VoP Items

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Author: Rictor_Scale

Last revision: 19 Jan, 2018 at 04:39 UTC

File size: 762.14 KB

On Steam Workshop

Description:

Item names:

vop_alluvial ‘Alluvial Damper’
vop_bacon ‘Tactical Bacon"
vop_beer ‘Beer’
vop_bile ‘Bile’
vop_dilithium ‘Dilithium Crystal’
vop_flux ‘Flux Capacitor’
vop_fusion ‘Fusion Cutter’
vop_game ‘Game’
vop_gold ‘Gold Bar’
vop_gold_bar ‘Gold Bar’
vop_heisenberg ‘Heisenberg Compensator’
vop_hydrospanner ‘Hydrospanner’
vop_id_guard ‘Guard ID’ (red)
vop_id_military ‘Military ID’ (green)
vop_id_police ‘Police ID’ (blue)
vop_keycard ‘Keycard’ (green)
vop_keycard_east ‘keycard’ (red)
vop_keycard_west ‘Keycard’ (blue)
vop_lightsaber ‘Lightsaber’
vop_nuclear_football ‘Nuclear Football’
vop_nuclear_terminal ‘Nuclear Terminal’
vop_playboy
vop_playboy2
vop_playboy3
vop_playboy4
vop_playboy5
vop_playboy6
vop_sausage ‘Sausage’
vop_snowballs ‘Snowballs’
vop_spam ‘Spam’
vop_syrum (same as bile)
vop_tachyon ‘Tachyon Generator’
vop_tricorder ‘Tricorder’
vop_twinkies ‘Twinkies’
vop_whiskey ‘Whiskey’
vop_yoohoo ‘Yoohoo’

Description:
————-
This mod is a collection of custom items for use as mission objectives, inventory triggers, etc. As a mission objective an example would be recover the stolen nuclear codes terminal and return it to base. As an inventory trigger an example would be find the red keycard to gain access to an enemy building.

This mod has a server key and contains no unnecessary scripting logic. I may add unique 3D models in the future, but it’s not critical for the items to work as inventory mission objectives or triggers. The 2D textures as pictured above work fine in unit and container inventories.

I’ve created a Youtube video on keycards here: https://www.youtube.com/watch?v=lciDHoyq0ZI

Examples of how-to-use:

To place from editor: Look for ‘Supply Box [VoP]’ under props/supplies/ammo.
To add item to container via script: container1 addItemCargoGlobal ["vop_keycard", 1];
To add item to unit via script: player1 addItem "vop_keycard";

Here’s a scripting example from my ‘Lightning Strikes’ mission for a locked door that requires a keycard. This script is triggered by a repeatable trigger placed via editor over the door on the map with about a 3m radius:

if (({"vop_keycard_east" in (magazines _x)} count _list) > 0) then
{
dome setVariable ["bis_disabled_Door_1", 0, true];
}
else
{
if (player in _list) then //prevents local-owned AI from popping hint on the distant owner’s screen
{
hint "Restricted Area: Scan keycard for access.";
};
};