Prairie Fire Wiki
Category:Functions - Savage Game Design Wiki
Advanced Logistics
Advanced Logistics - Savage Game Design Wiki
https://pastebin.com/raw/T4LzNZuc
Radio Support
Radio Support - Savage Game Design Wiki
https://pastebin.com/embed_iframe/KU3uc5UT
Tracker Module Tutorial
Garrison Module Tutorial
_____________________________________________________________________________________________________________
Spawn Smoke/Chemlight on Shoulder
Chemlight_green
Chemlight_red
Chemlight_yellow
Chemlight_blue
vn_rdg2_ammo
vn_m18_red_ammo
vn_m18_white_ammo
vn_m18_green_ammo
vn_m18_yellow_ammo
vn_m18_purple_ammo
_____________________________________________________________________________________________________________
Closes UH1 doors
Example:
_____________________________________________________________________________________________________________
Create Flare
Flare size <0,1,2> for small medium large [NUMBER, defaults to 0]
[getPos Position vectorAdd [0, 0, Height], FlareSize] call VN_ms_fnc_createFlare;
Example:
_____________________________________________________________________________________________________________
Spawn Ambient Helicopter
_____________________________________________________________________________________________________________
Weapon on Back Animation
_group call vn_ms_fnc_weaponOnBack;
_unit call vn_ms_fnc_weaponOnBack;
_____________________________________________________________________________________________________________
AmbientAnimation
_____________________________________________________________________________________________________________
Force Fire
Parameter(s):
_vehicle -Vehicle to force firing for [OBJECT, defaults to objNull]
_duration - Duration of firing [NUMBER, defaults to 5]
_weapon - Weapon class to fire, uses currentWeapon if not provided [STRING, defaults to ""]
_target - Target to shoot at [OBJECT, defaults to objNull]
Example:
_____________________________________________________________________________________________________________
Vehicle Scan Horizon
Parameter(s):
_vehicle - Vehicle that will scan the horizon [OBJECT, defaults to objNull]
_coneAngle - Angle of the cone to scan [NUMBER, defaults]
_inversedFront - Invert direction of vehicle front [BOOL, defaults to false]
_rotationSteps - Amount of steps for whole sweep [NUMBER, defalts to 3]
_delayStep - Amount of time between individual rotation steps [NUMBER, defalts to 5]
_delaySweep - Amount of time between whole sweeps [NUMBER, defalts to 10]
Example(s):
_____________________________________________________________________________________________________________
CAS Airstrike
The plane starts at marker "vn_cas_start" and despawns at "vn_cas_stop" (or 0,0,0 if no marker present).
[_targetPos,_start,_captive,_fnc_onStrike] call vn_ms_fnc_casAirstrike;
Parameter(s):
_targetPos - Target position to bomb [OBJECT, POSITION, defaults to objNull]
_start - Start position of the CAS plane [POSITION, defaults to markerPos "vn_cas_start"]
_captive - Should the plane be captive [BOOL, defaults to false]
_fnc_onStrike - Function called right before bombs drop [CODE, defaults to {}]
_ordnances - Classes of ordnance to drop [ARRAY, defaults to nil]
_planeClass - Class of the spawned plane [STRING, defaults to "vn_b_air_f4b_navy_at"]
Example(s):
[markerPos "vn_wp07_camp"] call vn_ms_fnc_casAirstrike;
- ["TargetMarker",
- "vn_cas_start",
- false,
- {},
- ["vn_bomb_500_mk82_he_ammo","vn_bomb_500_mk82_se_ammo","vn_bomb_500_mk82_dc_ammo","vn_bomb_2000_gbu8_he_ammo","vn_bomb_2000_mk84_he_ammo","vn_bomb_750_m117_he_ammo","vn_bomb_750_m117_he_ammo","vn_bomb_2000_gbu8_he_ammo","vn_bomb_500_blu1b_fb_ammo","vn_bomb_750_blu1b_fb_ammo","vn_bomb_100_m47_wp_ammo","BombCluster_01_Ammo_F"],"vn_b_air_f4b_navy_at"] call vn_ms_fnc_casAirstrike;
_____________________________________________________________________________________________________________
Burn Map Houses
1. Use do3DENAction "ToggleMapIDs"; to toggle MapIDs in Debug Console
2. Place F5 - LogicEntities - Gamelogic near House -
3. Use MapID to give House a variable Name eg: House1 = (getPos this nearestObject 3030760);
4. Paste Variable code into Gamelogic init
_____________________________________________________________________________________________________________
Spawn Daisy Cutter Bomb
Description:
Spawns bomb and either attaches a parachute or spawns a parachute to attach.
Parameter(s):
_position - Position for the bomb to land at [ARRAY, defaults to []]
_height - Height to spawn the bomb at, minimum 150 meters [NUMBER, defaults to 300]
_parachute - Parachute object that will be attachted to the bomb [OBJECT, defaults to OBJNULL]
_owner - Object which will be set as the owner of the bomb, use this to give players credit for kills from the bomb [OBJECT, defaults to OBJNULL]
Example(s):
_____________________________________________________________________________________________________________
Prairie Fire Camo Faces
vn_setFace_jip_01
vn_setFace_jip_02
vn_setFace_jip_03
vn_setFace_jip_04
vn_setFace_jip_05
vn_setFace_jip_06
vn_setFace_jip_07
vn_setFace_jip_08
vn_setFace_jip_09
vn_setFace_jip_10
vn_setFace_jip_11
vn_setFace_jip_12
vn_setFace_jip_13
vn_setFace_jip_14
vn_setFace_jip_15
vn_setFace_jip_16
vn_setFace_jip_17