KP-Liberation/Missionframework/scripts/server/init_server.sqf

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[] call compileFinal preprocessFileLineNumbers "scripts\loadouts\init_loadouts.sqf";
// AI
add_civ_waypoints = compileFinal preprocessFileLineNumbers "scripts\server\ai\add_civ_waypoints.sqf";
add_defense_waypoints = compileFinal preprocessFileLineNumbers "scripts\server\ai\add_defense_waypoints.sqf";
battlegroup_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\battlegroup_ai.sqf";
building_defence_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\building_defence_ai.sqf";
csat_abandon_vehicle = compileFinal preprocessFileLineNumbers "scripts\server\ai\csat_abandon_vehicle.sqf";
patrol_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\patrol_ai.sqf";
prisonner_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\prisonner_ai.sqf";
troup_transport = compileFinal preprocessFileLineNumbers "scripts\server\ai\troup_transport.sqf";
// Battlegroup
spawn_air = compileFinal preprocessFileLineNumbers "scripts\server\battlegroup\spawn_air.sqf";
spawn_battlegroup = compileFinal preprocessFileLineNumbers "scripts\server\battlegroup\spawn_battlegroup.sqf";
// Game
check_victory_conditions = compileFinal preprocessFileLineNumbers "scripts\server\game\check_victory_conditions.sqf";
// Patrol
manage_one_civilian_patrol = compileFinal preprocessFileLineNumbers "scripts\server\patrols\manage_one_civilian_patrol.sqf";
manage_one_patrol = compileFinal preprocessFileLineNumbers "scripts\server\patrols\manage_one_patrol.sqf";
reinforcements_manager = compileFinal preprocessFileLineNumbers "scripts\server\patrols\reinforcements_manager.sqf";
send_paratroopers = compileFinal preprocessFileLineNumbers "scripts\server\patrols\send_paratroopers.sqf";
// Secondary objectives
fob_hunting = compileFinal preprocessFileLineNumbers "scripts\server\secondary\fob_hunting.sqf";
convoy_hijack = compileFinal preprocessFileLineNumbers "scripts\server\secondary\convoy_hijack.sqf";
search_and_rescue = compileFinal preprocessFileLineNumbers "scripts\server\secondary\search_and_rescue.sqf";
// Sector
attack_in_progress_fob = compileFinal preprocessFileLineNumbers "scripts\server\sector\attack_in_progress_fob.sqf";
attack_in_progress_sector = compileFinal preprocessFileLineNumbers "scripts\server\sector\attack_in_progress_sector.sqf";
destroy_fob = compileFinal preprocessFileLineNumbers "scripts\server\sector\destroy_fob.sqf";
ied_manager = compileFinal preprocessFileLineNumbers "scripts\server\sector\ied_manager.sqf";
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manage_captureboxes = compileFinal preprocessFileLineNumbers "scripts\server\sector\manage_captureboxes.sqf";
V0.951 (#118) * Better syncing after placing a storage at sector Should fix the weird behaviour, that you can build more then one storage in MP, when you place it directly after the first one. * Update README.md * Some more debug informations * Sahrani offset for hostile group markers * Update README.md * Added intelspawn (deleted by mistake) * Update README.md * Added Debug Messages * Ensure right crate mass for sectorspawns * split captureboxes and intel * Added boats at startvehicles to the Freedom * Update stringtable.xml * Tweaked debug messages * Fixed changed classnames from a3 update * Update README.md * Update README.md * Guerilla vehicle transport configs Using same models as the civilian vehicles, which are already added. Has to be checked in game by chance, to be really safe. closes #97 * Update README.md * Some tweaks to the production system fixes #91 fixes #96 closes #99 * Update README.md * Added stringtable connection in Sahrani and Tanoa mission.sqm * Small tweaks also fixes #101 * updated our community arsenal preset * Update italian localization for the new 0.951 (#103) Update italian localization for the new 0.951 * Small tweaks and split variable sync should prevent reloads of build menu when many sectors producing / many logistic groups are underway. Fixes #102 * Fixed #105 * Update README.md * Added resource amounts to production dialog * Update README.md * Small Tweaks * Updated russian localization many thanks to _KOC_ from discord * Updated README.md * Production access at production sectors * Check content of crate will also check if ropeAttach is enabled Should help with #94 * Opfor Guerilla classnames added * Added mission param to select arsenal with no restrictions * Update README.md * Fixes #110 * Added new BWMod Vests * Fixes #111 * Improved Logistics Algorithm Fixes #112 Fixes #87 * Update README.md * Sync again Missed something in the last sync * Fixed exploit of build menu if ui was set to global ressources * Al Rayak missionfile * removed unarmed vehicles from sector defender groups * Update README.md * Fixed constant reloading of build menu * Small sync speedup * Small corrections * Update README.md * Small adjustment
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manage_intel = compileFinal preprocessFileLineNumbers "scripts\server\sector\manage_intel.sqf";
manage_one_sector = compileFinal preprocessFileLineNumbers "scripts\server\sector\manage_one_sector.sqf";
wait_to_spawn_sector = compileFinal preprocessFileLineNumbers "scripts\server\sector\wait_to_spawn_sector.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\base\create_suppMods.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\base\startgame.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\base\huron_manager.sqf";
V0.951 (#118) * Better syncing after placing a storage at sector Should fix the weird behaviour, that you can build more then one storage in MP, when you place it directly after the first one. * Update README.md * Some more debug informations * Sahrani offset for hostile group markers * Update README.md * Added intelspawn (deleted by mistake) * Update README.md * Added Debug Messages * Ensure right crate mass for sectorspawns * split captureboxes and intel * Added boats at startvehicles to the Freedom * Update stringtable.xml * Tweaked debug messages * Fixed changed classnames from a3 update * Update README.md * Update README.md * Guerilla vehicle transport configs Using same models as the civilian vehicles, which are already added. Has to be checked in game by chance, to be really safe. closes #97 * Update README.md * Some tweaks to the production system fixes #91 fixes #96 closes #99 * Update README.md * Added stringtable connection in Sahrani and Tanoa mission.sqm * Small tweaks also fixes #101 * updated our community arsenal preset * Update italian localization for the new 0.951 (#103) Update italian localization for the new 0.951 * Small tweaks and split variable sync should prevent reloads of build menu when many sectors producing / many logistic groups are underway. Fixes #102 * Fixed #105 * Update README.md * Added resource amounts to production dialog * Update README.md * Small Tweaks * Updated russian localization many thanks to _KOC_ from discord * Updated README.md * Production access at production sectors * Check content of crate will also check if ropeAttach is enabled Should help with #94 * Opfor Guerilla classnames added * Added mission param to select arsenal with no restrictions * Update README.md * Fixes #110 * Added new BWMod Vests * Fixes #111 * Improved Logistics Algorithm Fixes #112 Fixes #87 * Update README.md * Sync again Missed something in the last sync * Fixed exploit of build menu if ui was set to global ressources * Al Rayak missionfile * removed unarmed vehicles from sector defender groups * Update README.md * Fixed constant reloading of build menu * Small sync speedup * Small corrections * Update README.md * Small adjustment
2017-05-28 14:05:00 +00:00
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\base\startvehicle_spawn.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\battlegroup\counter_battlegroup.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\battlegroup\random_battlegroups.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\battlegroup\readiness_increase.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\apply_default_permissions.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\apply_saved_scores.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\capture_vehicles.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\clean.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\cleanup_vehicles.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\fucking_set_fog.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\manage_time.sqf";
if (!KP_liberation_ace) then {[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\manage_weather.sqf";};
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\periodic_save.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\playtime.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\save_manager.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\spawn_radio_towers.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\synchronise_vars.sqf";
V0.951 (#118) * Better syncing after placing a storage at sector Should fix the weird behaviour, that you can build more then one storage in MP, when you place it directly after the first one. * Update README.md * Some more debug informations * Sahrani offset for hostile group markers * Update README.md * Added intelspawn (deleted by mistake) * Update README.md * Added Debug Messages * Ensure right crate mass for sectorspawns * split captureboxes and intel * Added boats at startvehicles to the Freedom * Update stringtable.xml * Tweaked debug messages * Fixed changed classnames from a3 update * Update README.md * Update README.md * Guerilla vehicle transport configs Using same models as the civilian vehicles, which are already added. Has to be checked in game by chance, to be really safe. closes #97 * Update README.md * Some tweaks to the production system fixes #91 fixes #96 closes #99 * Update README.md * Added stringtable connection in Sahrani and Tanoa mission.sqm * Small tweaks also fixes #101 * updated our community arsenal preset * Update italian localization for the new 0.951 (#103) Update italian localization for the new 0.951 * Small tweaks and split variable sync should prevent reloads of build menu when many sectors producing / many logistic groups are underway. Fixes #102 * Fixed #105 * Update README.md * Added resource amounts to production dialog * Update README.md * Small Tweaks * Updated russian localization many thanks to _KOC_ from discord * Updated README.md * Production access at production sectors * Check content of crate will also check if ropeAttach is enabled Should help with #94 * Opfor Guerilla classnames added * Added mission param to select arsenal with no restrictions * Update README.md * Fixes #110 * Added new BWMod Vests * Fixes #111 * Improved Logistics Algorithm Fixes #112 Fixes #87 * Update README.md * Sync again Missed something in the last sync * Fixed exploit of build menu if ui was set to global ressources * Al Rayak missionfile * removed unarmed vehicles from sector defender groups * Update README.md * Fixed constant reloading of build menu * Small sync speedup * Small corrections * Update README.md * Small adjustment
2017-05-28 14:05:00 +00:00
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\synchronise_eco.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\zeus_synchro.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\offloading\offload_calculation.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\offloading\offload_manager.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\offloading\show_fps.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\patrols\civilian_patrols.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\patrols\manage_patrols.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\patrols\reinforcements_resetter.sqf";
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if (KP_liberation_ailogistics) then {[] spawn compileFinal preprocessFileLineNumbers "scripts\server\resources\manage_logistics.sqf";};
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\resources\manage_resources.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\resources\recalculate_resources.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\resources\recalculate_timer.sqf";
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[] spawn compileFinal preprocessFileLineNumbers "scripts\server\resources\recalculate_timer_sector.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\resources\unit_cap.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\sector\lose_sectors.sqf";
[] spawn compileFinal preprocessFileLineNumbers "scripts\server\sector\manage_sectors.sqf";
{
if ( (_x != player) && (_x distance (getmarkerpos GRLIB_respawn_marker) < 200 ) ) then {
deleteVehicle _x;
};
} foreach allUnits;
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if (KP_liberation_debug) then {private _text = format ["[KP LIBERATION] [DEBUG] init_server.sqf done for: %1", debug_source];_text remoteExec ["diag_log",2];};