https://github.com/gruppe-adler/grad-sectors
sector control system for arma3
https://github.com/gruppe-adler/grad-sectors
arma3 library
Last synced: 3 months ago
JSON representation
sector control system for arma3
- Host: GitHub
- URL: https://github.com/gruppe-adler/grad-sectors
- Owner: gruppe-adler
- Created: 2020-07-16T11:23:08.000Z (almost 5 years ago)
- Default Branch: master
- Last Pushed: 2020-07-25T11:29:47.000Z (almost 5 years ago)
- Last Synced: 2025-02-25T06:08:08.492Z (4 months ago)
- Topics: arma3, library
- Language: SQF
- Homepage: https://www.gruppe-adler.de
- Size: 29.3 KB
- Stars: 0
- Watchers: 5
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
Awesome Lists containing this project
README
# grad-sectors
sector control implementation
based on @McDiods [TvT Template](https://github.com/gruppe-adler/TvT_Template.VR/tree/master/functions) but standalone and with flags
might be merged into template later on as it tries to be non-destructive
## dependencies
* https://github.com/gruppe-adler/grad-points
# Configuration
in the description.ext add the following to define custom flag textures for each side
default is `"\A3\Data_F\Flags\Flag_red_CO.paa"````sqf
class cfgGradSectors {
flagTextureBlufor = "";
flagTextureOpfor = "\A3\Data_F\Flags\Flag_red_CO.paa";
flagTextureIndependent = "\A3\Data_F\Flags\Flag_CSAT_CO.paa";
flagTextureCivilian = "";
};
```## Create Sector
Size and position of a sectors is defined with a Trigger. Alle settings of the Trigger are kept besides size and form. Then an Area Entity is created (*Systems >> Logic Entities >> Locations >> Area*) and synced with all Triggers which should get the same sector settings.
## Add Function
Now we doubleclick the Area Entity and fill the init field with the `createSector` function:### Syntax
```sqf
[area,sector name,reward,reward per second,lock after capture,capture sides,owner,notify,onsectorcaptured,sectordata,capturemode] call grad_sectors_fnc_createSector
```### Parameter
Parameter | Erklärung
----------|-----------
area | object - Area Entity (in init field the variable `this`)
sector name | string (optional) - name of the sector (default: `""`)
reward | number (optional) - amount of points a side gets for taking the point (default: `1`)
reward per second | number (optional) - amount of points a side gets for holding the point PER SECOND. (default: `0`)
lock after capture | bool (optional) - if the sector can be reconquered (default: `false`)
capture sides | array (optional) - sides that can conquer the sector (default: `[WEST,EAST,INDEPENDENT]`)
owner | side (optional) - side that holds the sector at game start. (default: `sideUnknown`)
notify | boolean (optional) - if a hint is displayed to all players when sector is taken
onsectorcaptured | code (optional) - custom code executed when sector is taken. Params are `[_trigger,_newOwner,_oldOwner]`
sectordata | string - (optional) - can be used to write data into the sector, gets added as `setVariable "grad_sectors_sectordata"`
capturemode | [number(,number - only for capture mode 1)] - 0/1/2 == capture mode, strength/time/flag, 0-9999 captureTime### Capture Modes in detail
#### 0 - Strength
Side with more units inside the trigger captures instantly
#### 1 - Time
Side with more units inside trigger captures with a delay (second number in array for time in seconds)
#### 2 - Flag
Side that raises own flag captures instantly### Example
```sqf
[this,"fuelstation",10,0,true,[WEST,EAST],independent, true, {}, "", [1,10]] call grad_sectors_fnc_createSector;
```