SOG Prairie Fire Functions

  • Prairie Fire Wiki

    Savage Game Design 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

    Code
    1. if (isServer) then {
    2. _sm1 = "SmokeShell" createVehicle [0,0,0];
    3. _sm1 attachTo [e1, [0,-0.03,0.07], "LeftShoulder"];
    4. _cl1 = "Chemlight_yellow" createVehicle [0,0,0];
    5. _cl1 attachTo [e2, [0,-0.03,0.07], "LeftShoulder"];
    6. };


    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:

    Code
    1. [heli] call vn_fnc_vn_uh1_doors;

    _____________________________________________________________________________________________________________


    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:

    Code
    1. if (isServer) then {
    2. [getPos (getPos player) vectorAdd [0, 0, 150], 2] call VN_ms_fnc_createFlare;
    3. };

    _____________________________________________________________________________________________________________

    Spawn Ambient Helicopter

    Code
    1. if (isServer) then {
    2. ["vn_b_air_uh1b_01_06", getMarkerPos "Helispawn"] call VN_ms_fnc_spawnAmbHeli;
    3. };

    _____________________________________________________________________________________________________________

    Weapon on Back Animation

    Code
    1. [_unit1, _unit2, _group] call vn_ms_fnc_weaponOnBack;

    _group call vn_ms_fnc_weaponOnBack;

    _unit call vn_ms_fnc_weaponOnBack;

    _____________________________________________________________________________________________________________

    AmbientAnimation

    Code
    1. [bob, selectRandom [
    2. "amovpsitmstpslowwrfldnon",
    3. "amovpsitmstpslowwrfldnon_smoking",
    4. "amovpsitmstpslowwrfldnon_weaponcheck1",
    5. "amovpsitmstpslowwrfldnon_weaponcheck2"
    6. ]] call vn_ms_fnc_ambientAnim;

    _____________________________________________________________________________________________________________

    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:

    Code
    1. if (isServer) then {
    2. [Gun1, 30, "", Gun1Target] call vn_ms_fnc_forceFire;
    3. };

    _____________________________________________________________________________________________________________

    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):

    Code
    1. [this, nil, false, 5] call vn_ms_fnc_scanHorizon;

    _____________________________________________________________________________________________________________

    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;


    Code
    1. ["TargetMarker",
    2. "vn_cas_start",
    3. false,
    4. {},
    5. ["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

    Code
    1. 5. Place Trigger: On Activation: [House1, player] call vn_fnc_burnit_action;

    _____________________________________________________________________________________________________________

    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):

    Code
    1. if (isServer) then {[[18400,5900,0], 300] call vn_fnc_bomb_blu82;};


    _____________________________________________________________________________________________________________

    Prairie Fire Camo Faces

    Code
    1. if (isServer) then {[this, "CamoHead_White_01_F"] remoteExec ["setFace", 0, this]};


    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

  • SOG Prairie Fire Bombs


    ________________________________________________________

    Get cfgNames:

    Type into WatchField of DebugConsole:


    currentWeapon vehicle player;

    currentMagazine vehicle player;

    ((configFile >> "CfgWeapons" >> (vehicle player) currentWeaponTurret [0] >> "displayName") call BIS_fnc_GetCfgData);


    for cfgAmmo use the Config Button and search left-down for cfgAmmo name



    ________________________________________________________


    Mk82 500lb

    (unguided, low-drag general-purpose bomb)

    cfgWeapon: vn_bomb_mk82_he_launcher

    cfgMagazine: vn_bomb_f4_out_500_mk82_he_mag_x1

    cfgAmmo: vn_bomb_500_mk82_he_ammo


    Mk82 500lb Snakeeye

    (parachute bomb to increase air-time for low-level drop)

    cfgWeapon: vn_bomb_mk82_se_launcher

    cfgMagazine: vn_bomb_f4_in_500_mk82_se_mag_x1

    cfgAmmo: vn_bomb_500_mk82_se_ammo


    Mk82 500lb Daisy Cutter

    (bomb for flatten forest into a helicopter landing zone)

    cfgWeapon: vn_bomb_mk82_dc_launcher

    cfgMagazine: vn_bomb_f4_out_500_mk82_dc_mag_x1

    cfgAmmo: vn_bomb_500_mk82_dc_ammo


    Mk83 1000lb

    (low-drag general-purpose bomb)

    cfgWeapon: vn_bomb_mk83_he_launcher

    cfgMagazine: vn_bomb_f4_in_1000_mk83_he_mag_x1

    cfgAmmo: vn_bomb_2000_gbu8_he_ammo


    Mk84 2000lb

    (largest general-purpose bomb)

    cfgWeapon: vn_bomb_mk84_he_launcher

    cfgMagazine: vn_bomb_f4_out_2000_mk84_he_mag_x1

    cfgAmmo: vn_bomb_2000_mk84_he_ammo


    M117 750lb

    (air-dropped demolition bomb with time delayed fuze, allow the bomb to burrow into a structure)

    cfgWeapon: vn_bomb_m117_he_launcher

    cfgMagazine: vn_bomb_f4_out_750_m117_he_mag_x1

    cfgAmmo: vn_bomb_750_m117_he_ammo


    MK20 Rockeye

    (anti-tank cluster bomb is an air-launched, conventional free-fall weapon)

    cfgWeapon: vn_bomb_mk20_cb_launcher

    cfgMagazine: vn_bomb_500_mk20_cb_mag_x1

    cfgAmmo: vn_bomb_750_m117_he_ammo


    GBU-8 2000lb

    (electro-optical guided Mk.84 bomb)

    cfgWeapon: vn_bomb_gbu8_he_launcher

    cfgMagazine: vn_bomb_2000_gbu8_he_mag_x1

    cfgAmmo: vn_bomb_2000_gbu8_he_ammo


    BLU-1/B 500lb Napalm

    (BLU-Bomb Live Unit, thermobaric weapon uses oxygen from the surrounding air to generate a high-temperature explosion)

    cfgWeapon: vn_bomb_blu1b_500_fb_launcher

    cfgMagazine: vn_bomb_f4_out_500_blu1b_fb_mag_x1

    cfgAmmo: vn_bomb_500_blu1b_fb_ammo


    BLU-1/B 750lb Napalm

    (thermobaric weapon)

    cfgWeapon: vn_bomb_blu1b_750_fb_launcher

    cfgMagazine: vn_bomb_f4_in_750_blu1b_fb_mag_x1

    cfgAmmo: vn_bomb_750_blu1b_fb_ammo


    M47 100lb WP

    (White phosphorus, "Willie Pete". Self-ignites on contact with air, against soft targets, fuel, ammo)

    cfgWeapon: vn_bomb_m47_wp_launcher

    cfgMagazine: vn_bomb_f4_out_100_m47_wp_mag_x1

    cfgAmmo: vn_bomb_100_m47_wp_ammo


    ________________________________________________________

    Code
    1. if (isServer) then {
    2. _bomb = "vn_bomb_500_blu1b_fb_ammo" createVehicle ((getPos player) vectorAdd [0,0,30]);
    3. _bomb setDir getDir player;
    4. _bomb setVelocityModelSpace [0,50,0];
    5. };
  • AmbientFlyByBombing Script


    Benötigt werden zwei Marker: StartMarker "AmbientFlyBySpawn" EndMarker "AmbientFlyByDelete"


    Die ClassNames der Flugzeuge. Hier: "vn_b_air_f100d_hbmb","vn_b_air_f4c_hbmb"

    Welche Bomben und wieviel geworfen werden kann im bombarray bestimmt werden.

    Die Abwurfzeit wird über ein einebautes Delay (hier 15s nach spawn) geregelt