Skip to content

Instantly share code, notes, and snippets.

@Neefay
Neefay / README.md
Created May 2, 2019 13:48
Vue.js + Parcel.js SFC Components

About

Vue and Parcel are two great relatively new way to develop that have gotten me very excited about the future of front-end engineering.

That said, some features start to fall short as you start to scale, and separation of concerns becomes an issue. This is my currently proposed model on how to structure the components in a way that still allows for HMR to function as usual.

These files are meant to be in the same folder.

@Neefay
Neefay / ACE_ARSENAL_BromA_Basics.sqf
Last active February 23, 2018 16:26 — forked from Parasite42/ACE_ARSENAL_BromA_Basics.sqf
Basics for ACE_Arsenal for basic bitches
// Pasting this string into a box/object's init field should allow the use of ace arsenal via ACE interact.
// This string contains basic equipment such as medical, faces, ACE tools, GPS, binoculars, cigs/succpops+lighter/matches and BLUfor Radios
// Insert your loadout items after these basic items or change what basics are included in the Arsenal box (I don't care)
[this, [
"ACE_fieldDressing", "ACE_packingBandage", "ACE_elasticBandage", "ACE_quikclot", "ACE_personalAidKit", "ACE_tourniquet", "ACE_morphine", "ACE_atropine", "ACE_epinephrine", "ACE_salineIV", "ACE_salineIV_500", "ACE_salineIV_250", "ACE_bloodIV", "ACE_bloodIV_500", "ACE_bloodIV_250", "ACE_plasmaIV", "ACE_plasmaIV_500", "ACE_plasmaIV_250", "ACE_surgicalKit", "ACE_bodyBag", "ACE_Defibrillator",
"chemlight_red", "chemlight_green", "chemlight_blue", "ACE_HandFlare_White", "ACE_HandFlare_Red", "ACE_HandFlare_Green", "ACE_HandFlare_Yellow",
@Neefay
Neefay / useful_commands.sqf
Created February 22, 2018 22:25
A bunch of useful little commands to use during ops
// God Mode
player allowDamage false;
// ACE Full Heal
// Self:
[player, player] call ace_medical_fnc_treatmentAdvanced_fullHealLocal;
// Whoever you're looking at:
[cursorTarget, cursorTarget] call ace_medical_fnc_treatmentAdvanced_fullHealLocal;
@Neefay
Neefay / dac-no-aa.sqf
Created February 22, 2018 03:09
OPFOR units for DAC without the pesky AA dude
["O_crew_F","O_Helipilot_F",
"O_Soldier_SL_F","O_soldier_AR_F","O_soldier_AR_F","O_soldier_exp_F","O_soldier_GL_F","O_soldier_GL_F","O_soldier_M_F",
"O_medic_F","O_soldier_repair_F","O_Soldier_F","O_Soldier_F","O_soldier_LAT_F","O_soldier_LAT_F",
"O_soldier_lite_F","O_soldier_TL_F","O_soldier_TL_F"];
@Neefay
Neefay / initPlayer.sqf
Created April 5, 2015 00:22
Tracks a set of units
// ============================================================================
// |
// This script will be run only for the Players. |
// |
// ============================================================================
@Neefay
Neefay / init-code.sqf
Last active August 29, 2015 14:16
How to use box open script
if (isServer) then {
_initBox = {
_box = _this select 0;
_box setVariable ["used",false,true];
_box setVariable ["looted",false,true];
clearItemCargoGlobal _box;
clearMagazineCargoGlobal _box;
clearWeaponCargoGlobal _box;
};
@Neefay
Neefay / block_thirdperson.sqf
Last active August 29, 2015 14:14
Blocks third person
mission_allow_tp_veh = "everyone";
if (difficultyEnabled "3rdPersonView") then {
while {(mission_allow_tp_veh != "everyone")} do {
_veh = (vehicle player);
_inVeh = (_veh != player);
_isTP = (cameraView == "EXTERNAL");
_isDriving = (((player == commander _veh) || (player == driver _veh)) && (_inVeh));
if (_isTP) then {
@Neefay
Neefay / dac_attack.sqf
Created January 23, 2015 15:03
Spawns AI that attacks a designated marker
/*
================================================================================
DESCRIPTION:
Activates DAC zones and sends all units within to attack a certain location.
AUTHOR:
Nife
PARAMETERS:
@Neefay
Neefay / introscript.js
Created December 31, 2014 15:10
Intro
/*
Put your own intro in here.
Keep in mind that after "introOver" evaluates to true, players will be able to move again.
*/
introOver = true;
@Neefay
Neefay / explosivecheck.js
Last active August 29, 2015 14:12
Check for explosives/other objects
/*
Functionality:
Detects any kind of object then executes an event.
Arguments:
0 - object you want to check
1 - type of object you're checking for
2 - how far are you checking
3 - the amount necessary