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(v0.96.8) Objects and Static Weapons management in enemy sectors #975

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@PiG13BR PiG13BR commented Nov 24, 2024

Q A
Bug fix? no
New feature? yes
Needs wipe? no

Description:

  • These additions manage the placed objects near sectors in editor by despawning in the game start and only spawning them when the sector activates. Of course, they will also despawn once deactivated.
  • Once the sector is activated, a function will search for buildings that are compatible to spawn static weapons (preset configuration, see example in custom.sqf). Those buildings can be put in the KPLIB_staticsConfigs.sqf file (more information in that file).
  • The placed objects have the option to not be managed by putting them in a blacklist by a function. The buildings in the blacklist will retain its attributes from the editor and will not be removed in the game start. Also, you can disable the spawning of static weapon in associated structures, this will affect only the object and not the entire class (more info in the fn_sectorObjectBlacklist.sqf file).

Content:

  • fn_registerSectorObjects.sqf (New file)
  • fn_sectorObjectBlacklist.sqf (New file)
  • fn_createSectorObjects.sqf (New file)
  • fn_createStaticWeapons.sqf (New file)
  • fn_spawnStaticWeapon.sqf (New file)
  • KPLIB_staticsConfigs.sqf (New file)
  • Edited CfgFunctions.hpp (New functions)
  • Edited manage_one_sector.sqf (call the new functions and management the spawned objects)
  • New variables in all presets (community colaboration)
  • Updated maps (community colaboration)

Successfully tested on:

  • Local MP
  • Dedicated MP

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