\chase7.ogg,0.1,1};
	titles[]={};
};
class chase8
{
	name="chase8";
	sound[]={\sound\chase8.ogg,0.1,1};
	titles[]={};
};
class die1
{
	name="die1";
	sound[]={\sound\die1.ogg,0.1,1};
	titles[]={};
};
class die2
{
	name="die2";
	sound[]={\sound\die2.ogg,0.1,1};
	titles[]={};
};
class die3
{
	name="die3";
	sound[]={\sound\die3.ogg,0.1,1};
	titles[]={};
};
class idle1
{
	name="idle1";
	sound[]={\sound\idle1.ogg,0.1,1};
	titles[]={};
};
class idle2
{
	name="idle2";
	sound[]={\sound\idle2.ogg,0.1,1};
	titles[]={};
};
class idle3
{
	name="idle3";
	sound[]={\sound\idle3.ogg,0.1,1};
	titles[]={};
};
class idle4
{
	name="idle4";
	sound[]={\sound\idle4.ogg,0.1,1};
	titles[]={};
};
class idle5
{
	name="idle5";
	sound[]={\sound\idle5.ogg,0.1,1};
	titles[]={};
};
class idle6
{
	name="idle6";
	sound[]={\sound\idle6.ogg,0.1,1};
	titles[]={};
};
class idle7
{
	name="idle7";
	sound[]={\sound\idle7.ogg,0.1,1};
	titles[]={};
};
class idle8
{
	name="idle8";
	sound[]={\sound\idle8.ogg,0.1,1};
	titles[]={};
};
class scream1
{
	name="scream1";
	sound[]={\sound\scream1.ogg,0.1,1};
	titles[]={};
};
class scream2
{
	name="scream2";
	sound[]={\sound\scream2.ogg,0.1,1};
	titles[]={};
};
class scream3
{
	name="scream3";
	sound[]={\sound\scream3.ogg,0.1,1};
	titles[]={};
};
class dash
{
	name="dash";
	sound[]={\sound\dash.ogg,0.02,1.2};
	titles[]={};
};
class dot
{
	name="dot";
	sound[]={\sound\dot.ogg,0.02,1.2};
	titles[]={};
};
    class sirens
   {
       name="sirens";
       sound[]={\sound\sirens.ogg,1,1};
       titles[]={};
   };
};
class RscTitles
{
titles[]={};

class outro
{
  	idd=-1;
  	movingEnable=0;
  	duration=11;
  	fadein=1;
  	fadeout=1;
  	name="outro";
  	controls[]={"title1","title3"};

  	class title1
	{
		type=0;
		idc=-1;
		colorBackground[]={0,0,0,0};
		colorText[]={0.2,0.2,0.4,1};
		font="Zeppelin32";
		size=1;
  	  	text="...in";
		style=0;
  	  	sizeEx=0.04;
		x=0.18;
  	  	y=0.33;
  	  	w=0.1;
  	  	h=0.1;
	};
  	class title3
	{
		type=0;
		idc=-1;
		colorBackground[]={0,0,0,0};
		colorText[]={0.2,0.2,0.4,1};
		font="Zeppelin32";
		size=1;
  	  	text="part three";
		style=0;
  	  	sizeEx=0.04;
		x=0.7;
  	  	y=0.52;
  	  	w=0.2;
  	  	h=0.1;
	};
};
class claw1
{
  	idd=-1;
  	movingEnable=0;
  	duration=0;
  	fadein=0.25;
  	fadeout=0.75;
  	name="zombie_scripts\claw1";
  	controls[]={"title1"};

  	class title1
	{
		type=0;
		idc=-1;
		size=1;
		colorBackground[]={0,0,0,0};
		colorText[]={1,1,1,1};
		font="Zeppelin32";
  	  	text="zombie_scripts\claw1.paa";
		style=48;
  	  	sizeEx=0.15;
		x=0.275;
  	  	y=0.2;
  	  	w=0.45;
  	  	h=0.6;
	};
};
class claw2
{
  	idd=-1;
  	movingEnable=0;
  	duration=0;
  	fadein=0.25;
  	fadeout=0.75;
  	name="zombie_scripts\claw2";
  	controls[]={"title1"};

  	class title1
	{
		type=0;
		idc=-1;
		size=1;
		colorBackground[]={0,0,0,0};
		colorText[]={1,1,1,1};
		font="Zeppelin32";
  	  	text="zombie_scripts\claw2.paa";
		style=48;
  	  	sizeEx=0.15;
		x=0.275;
  	  	y=0.2;
  	  	w=0.45;
  	  	h=0.6;
	};
};
class claw3
{
  	idd=-1;
  	movingEnable=0;
  	duration=0;
  	fadein=0;
  	fadeout=0.2;
  	name="zombie_scripts\claw3";
  	controls[]={"title1"};

  	class title1
	{
		type=0;
		idc=-1;
		size=1;
		colorBackground[]={0,0,0,0};
		colorText[]={1,1,1,1};
		font="Zeppelin32";
  	  	text="zombie_scripts\claw3.paa";
		style=48;
  	  	sizeEx=0.15;
		x=0.275;
  	  	y=0.2;
  	  	w=0.45;
  	  	h=0.6;
	};
};
class hud
  	{
	idd=-1;
	movingEnable=0;
  	fadein=0;
	duration=0.3;
  	fadeout=0.5;
	name="hud";
	onLoad="uiNamespace setVariable [""hud"",_this select 0]";
	controlsBackground[]={};
	objects[]={};
	class controls
	{
		class hud1
		{
			type=0;
			idc=23501;
			size=1;
			colorBackground[]={0,0,0,0};
			colorText[]={1,1,1,1};
			font="Zeppelin32";
			style=48;
  	  		sizeEx=0.15;
			x=0;
  	  		y=0;
			w=0.06;
			h=0.08;
			text="";
		};
	};   
	};
};

Hopefully none of the LDL includes will duplicate whatever is in the zombie thing, but without having the mission and all mods I can't really tell. But that should work. :)

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Yeah.. it works, but not very well. The AC 130 gets too much lag and I can call it only once (used to be able to call it anytime I wish). Any ideas? Should I abandon it?

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I haven't looked too closely at your code here, but I did recently make some modifications to LDL's AC130/UAV script - it says in the LDL files not to modify the default adjustable values, but you can create a separate .sqf file and run it in your init (or anywhere else) with your own values for these attributes, which I believe this includes the number of available AC130s (I was modifying the weapons on-board and the delay before the UAV arrives). I apologize for not having the content to post here, as I'm not on my home computer, but I know it's possible to modify all these attributes, you're just not supposed to do it in the script's original files.

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