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50 Scripts hierarchy
drzdo edited this page Oct 5, 2023
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1 revision
Scripts are logically organized into separate directories. Let's take a look.
# <your mission folder>
Functions
zdo
# <...directories inside zdo directory>
mission.sqm
# <...other mission files><directories inside zdo directory> are:
# here are the files that are included into mission's files like description.ext, etc.
_mission
# when you create new mission - you can copy-paste default mission files from this directory
default_files
# Functions for changing AI behavior.
ai
# Functions for setting up the arsenal, wishbox and looting.
arsenal
# Functions to be called in initServer to cleanup the temporary objects.
cleanup
# Functions for finding a particular place (place near the trees, or in the building, etc)
detect
# Useful functions that do not fall into any other directory.
# Like, renaming unit, adding ACE Notepad intel, spawning group so vehicles do not collide and do not blow up, etc.
extra
# Functions for managing flags in game.
flag
# Custom setup for ACE Fortify.
fortify
# Little helper for quick debugging.
log
# Functions that are responsible for loading saved game data into the 3den editor.
persist_editor
# Functions related to persistance that are working while game is running.
# Like tracking players positions, etc.
persist_game
# Functions that are responsible for saving the game when `/save` command was issued.
persist_save
# If you work with LAMBS, each LAMBS call may recreate groups, so the ref to the original group becomes null.
# This is a helper to get this covered.
persistent_group_id
# Functions for moving objects across the map.
# The key feature here is that it can move the whole group with multiple vehicles safely and they will not blow up.
pos
# Functions to refer to a particular sign type.
sign
# Utility methods.
util