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In Game Admin Helpers
10
In Game Admin Helpers
via edited this page 2023-09-01 14:19:13 +00:00
See also ACEsnippets
Zeus Control
Make Units Zeus-Interactable
In the editor, placing this in the init field of a unit will make the unit interactable by the Zeus called myCurator (set name of the Zeus module to myCurator), even if you are not running with Zeus helper mods:
myCurator addCuratorEditableObjects [[this], true];
Get Unit Zeus is Controlling
myUnit = missionNamespace getVariable ["bis_fnc_moduleRemoteControl_unit", player];
Time
Set time to specific time using skipTime
Change to time x:
skipTime ((x - dayTime + 24) % 24);
Get a Specific Player
name (playableUnits select x)
returns the name of unit eg.
name (playableUnits select 1)
(playableUnits select 1) setPos (getPos player)
Get the name of unit in position 1 (indexing starts from 0), then teleport them to me if run locally.
Get All Loadout Items
AllPlayableUnitsItens = [];
{AllPlayableUnitsItens = AllPlayableUnitsItens + [(headgear _x)] + [(goggles _x)] + (assignedItems _x) + (backpackitems _x)+ [(backpack _x)] + (uniformItems _x) + [(uniform _x)] + (vestItems _x) + [(vest _x)] + (magazines _x) + (weapons _x) + (primaryWeaponItems _x)+ (primaryWeaponMagazine _x) + (handgunMagazine _x) + (handgunItems _x) + (secondaryWeaponItems _x) + (secondaryWeaponMagazine _x)} forEach (playableUnits + switchableUnits);
AllPlayableUnitsItens = AllPlayableUnitsItens select {count _x > 0};
AllPlayableUnitsItens = AllPlayableUnitsItens arrayIntersect AllPlayableUnitsItens;
copyToClipboard str AllPlayableUnitsItens;
Todo: Update script for avoiding TFAR problems if it is loaded