Curator
38 functions. Also as Markdown for agents.
- BIS_fnc_addCuratorAreaFromTriggerAdd curator editing / camera area based on triggers.
- BIS_fnc_addCuratorIconAdd an icon displayed in curator interface.
- BIS_fnc_curatorAttachObjectAttach an object on another one under cursor.
- BIS_fnc_curatorAttributesReturn attributes available for given entity
- BIS_fnc_curatorAutomaticSpawn units based on curator settings. Used when curator role is not taken.
- BIS_fnc_curatorAutomaticPositions*N/A*
- BIS_fnc_curatorHintShow hint in curator interface.
- BIS_fnc_curatorObjectEditedCode executed when curator object is edited (i.e., moved or rotated). When a soldier or a vehicle is moved high above ground, create a parachute for…
- BIS_fnc_curatorObjectPlacedCode executed when curator object is placed.
- BIS_fnc_curatorObjectRegisteredRegister "curatorObjectRegistered" handler. Cost of vehicles with crews will be automatically calculated based on vehicle + crew cost.
- BIS_fnc_curatorObjectRegisteredTableRegister curator object costs from a table.
- BIS_fnc_curatorPingedShow effects when player pings curator. Icon and entity list highlighting is handled by engine
- BIS_fnc_curatorRespawnRestore unit for curators after respawn. When curator owner, it will transfer ownership to the new unit. When editable by curator, it will remove the…
- BIS_fnc_curatorSayMessagePlays some radio message from CfgRadio locally.
- BIS_fnc_curatorVisionModesToggle curator vision mode.
- BIS_fnc_curatorWaypointPlacedCode executed when curator waypoint is placed.
- BIS_fnc_drawCuratorDeathsShow skull unit for curator when the unit dies.
- BIS_fnc_drawCuratorLocationsLabel every vilage, town and city in curator interface
- BIS_fnc_drawCuratorRespawnMarkersCreate a curator icon on every respawn marker
- BIS_fnc_exportCuratorCostTableGenerate spreadsheet with object classes and copy it to clipboard. The table will generate export code to be used in…
- BIS_fnc_forceCuratorInterfaceForce curator interface, so user cannot exit it by pressing Zeus key.
- BIS_fnc_initCuratorAttribute*N/A*
- BIS_fnc_isCuratorReturns if given object is curator logic. Despite the misleading name this does not check if a player has access to Zeus. It just check if the given…
- BIS_fnc_isCuratorEditableReturn true if given object is editable by player (when he's curator).
- BIS_fnc_isForcedCuratorInterfaceReturn if curator interface is forced (user cannot leave it by pressing Zeus key).
- BIS_fnc_listCuratorPlayersReturns list of playable units with access to curator.
- BIS_fnc_manageCuratorAddonsSet which vision modes curator can access.
- BIS_fnc_mirrorCuratorSettingsMirrors settings from one curator to another.
- BIS_fnc_registerCuratorObjectGet individual cost of an object.
- BIS_fnc_removeCuratorIconRemove icon displayed in curator interface.
- BIS_fnc_removeDestroyedCuratorEditableObjectsMake destroyed curator objects non-editable.
- BIS_fnc_setCuratorAttributesSet which attributes are available for given entity or entity type.
- BIS_fnc_setCuratorCameraMove curator camera to a position and direction. Finished when animation ends.
- BIS_fnc_setCuratorVisionModesSet which vision modes curator can access.
- BIS_fnc_shakeCuratorCameraShake curator camera.
- BIS_fnc_showCuratorAttributesShow attributes window of an entity. When no attributes are available, no window is opened.
- BIS_fnc_showCuratorFeedbackMessageShow feedback message when illegal operation is attempted in curator interface.
- BIS_fnc_toggleCuratorVisionModeToggle curator vision mode.