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initServer.sqf
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/********************************************************************************
** initServer.sqf **
**Simply edit the variables you need to enable the options as documented below.**
**There is more detailed information on how to do this in initPlayerLocal.sqf **
*********************************************************************************/
//PLACE MARKERS ON IMPORTANT VEHICLES OR OTHER ITEMS ********************************************************
//vehicles and their markers are placed in the editor and given the same name **
// **
_useAssetMarkers = true; //BOOLEAN, set to FALSE to turn off or TRUE to turn on //**
//**
/*************************************************************************************************************/
//POPULATE TOWNS WITH CIVILIANS ******************************************************
//TRUE will use the Civilian Occupation Script (COS) - and FALSE will not use it **
//********SPECIAL NOTE: COS is older and doesn't work well on Malden & Lythium **
//******** Be wary and test to ensure it works well on your terrain. **
// **
_useCivPopulation = true; //BOOLEAN
// **
/*************************************************************************************/
//USE MISSION TIMER ********************************************************************
//should always be set to TRUE for www.TacticalGamer.com mission requirements **
//Contact An Admin (CAA) via our forums should be used for any variations **
//https://www.tacticalgamer.com/forum/simulation/armed-assault/arma-contact-an-admin **
// **
_useMissionTimer = true;
timeInMinutesForMissionToEnd = 75; //default is 75 min
/***************************************************************************************/
//SET REFUEL VEHICLES THAT WILL BE REFILLABLE FROM THE FARP *************************************
//this is only necessary because ACE doesn't store a vehicles capacity easily that I've found **
// **
_enableRefillingRefuelVics = true;
//array of arrays in the following format: [units OBJECT, fuelCapacityInLitres NUMBER] //**
// //**
//if you set _enableRefillingRefuelVics to be false then make _refuelVicsAndCapacities to be = [];
_refuelVicsAndCapacities = [ //**
[supplyRepairTruck, 300] //edit these lines
]; //**
/************************************************************************************************/
//TOGGLE AMBIENT AIR TRAFFIC *********************************************************************
//this is to spawn ambient air traffic as per functions/server/fn_ambientAirTraffic.sqf **
//You may need to edit this file if you are not using Altis to change the _maxCoordinate size **
// **
_enableAmbientAirTraffic = true; // **
/*************************************************************************************************/
//END OF USER ADJUSTED VARIABLES ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
//ENTER ANY ADDITIONAL CODE YOU NEED BELOW HERE*****************************************************************************
//***************************************************************************************************************************
//DO NOT EDIT BELOW THIS LINE unless you know what your doing ;)
//***************************************************************************************************************************
["Initialize",[true]] call BIS_fnc_dynamicGroups;
[] spawn TG_fnc_ifAllPlayersDead;
//assetMarkers
if (_useAssetMarkers) then {
[] call TG_fnc_assetMarkers;
};
//**************Unkl added Civilian Occupation System
if (_useCivPopulation) then {
null=[] execVM "cos\cosInit.sqf";
if (isServer) then {killedMarkers = []; publicVariable "killedMarkers";};
};
if (_useMissionTimer) then {
[] spawn TG_fnc_missionTimer;
};
if !(_enableRefillingRefuelVics) then {
_refuelVicsAndCapacities = [];
} else {
{
(_x select 0) setVariable ["isAceRefuelVic", true, true];
(_x select 0) setVariable ["aceRefuelCapacity", (_x select 1), true];
} forEach _refuelVicsAndCapacities;
};
//AMBIENT AIR TRAFFIC
if (_enableAmbientAirTraffic) then {
[] spawn TG_fnc_ambientAirTraffic;
};
//ADD OBJECTS TO ZEUS
//Add all objects to all curators - Code inspired by 3den Enhanced
if (!is3DEN && isServer && (count allCurators > 0)) then {
[] spawn {
while {true} do {
{_x addCuratorEditableObjects [entities [[], ['Logic'], true], true];} count allCurators;
sleep 60;
};
};
};