ACE3/addons/mk6mortar/functions/fnc_csw_getProxyWeapon.sqf

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Adds Crew Served Static Weapons (#5652) * Initial Commit * Got rid of unneeded translation values * Updated Strings * "Fixed" issue where when you deploy the tripid and weapon on slope it freaked out. * Fixed locality issues. Added timers to relavent functions. * Added weights to all magazines/tripod. Weights to weapons coming soon when I transfer them to the launcher slot * Fixed bug regarding localized strings. Created new tripod model * Added timers for deploying/picking up the tripod. Changed ammo-box model from custom to one already in ARMA. Changed gun-bag model for a more generic one. Created a texture for the tripod and gunbag * Removed ability to disassemble weapons via the addAction. Added ACE Action to get in due to a memory point issue. Changed from a static deploy/dismount time to one based in the weapon configs * Created forward-compatability. Made it so I can define a base plate for any weapon if I ever want to expand from the generic M3 Tripod. * Fixed bug where tripod wouldn't deploy with the correct times. Fixed bug where if you moved the tripod into the ground it would go flying. * Added mortar compatability. Will probably shift whole mortar ammo loading to CSW one day * Added icons to each relavent item * Added README, possibly fixed bug where if you are in a weapon others cant load/unload ammo. Changed distance you can interact with weapons * Added checks for when deploying the gun as well as unloading ammo to prevent duplication/deletion of items. * Added documentation * Added order to doc * Explained why things are the way they are * Remove temp files * Removed redundant files * Converted tabs->spaces. Added newlines at end of all files. Changed broken line in fnc_tripodDeploy.sqf. * 100% newlines at end of file * Added newlines to files that didnt get the change. Fixed README. Changed from GVAR(cswOptions) to GVAR(options). Changed from tabs to spaces in wiki * Fixed issue with UAV assembling with enableWeaponDisassembling. Fixed bug where game would crash if you disassembled static weapon with more than 1 magazine * Tabs->Spaces * Added CSW options to base StaticWeapon class to allow for easier additions. Switched default mortar away from CSW system due to incompatabilities * Lazy Evaluations and macros to describe how things work. * Added newlines to script_component. Fix no-texture issue on tripod. "Fix" 20mm HE saying 40mm HE. Add custom icons to all weapons. Move "Check Ammo" to CSW menu * abc * Revert "abc" This reverts commit bcb4214bd99bba3fec692efa4dca950323da582d. * Update to current commit * Revert changes to fortify.md * Updated UI Icon to Crew Served Ammo branch UI * Added Pabst's CrewServedAmmo to handle ammo loading/unloading instead of my solution * Fixed bug where currentWeaponTurret returned a blank string when a player hasent entered hte weapon to select the current weapon * Re-added ammo loading time * Tabs->Spaces * Newline at end of files * Removed replaced functions * Remove redundant strings. Move ammo handling to appropiate section * Tabs->Spaces * Update wiki * Updated to fix crash with default weapons and disable CSW ability on default static weapons * Added editor attributes to enable/disable CSW at edit time * Change how ammo is removed from the CSW. Uses math instead of iteration * Fix bug where assembled weapon did not get rid of default actions * Added support for multiple types of ammo in one CSW * Add tracer magazines for .50 cal * Fix bug where you could load ammo even if the gun couldnt take any more * Disable debug and enable compile cache * Changed weapon deploy/pickup time. Removed custom Titan missiles. Using ACE Dragging now. Added progress bar check for pickupTripod. Updated documentation * Removed check if CSW is full to unload ammo * Fix bug where items would spawn underneath other items on wepaon dismount * Change some things * Configure base statics, improve returnAmmo * Add mortar baseplate * Remove explicit inheritance * Fix bug where unloading ammo would duplicate it if you had room in your person. * Tab->Space * Player couldnt pickup tripod due to legacy code * Fix GMG_01_base_F inheritce * Port of ACE 2 tripod + ACE 2 CSW Bag * Move ACE 2 Data to APL folder * Adjust weights to make them more accurate to how ARMA uses it and the real life equivalents * Fix bug where error was thrown on esc from picking up tripod. Tripod rotated 180 * Fix bug where if you called ace_common_claim the weapon could be set to be disassembled even though it may not be wanted via CSW * Added ability to toggle ammo handling when weaponAssembly is disabled. * Add Proxy Weapons for all Vanilla static weapons. These serve as a way to allow for realistic ammo reload times without having to modify base classes if you want feautres turned off. Adjusted reload and mount times to be more "realistic" * Fix Shadow RPT Spam * Update wiki * Change order of setDir and setPos * Change all setDir/setPos orientations. Remove redundant check. Ensure that weapon locked state reflects it with the "getIn" command. Add a way to pass in a specific classname for the weapon assemble type. Add a callback function onDisassemble if user wants to set the state of the new tripod using the old weapon as a reference * Actually check for the carryWeaponClassname in the deployWeapon check * Ai Compatiblity * Add stringtable entries * Formatting fixes * Stringtables for settings, fix setMagazineTurretAmmo * inherit ammo for mags, reorder stringtable displays correct ammo and descriptionShort * don't require ace_javelin * Tweaks, cleanup, localzation, ace_reload changes change weapon tag to [CSW] tweak localization strings minor cleanup simplify some ace_reload funcs * delete moved dev func * Hopefully fix issue where to-be deleted tripod intersects with newly created weapon and vice versa. Remove PBOPREFIX newline * cleanup/proxyWeapon/mk6 compat
2019-06-08 04:47:39 +00:00
#include "script_component.hpp"
/*
* Author: PabstMirror
* Compatibility With ACE_CSW (will be called by ace_csw, no dependency)
* Setting Init has finished, and this runs before csw attempts to unload weapon, should replicate functionality of mk6_fnc_mortarInit
*
* Arguments:
* 0: static <OBJECT>
* 1: Turret <ARRAY>
* 2: current weapon <STRING>
* 3: need proxy weapon (either assembly mode is true, or weapon has been emptied and is being reloaded) <BOOL>
*
* Return Value:
* Proxy Weapon <STRING>
*
* Example:
* [mortar, "mortar_82mm", true] call ace_mk6mortar_fnc_csw_getProxyWeapon
*
* Public: No
*/
params ["_mortar", "_turret", "_currentWeapon", "_proxyWeaponNeeded"];
TRACE_4("csw_getProxyWeapon",_mortar,_turret,_currentWeapon,_proxyWeaponNeeded);
private _newWeapon = "";
if (_proxyWeaponNeeded || GVAR(useAmmoHandling)) then {
if (_currentWeapon != "mortar_82mm") exitWith { ERROR_2("unknown weapon [%1 - %2]",typeOf _mortar,_currentWeapon); };
// Replace weapon with fast reloading version
_newWeapon = "ace_mortar_82mm";
TRACE_1("replacing weapon",_newWeapon);
// need to convert 8rnd mags to 1rnd mags for new weapon (we need to do this so the weapon is loaded with a compatible mag)
private _magsToRemove = [];
private _convertedMags = [];
{
_x params ["_xMag", "_xTurret", "_xAmmo"];
if (_xTurret isEqualTo _turret) then {
private _replaceMag = switch (true) do {
case (_xMag == "8Rnd_82mm_Mo_shells"): {"ACE_1Rnd_82mm_Mo_HE"};
case (_xMag == "8Rnd_82mm_Mo_Smoke_white"): {"ACE_1Rnd_82mm_Mo_Smoke"};
case (_xMag == "8Rnd_82mm_Mo_Flare_white"): {"ACE_1Rnd_82mm_Mo_Illum"};
case (_xMag == "8Rnd_82mm_Mo_guided"): {"ACE_1Rnd_82mm_Mo_HE_Guided"};
case (_xMag == "8Rnd_82mm_Mo_LG"): {"ACE_1Rnd_82mm_Mo_HE_LaserGuided"};
default {""};
};
if (_replaceMag != "") then {
_magsToRemove pushBackUnique [_xMag, _xTurret];
if (!GVAR(useAmmoHandling)) then {
TRACE_3("replacing",_xMag,_replaceMag,_xAmmo);
for "_i" from 1 to _xAmmo do {
_convertedMags pushBack [_replaceMag, _xTurret, 1];
};
};
} else {
WARNING("unknown mag %1", _xMag);
};
};
} forEach (magazinesAllTurrets _mortar);
// remove orignal mags and add 1rnd versions:
{ _staticWeapon removeMagazinesTurret _x; } forEach _magsToRemove;
{ _mortar addMagazineTurret _x; } forEach _convertedMags;
};
_newWeapon