/* Script: Skill System by Benny. Description: Skill Initialization. */ /* Skills Root */ WFBE_SK_V_Root = 'Client\Module\Skill\Skill_'; /* Functions */ WFBE_SK_FNC_Apply = Compile preprocessFile "Client\Module\Skill\Skill_Apply.sqf"; /* Define which classname belong to which skill group */ WFBE_SK_V_Engineers = ['USMC_SoldierS_Engineer','MVD_Soldier_TL','US_Soldier_Engineer_EP1','TK_Soldier_Engineer_EP1','CDF_Soldier_Engineer','Ins_Soldier_Sapper']; WFBE_SK_V_Officers = ['FR_Commander','RUS_Commander','US_Soldier_SL_EP1','TK_Soldier_SL_EP1','CDF_Soldier_Officer','Ins_Commander']; WFBE_SK_V_Soldiers = ['FR_R','RUS_Soldier1','US_Delta_Force_EP1','TK_Special_Forces_EP1','CDF_Soldier','Ins_Soldier_1']; WFBE_SK_V_SpecsOps = ['FR_TL','RUS_Soldier_TL','US_Delta_Force_TL_EP1','TK_Special_Forces_TL_EP1','CDF_Soldier_TL','Ins_Soldier_2']; WFBE_SK_V_Spotters = ['USMC_SoldierS_Sniper','RU_Soldier_Sniper','US_Soldier_Sniper_EP1','TK_Soldier_Sniper_EP1','CDF_Soldier_Sniper','Ins_Soldier_Sniper']; /* Skills Variables */ WFBE_SK_V_LastUse_Repair = -1200; WFBE_SK_V_LastUse_MASH = -1200; WFBE_SK_V_LastUse_Lockpick = -1200; WFBE_SK_V_LastUse_Spot = -1200; /* Skills Timeout */ WFBE_SK_V_Reload_Repair = 65; WFBE_SK_V_Reload_MASH = 600; WFBE_SK_V_Reload_Lockpick = 25; WFBE_SK_V_Reload_Spot = 8; /* Find the player type */ WFBE_SK_V_Type = ""; if (playerType in WFBE_SK_V_Engineers) then {WFBE_SK_V_Type = "Engineer"}; if (playerType in WFBE_SK_V_Officers) then {WFBE_SK_V_Type = "Officer"}; if (playerType in WFBE_SK_V_Soldiers) then {WFBE_SK_V_Type = "Soldier"}; if (playerType in WFBE_SK_V_SpecsOps) then {WFBE_SK_V_Type = "SpecOps"}; if (playerType in WFBE_SK_V_Spotters) then {WFBE_SK_V_Type = "Spotter"}; /* Special one time init */ /* The soldier can hire more units than the others leader */ if (WFBE_SK_V_Type == 'Soldier') then {['WFBE_MAXGROUPSIZE',('WFBE_MAXGROUPSIZE' Call GetNameSpace) + ('WFBE_MAXGZBONUSSKILL' Call GetNamespace),true] Call SetNamespace};