Initial upload. Not currently functional as a mod. Includes some slightly refactored source code as well as the original mission this was debuted in zipped up as reference + example of usage.
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/*
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* Author: Clarky
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* Usage:
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* [this] call CLF_fnc_initBaseHQInteractions;
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*
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* Intended to run locally on each client.
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*
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*/
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params ["_hq"];
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_hq addAction [
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"<t color='#55cbda'>Check Fortify Budget</t>",
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{
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params ["_target", "_caller"];
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hint format ["Current Fortify Budget: %1", [side _caller] call ace_fortify_fnc_getBudget];
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[] spawn {
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sleep 3;
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hintSilent "";
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}
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},
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nil,
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1,
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true,
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false,
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"",
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"true", // Figure out a way to lock this to player side checks (macros?)
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6
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];
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_hq addAction [
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"<t color='#da55ce'>Add Fortify Budget - $100</t>",
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{
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params ["_target", "_caller"];
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// Check current materiel available at this base
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private _currentMateriel = [_target, _caller] call CLF_fnc_materielCheck;
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if (_currentMateriel > 100) then {
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[
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"CLF_MaterielConsume",
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[
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_target,
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100,
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_caller
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]
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] call CBA_fnc_serverEvent;
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[
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[
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"CLF_FortifyBudgetAdd",
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side _caller,
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100
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]
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] call CBA_fnc_serverEvent;
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} else {
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[
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"CLF_ShowMessage",
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[
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1,
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0,
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"Not enough materiel."
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],
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_player
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] call CBA_fnc_targetEvent;
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};
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},
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nil,
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1,
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true,
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false,
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"",
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"true", // Figure out a way to lock this to player side checks (macros?)
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6
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];
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/*
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if (_depots isEqualTo []) exitWith {
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[
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"CLF_ShowMessage",
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[
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1,
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0,
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"No connected supply depots found."
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],
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_player
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] call CBA_fnc_targetEvent;
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// Return false;
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false;
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};
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*/
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