ACE3/addons/spottingscope/functions/fnc_place.sqf

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/*
* Author: Rocko, Ruthberg
* Place down spotting scope
*
* Arguments:
* 0: unit <OBJECT>
* 1: scope class <STRING>
*
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* Return Value:
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* None
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*
* Example:
* [player, "ACE_SpottingScope"] call ace_spottingscope_fnc_place
*
* Public: No
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*/
#include "script_component.hpp"
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params ["_unit", "_scopeClass"];
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_unit removeItem _scopeClass;
if ((_unit call CBA_fnc_getUnitAnim) select 0 == "stand") then {
_unit playMove "AmovPercMstpSrasWrflDnon_diary";
};
[{
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params ["_unit"];
// prevent collision damage
[QEGVAR(common,fixCollision), _unit] call CBA_fnc_localEvent;
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// Check for a place to land the spotting scope
private _direction = getDir _unit;
private _position = (getPosASL _unit) vectorAdd [0.8 * sin(_direction), 0.8 * cos(_direction), 0];
private _vectorUp = [0, 0, 1];
private _intersections = lineIntersectsSurfaces [_position vectorAdd [0, 0, 1.5], _position vectorDiff [0, 0, 1.5], _unit, objNull, true, 1, "GEOM", "FIRE"];
if (_intersections isEqualTo []) then {
TRACE_1("No intersections",_intersections);
} else {
(_intersections select 0) params ["_touchingPoint", "_surfaceNormal"];
_position = _touchingPoint vectorAdd [0, 0, 0.05];
_vectorUp = _surfaceNormal;
};
// Create the scope and set its position and orientation
private _spottingScope = "ACE_SpottingScopeObject" createVehicle [0, 0, 0];
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_spottingScope setDir _direction;
_spottingScope setPosASL _position;
_spottingScope setVectorUp _vectorUp;
[QEGVAR(common,fixPosition), _spottingScope, _spottingScope] call CBA_fnc_targetEvent;
[QEGVAR(common,fixFloating), _spottingScope, _spottingScope] call CBA_fnc_targetEvent;
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_unit reveal _spottingScope;
}, [_unit], 1, 0] call CBA_fnc_waitAndExecute;