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