Addon: common - Nomas-X/AET_AUX GitHub Wiki
Description
This addon contains most functions or features that do not need their own addon. We will go over its functionality, and how it is utilized.
GL Smoke Anti-Bounce
This feature makes grenade launched smoke shells less bouncy, to enable it or disable it simply navigate to the addon options as shown in the picture below:
Feature's Addon Options
Comparing addon options
This feature allows the logged in admin or anyone based on the setting to run a comparison between the cba_settings.sqf
file present in the mission pbo and the master settings present in the addon to detect if the mission maker has made any changes as shown in the pictures below. The cba_settings.sqf
file must indicate its end by a comment // END OF AET FILE
. This is done to allow the use of #include
below that comment for the AET_settings.sqf
from our standardized files.
Feature's Addon Options
Compare Addon Options Request
Compare Addon Options Result
Dynamic Groups
This feature allows the enabling and disabling of the Arma 3 dynamic groups menu, also known as the U menu or squad menu.
Feature's Addon Option
Squad Menu
Disabling AI by layer
Description
The function AET_common_fnc_disableLayerAI
is used to disable certain AI behaviors for all units in a layer. The function has a similar effect to the disableAI command, the key differences being is that the function executes the command on every unit in the layer on all connected clients in case the unit changes locality which can happen when headless clients are in use. Ensure that the function is called on the server.
Syntax
[layerName, AIfeature] AET_common_fnc_disableLayerAI
Parameters
- layerName: String - Exact name of the layer that contains the AI units.
- AIfeature: String - AI feature to disable.
Return
Nothing
Examples
["Ambush Layer", "PATH"] call AET_common_fnc_disableAILayer;
["Layer 1", "TARGET"] call AET_common_fnc_disableLayerAI;
Enabling AI by layer
Description
The function AET_common_fnc_enableLayerAI
is used to enable certain AI behaviors for all units in a layer. The function has a similar effect to the enableAI command, the key differences being is that the function executes the command on every unit in the layer on all connected clients in case the unit changes locality which can happen when headless clients are in use. Ensure that the function is called on the server.
Syntax
[layerName, AIfeature] AET_common_fnc_enableLayerAI
Parameters
- layerName: String - Exact name of the layer that contains the AI units.
- AIfeature: String - AI feature to enable.
Return
Nothing
Examples
["Ambush Layer", "PATH"] call AET_common_fnc_enableAILayer;
["Layer 1", "TARGET"] call AET_common_fnc_enableLayerAI;
Locking AI seats
Description
The function AET_common_fnc_lockAISeats
is used to change the lock state of seats occupied by AI in a given vehicle. The function has a similar effect to the lockDriver, lockCargo, lockTurret commands.
Syntax
[vehicle, lockState] AET_common_fnc_lockAISeats
Parameters
- vehicle: Object - The vehicle that this function will be applied to.
- lockState: Boolean - The lock state to be applied. [Optional - default: true]
Return
Nothing
Examples
[AET_HELI_1, true] call AET_common_fnc_lockAISeats;
[AET_MBT_1, false] call AET_common_fnc_lockAISeats;
Guided Airstrike
Description
The function HR_fnc_LGAirstrike
is used to airstrike a given list of targets, dropping one laser guided bomb of the chosen type at each of them.
Syntax
[targets, bombType, side, trackTarget, egress, planeType] HR_fnc_LGAirstrike
Parameters
- targets: Array - Objects / Positions that the airstrike is called on.
- bombType: String - Bomb type ("HE", "Cluster", "AT"). [Optional - default: "HE"]
- side: Side - Side of the spawned airstrike plane.[Optional - default: west]
- trackTarget: Boolean - Should. the airstrike plane track target? (first target passed) [Optional - default: false]
- egress: Number- Egress angle of the airstrike plane. [Optional - default: random 360]
- planeType: String - Class name of the airstrike plane to be spawned. [Optional - default: "B_Plane_CAS_01_dynamicLoadout_F"]
Return
Nothing
Examples
[_obj1, _obj2, [0, 0, 10](/Nomas-X/AET_AUX/wiki/_obj1,-_obj2,-[0,-0,-10), "HE", independent, false, 0] spawn HR_fnc_LGAirstrike;
[_obj1, _obj2, [0, 0, 10](/Nomas-X/AET_AUX/wiki/_obj1,-_obj2,-[0,-0,-10), "HE", independent, false, 0, "B_Plane_CAS_01_dynamicLoadout_F"] spawn HR_fnc_LGAirstrike;
Setting player faces
Description
The function AET_common_fnc_setFaces
is used to force player faces to one of the provided options. If the player profile face is not in the list of provided faces then a face from the provided list will be picked at random and assigned to the player. This face will remain even after a respawn. The function has a similar effect to the setFace commands. Ensure that the function is called in the onPlayerRespawn.sqf
file unless you have a different special use for it and know what you're doing.
Syntax
[unit, faces] AET_common_fnc_setFaces
Parameters
- unit: Object - The unit that this function will be applied to.
- faces: Array - Array of the class names of the faces that the function will apply.
- 0. String - Class names of the faces that the function will apply.
Return
Nothing
Examples
[player, ["PersianHead_A3_04_a", "PersianHead_A3_04_l", "PersianHead_A3_04_sa"]] call AET_common_fnc_setFaces;
// Apply different faces to different players
private _listOfPlayers_1 = ["P_1", "P_2", "P_3"] call HR_fnc_ValidateObjects;
if (player in _listOfPlayers_1) then {
private _listOfFaces_1 = ["PersianHead_A3_04_a", "PersianHead_A3_04_l", "PersianHead_A3_04_sa"];
[player, _listOfFaces_1 ] call AET_common_fnc_setFaces;
};
private _listOfPlayers_2 = ["P_2", "P_3", "P_4"] call HR_fnc_ValidateObjects;
if (player in _listOfPlayers_2) then {
private _listOfFaces_2 = [ "PersianHead_A3_04_sa"];
[player, _listOfFaces_2] call AET_common_fnc_setFaces;
};
Validating Objects
Description
The function HR_fnc_validateObjects
is used to validate if a given object exists to avoid getting a script error. The function is rather simple and it is meant to be used in combination with other functions simply to avoid the players getting script errors.
Syntax
[objects] HR_fnc_validateObjects
Parameters
- objects: Array- List of objects to be validated.
- 0. String - Variable name of the object
Return
Array - result of the validation, if an object is not found then it will be replaced with ObjNull
.
Examples
private _listOfPlayers = ["P_1", "P_2"] call HR_fnc_validateObjects;
// Example where it is used with another function
private _listOfPlayers = ["P_2", "P_3", "P_4"] call HR_fnc_ValidateObjects;
if (player in _listOfPlayers) then {
// ...code...
};
AET Banner
This addon also contains a banner of the AET logo in .paa
format. The dimensions of the banner are 2048x1024. The banner's file path is "\z\aet\addons\common\images\Antistasi_event_team_2048x1024.paa"
. This banner is mainly for use as the default picture in the standardized files.