2023-09-12 18:58:10 +00:00
|
|
|
#include "..\script_component.hpp"
|
2023-09-05 14:20:06 +00:00
|
|
|
/*
|
|
|
|
* Author: Jonpas
|
|
|
|
* Assigns AI first found NVG in their inventory during night time and unassigns it during day time.
|
|
|
|
*
|
|
|
|
* Arguments:
|
|
|
|
* 0: Unit <OBJECT>
|
|
|
|
*
|
|
|
|
* Return Value:
|
|
|
|
* None
|
|
|
|
*
|
|
|
|
* Example:
|
|
|
|
* [cursorObject] call ace_ai_fnc_assignNVG
|
|
|
|
*
|
|
|
|
* Public: No
|
|
|
|
*/
|
|
|
|
|
|
|
|
if (!GVAR(assignNVG)) exitWith {};
|
|
|
|
|
|
|
|
params ["_unit"];
|
|
|
|
|
|
|
|
if (alive _unit && {!isPlayer _unit}) then {
|
|
|
|
private _nvg = hmd _unit;
|
|
|
|
|
|
|
|
if (GVAR(assignNVGstate)) then {
|
|
|
|
if (_nvg == "") then {
|
|
|
|
private _items = [_unit, false, true, true, true, false, false] call CBA_fnc_uniqueUnitItems; // backpack, vest, uniform
|
|
|
|
{
|
|
|
|
if (getText (configFile >> "CfgWeapons" >> _x >> "simulation") == "NVGoggles") exitWith {
|
|
|
|
_unit assignItem _x;
|
|
|
|
};
|
|
|
|
} forEach _items;
|
|
|
|
};
|
|
|
|
} else {
|
|
|
|
if (_nvg != "" && {currentVisionMode _unit == 0} && {_unit canAdd _nvg}) then {
|
|
|
|
_unit unassignItem _nvg;
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|