Closed astruyk closed 10 years ago
Done (without custom parameter functionality). You can now do the following in a mission (with the appropriate script of course):
[
[
"CH-146 Griffon Helicopter (Empty)",
{
_vehicle = "I_Heli_light_03_F" createVehicle (_this select 0);
[_vehicle] call PO3_fnc_setAsLiftChopper;
_vehicle setObjectTextureGlobal [0, "customSkins\CH146_0.paa"];
_vehicle;
}
],
[
"CH-148 Cyclone Helicopter (Empty)",
{
_vehicle = "I_Heli_Transport_02_F" createVehicle (_this select 0);
[_vehicle] call PO3_fnc_setAsLiftChopper;
_vehicle setObjectTextureGlobal [0, "customSkins\CH148_0.paa"];
_vehicle setObjectTextureGlobal [1, "customSkins\CH148_1.paa"];
_vehicle setObjectTextureGlobal [2, "customSkins\CH148_2.paa"];
_vehicle;
}
]
] execVM "Ares_CreateCustomMissionObject.sqf";
Would be nice to have a way for Zeus to spawn map-specific assets and/or groups. For example, the assembly point signs, custom-skinned mowhawks, or groups from CAF-Agressors (which isn't legit supported by Zeus ATM).
I think it could work something like this:
where the
Ares_AddMissionSpecificObject.sqf
function would simply store the provided parameters in a global array. Ares would have a new module in the 'Spawn' category called 'Spawn Map Specific Objects'. That would go through the global var and create a dynamic choose box for each of the entries and another for the settings (if any are specified). Then, on approval, it would call the selected code, passing in the location where the user wanted it and the option they selected (if any).