private _type = "CAS"; // CASDIVE, QRF, Etc
private _side = Occupants; // Occupants/Invaders
["CAS", Occupants, "attack", 500, player, getPosATL player, 0.8, 0] call A3A_fnc_createSupport;
private _side = Occupants; // Occupants, Invaders
private _marker = ["CSAT_carrier", "NATO_carrier"] select {_side isEqualTo Occupants};
[_side, _marker, 0] spawn A3A_fnc_attackHQ;
Spawns a trader mission on a new save
[] remoteExec ["SCRT_fnc_trader_prepareTraderQuest", 2];
Grabs all the weapons out of a crate, grabs mags for them, then puts
it into a formatted config array for the arms dealer
(returns into your clipboard)
[_target, "modPrefix", "categoryPrefix"] call A3U_fnc_exportCrate;
You can also have multiple crates and do this to export them one at a time
//crate 1
this addAction ["copy", {[(_this select 0), "RHS", "Rifles"] call A3U_fnc_exportCrate}];
//crate 2
this addAction ["copy", {[(_this select 0), "RHS", "Sniper Rifles"] call A3U_fnc_exportCrate}];
Grabs the current pylon loadout of an air vehicle and exports it for
config
(returns into your clipboard)
[_target] call A3U_fnc_exportPylons;
(doesn't always work with modded vehicles, due to weird setups)
[cursorObject] call A3U_fnc_logisticsGrabSeats;
["Message", _fncPath] call A3U_fnc_log;
["cfgPatchesClass"] call A3U_fnc_hasAddon;
Alternate Syntax
[["cfgPatchesClass1", "cfgPatchesClass2"]] call A3U_fnc_hasAddon;
Logs occurence of each value over 10000 iterations
[_values, _weights] call A3U_fnc_weightTest;
Changes faction money and hr
(takes effect immediately, UI will not
update until next tick)
[0,0] remoteExec ["A3A_fnc_resourcesFIA",2]; //1 param - hq, 2 param - money
Sets up the rivals, and reveals their location on the commander menu
[] spawn {
[] remoteExecCall ["SCRT_fnc_rivals_activate", 2];
uiSleep 2;
[10000] call SCRT_fnc_rivals_addProgressToRivalsLocationReveal;
};
Town
Generator is a bundle of 2 python scripts, input.py and sort.py
sort.py does the
heavy lifting and doesn't necessarily need to be used
directly (input.py imports the sort.py function). input.py can be ran and will prompt you to put in
an array provided by A3U_fnc_exportTowns.
After
selecting an export type, it will then provide you with a list of towns/population that you can
paste into a mapInfo.hpp file.
{
"title": "Antistasi Ultimate",
"name": "A3U",
"author": "Antistasi Ultimate Dev Team",
"website": "",
"version": "0.0.1",
"buildPath": "build",
"privateKey": "",
"serverDirs": [],
"serverUse32bit": false,
"clientDirs": [
"A3A/addons/config_fixes",
"A3A/addons/core",
"A3A/addons/events",
"A3A/addons/garage",
"A3A/addons/gui",
"A3A/addons/hals",
"A3A/addons/jeroen_arsenal",
"A3A/addons/logistics",
"A3A/addons/main_menu",
"A3A/addons/maps",
"A3A/addons/patcom",
"A3A/addons/scrt",
"A3A/addons/ultimate"
],
"clientMods": [],
"ftpConnection": {},
"steamPath": "pathToSteamLibrary"
}
This is an example of how you could extend Antistasi Ultimate with new maps and templates or overwrite existing ones. This is a fork of A3AExtender made by Antistasi Official Community Arma 3
Small disclaimer:
When you want other Antistasi players to easily find your extension, give it a descriptive name including
the abbreviation
A3UE like for example A3UE - My awesome Antistasi Ultimate extension.