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mwd

Military Working Dog - Add tracking features with dog to the scenario

Usage:

  1. Add the mwd folder to your mission directory.

  2. Put this line in the "init.sqf" to initiate MWD features: The file MWDInit.sqf contain settings. You will only need to change "MWD_Respawn" and "MWD_Debug".

[] execVM "mwd\MWDInit.sqf";

  1. Add the following classes in the mission definition file (description.ext):

class CfgFunctions { #include "mwd\cfgFunctions.hpp" };

class CfgSounds { sounds[] = {}; class bark_single { // how the sound is referred to in the editor (e.g. trigger effects) name = "mwd_bark_single"; // filename, volume, pitch, distance (optional) sound[] = { "mwd\sfx\bark_single.ogg", 1, 1}; // subtitle delay in seconds, subtitle text titles[] = { 1, "" }; }; class barks { name = "mwd_barks"; sound[] = { "mwd\sfx\barks.ogg", 1, 1}; titles[] = { 1, "" }; }; class barks_double { name = "mwd_barks_double"; sound[] = { "mwd\sfx\barks_double.ogg", 1, 1}; titles[] = { 1, "" }; }; class barks_pants { name = "mwd_barks_pants"; sound[] = { "mwd\sfx\barks_pants.ogg", 1, 1}; titles[] = { 1, "" }; }; class barks_whiney { name = "mwd_barks_whiney"; sound[] = { "mwd\sfx\barks_whiney.ogg", 1, 1}; titles[] = { 1, "" }; }; class pants_barks_lite { name = "mwd_pants_barks_lite"; sound[] = { "mwd\sfx\pants_barks_lite.ogg", 1, 1}; titles[] = { 1, "" }; }; class pants_whines { name = "mwd_pants_whines"; sound[] = { "mwd\sfx\pants_whines.ogg", 1, 1}; titles[] = { 1, "" }; }; class whine_calling_out { name = "mwd_whine_calling_out"; sound[] = { "mwd\sfx\whine_calling_out.ogg", 1, 1}; titles[] = { 1, "" }; }; class whine_passing_by { name = "mwd_whine_passing_by"; sound[] = { "mwd\sfx\whine_passing_by.ogg", 1, 1}; titles[] = { 1, "" }; }; class whine_pleading_2 { name = "mwd_whine_pleading_2"; sound[] = { "mwd\sfx\whine_pleading_2.ogg", 1, 1}; titles[] = { 1, "" }; }; };

  1. Put this command in the init section of any group that should leave tracks:

this setVariable ["MWD_Tracked", true]

  1. Put this command in the init section of any unit to set dog handler role:

this setVariable ["MWD_Handler", true]

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