class CfgPatches
{
class assets
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Data_F_Enoch_Loadorder"};
};
};
class Attributes;
class RscStandardDisplay;
class RscProgress;
class RscStructuredText;
class RscPicture;
class RscButton;
class RscShortcutButton;
class RscButtonMenu;
class RscButtonMenuOK;
class RscButtonMenuCancel;
class RscText;
class RscVignette;
class RscDisplayGetReady;
class RscActiveText;
class RscListBox;
class RscListNBox;
class RscCombo;
class RscXListBox;
class RscHTML;
class RscPictureKeepAspect;
class RscActivePicture;
class RscMapControl;
class RscControlsGroupNoScrollbars;
class RscControlsGroupNoHScrollbars;
class RscFrame;
class RscTitle;
class CA_Title;
class RscDebugConsole;
class RscTrafficLight;
class RscFeedback;
class RscMessageBox;
class RscControlsGroup;
class RscTextCheckbox;
class RscDisplayInventory_DLCTemplate;
class RscEdit;
class RscCheckBox;
class RscIGProgress;
class RscHitZones;
class RscIGUIText;
class RscIGUIValue;
class RscOpticsValue;
class RscOpticsText;
class Scrollbar;
class RscIGUIShortcutButton;
class RscActivePictureKeepAspect;
class RscTree;
class RscXSliderH;
class RscObject;
class ctrlMenu;
class ctrlStaticPicture;
class RscButtonMenuSteam;
class RscButtonTextOnly;
// Main Menu
class RscMainMenuSpotlight: RscControlsGroupNoScrollbars
{
show = 0;
onLoad = "";
};
class RscDisplayMain:RscStandardDisplay{
class controls {
class BackgroundSpotlight:Rscpicture {
show=0;
onload="";
};
class BackgroundSpotlightLeft:BackgroundSpotlight {
show=0;
onload="";
};
class BackgroundSpotlightRight:BackgroundSpotlightLeft {
show=0;
onload="";
};
class Spotlight1:RscMainMenuSpotlight {
idc=1021;
show=0;
onload="";
};
class Spotlight2:Rsctext {
idc=1020;
show=0;
onload="";
};
class Spotlight3:RscMainMenuSpotlight {
idc=1022;
show=0;
onload="";
};
class SpotlightPrev:RscActivepictureKeepAspect {
idc=1060;
show=0;
onload="";
};
class SpotlightNext:SpotlightPrev {
show=0;
onload="";
};
class logo:RscActivepicture {
text="\assets\assets\logo.paa";
url="";
tooltip="CREDITS : squad rus ";
onButtonClick="";
onload="";
};
class logoApex:logo {
show=0;
onload="";
text="";
};
class infomods:RscControlsgroupNoHScrollbars {
show=1;
};
class infoDLCsOwned:infomods {
show=1;
};
class infoDLCs:infoDLCsOwned {
show=1;
};
class infoNews:infomods {
show=1;
};
class infoVersion:infoNews {
show=0;
};
};
};
class CfgWorlds {
class CAWorld; // External class reference
class Altis : CAWorld {
cutscenes[] = {"mymainmenu"};
};
class Stratis : CAWorld {
cutscenes[] = {"mymainmenu"};
};
class Enoch : CAWorld {
cutscenes[] = {"mymainmenu"};
};
class hellanmaa : CAWorld {
cutscenes[] = {"mymainmenu"};
};
class hellanmaaw : CAWorld {
cutscenes[] = {"mymainmenu"};
};
class VR : CAWorld {
cutscenes[] = {"mymainmenu"};
};
initWorld = "VR";
demoWorld = "VR";
};
class CfgMissions
{
class Cutscenes
{
class mymainmenu // Class referenced in 'cutscenes' property in CfgWorlds
{
directory = "assets\mainmenu.vr"; // Path to scenario with the scene
};
};
};
New consumable
Thanks to Bohemedia support for adding the smoke grenade I wanted, that's nice.
In game I am a player who plays with radiation and I had the idea of a consumable which could cure part of the radiated life (not the whole life but for example 25%/30%) which would be correct I think we can't take more than 2 per expedition. After some research I came across various real techniques on irradiation such as “CONTACTOTHÉRAPIE” or “PROTONTHÉRAPIE”
CONTACTOTHÉRAPIE : This technique uses X-ray tubes to deliver low-energy rays very close to the tumor
PROTONTHÉRAPIE : this technique uses a beam of protons. The use of protons makes it possible to reduce the dose deposited in the tissues crossed
Could we have this new consumable in the near future that could please the community.