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Casual_Jeff

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Posts posted by Casual_Jeff

  1. My rearm setting in service point.

    Spoiler

    // rearm settings
    _rearm_enable = true; // enable or disable the rearm option
    //_blockedWeaponNames=["S-5","Hydra","CRV7"]; // weapon names you wish to exclude from rearming.  Leave empty [] to allow all
    _blockedWeaponNames=["S-5","Hydra","CRV7","HellfireLauncher","S8Launcher","SmokeLauncher","VikhrLauncher"]; // Weapon names you wish to exclude from rearming.  Leave empty [] to allow all
    _blockedAmmoNames = [ // Ammo names you wish to exclude from rearming. Leave empty [] to allow all
        "192Rnd_57mm",
        "128Rnd_57mm",
        "1200Rnd_762x51_M240",
        "SmokeLauncherMag",
        "60Rnd_CMFlareMagazine",
        "120Rnd_CMFlareMagazine",
        "240Rnd_CMFlareMagazine",
        "60Rnd_CMFlare_Chaff_Magazine",
        "120Rnd_CMFlare_Chaff_Magazine",
        "240Rnd_CMFlare_Chaff_Magazine",
        "4Rnd_AT2_Mi24D",
        "4Rnd_Ch29",
        "8Rnd_Hellfire",
        "2Rnd_Sidewinder_AH1Z",
        "80Rnd_80mm",
        "40Rnd_80mm",
        "40Rnd_S8T",
        "80Rnd_S8T",
        "12Rnd_Vikhr_KA50",
        "150Rnd_30mmAP_2A42",
        "150Rnd_30mmHE_2A42",
        "38Rnd_FFAR",
        "12Rnd_CRV7",
        "1500Rnd_762x54_PKT",
        "2000Rnd_762x54_PKT",
        "150Rnd_30mmAP_2A42",
        "150Rnd_30mmHE_2A42", 
        "230Rnd_30mmAP_2A42", 
        "230Rnd_30mmHE_2A42",
        "4000Rnd_762x51_M134"    
        ]; 
     

     

  2. A small script for action button to change color ingame. I use this github for color example.

    Put this script in a sqf in scripts folder and link it to a button.

    Share your scripts too :)

    Enjoy :)

    Spoiler

    if (isNil "CColor") exitWith {
    // Wasteland
    CColor = "Wasteland";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "Wasteland") exitWith {
    //Clear contrast
    CColor = "Clear Contrast";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [ 1, 1, 0, [0, 0, 0, -0.31],[1.9, 1.9, 1.73, 0.7],[0.2, 1.1, -1.5, 1.64]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "Clear Contrast") exitWith {
    //Dark draining
    CColor = "Dark draining";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [ 1, 0.21, 0, [0.1, 0, 0, 0],[3.59, 3.49, 3.78, 0.83],[-0.31, 0.08, 3.79, 5]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "Dark draining") exitWith {
    //Sandy
    CColor = "Sandy";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [ 1, 1, 0, [1.01, -2.46, -1.23, 0],[2.11, 1.6, 0.71, 0.8],[1.43, 0.56, 3.69, 0.31]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "Sandy") exitWith {
    //Sumer Chernarus
    CColor = "Sumer Chernarus";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [1,1,0,[0,0,0,0],[2,0,0,1.25],[2.5,-2.5,0,0]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "Sumer Chernarus") exitWith {
    //Dog Vision
    CColor = "Dog Vision";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [1,0.6,0,[0,0,0,0],[3,3,1,0.75],[2.5,2.5,-2.75,0]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "Dog Vision") exitWith {
    //Tropical
    CColor = "Tropical";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [ 1, 1, 0.01, [-0.11, -0.65, -0.76, 0.015],[-5, 2.74, 0.09, 0.95],[-1.14, -0.73, 1.14, -0.09]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "Tropical") exitWith {
    //Photo
    CColor = "Photo";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [ 0.2050, 35, 0, [6.32, 0.57, 10.71, -0.0015],[1.29, 0.81, 1.2, 0.67],[-1.24, 2.03, 0.37, -3.69]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "Photo") exitWith {
    //WarZone
    CColor = "WarZone";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [ .079990001, 7, 0.055, [1.320, 1.57, 1.31, -.022],[2.05, 1.8611, 1.62, .6807],[-1.954, 3.95553, 4.898, 5.19]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "WarZone") exitWith {
    // Operation Flashpoint
    CColor = "Operation Flashpoint";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [1,1,0,[0,0,0,0],[1,1,1.2,0.85],[1,1,-2.5,0]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "Operation Flashpoint") exitWith {
    // Africa
    CColor = "Africa";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [ 1, 1.3, 0.001, [-0.11, -0.65, -0.76, 0.015],[-5, -1.74, 0.09, 0.86],[-1.14, -0.73, 1.14, -0.09]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "Africa") exitWith {
    // Blue
    CColor = "Blue";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [ 0.9, 1, 0, [-2.32, 0.17, 0.71, 0],[1.09, 0.91, 1.1, 0.27],[-1.24, 3.03, 0.37, -1.69]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "Blue") exitWith {
    // Arma mission colours
    CColor = "Arma mission colours";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [ 1.0, 1, -0.003, [0.2, 0.15, -0.0, 0.125],[-2, -1.5, -1, 0.55],[-0.54, -0.53, 0.4, -0.09]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "Arma mission colours") exitWith {
    // Heavy Colour Correction
    CColor = "Heavy Colour Correction";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [1, 1.04, -0.004, [0.0, 0.0, 0.0, 0.0], [1, 0.8, 0.6, 0.5], [0.199, 0.587, 0.114, 0.0]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "Heavy Colour Correction") exitWith {
    // Zombie View 
    CColor = "Zombie View";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable true;
    CColor2 ppEffectAdjust [ 1, 0.75, 0, [-3.16, 5, 5, 0],[-4.3, 5, 5, 1.28],[-2.96, 5, 5, 5]];
    CColor2 ppEffectCommit 0;
    systemChat (format["Correction : %1", CColor]);
    };
    if (CColor == "Zombie View") exitWith {
    // Normal
    CColor = "Normal";
    CColor2 = ppEffectCreate ["colorCorrections", 1501];
    CColor2 ppEffectEnable false;
    systemChat (format["Correction : %1", CColor]);
    CColor = nil;
    };

     

  3. I answer to my question :)

    To work with 1.0.6.0, you need to extract keyboard.sqf (no more dayz_space interrupt.sqf in 1.0.6.0) in dayz_code\compile and put it in your mission file.

    Modify keyboard.sqf ass follow.

    Add

    	//ESLK Menu
    	_informenu = {if (isNull findDisplay 7777) then {
    	execVM "custom\menu\menu_init.sqf";
    	};
    	_handled = true;
    	};

    before 

        _block = {
            _handled = true;
        };

    and add:

    	[[DIK_TAB], _informenu] call _addArray;

    At line 265 before:

        [[DIK_ESCAPE], _cancelBuild] call _addArray;

     

    Enjoy :)

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