ACE3/addons/vehiclelock/functions/fnc_moduleSync.sqf

55 lines
1.4 KiB
Plaintext
Raw Normal View History

2015-01-23 22:40:39 +00:00
/*
* Author: PabstMirror
* Function for sync module. Assigns keys for all synced vehicles to any players that are synced.
*
* Arguments:
* 0: The Module Logic Object <OBJECT>
* 1: synced objects <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None
*
* Example:
* [fromModule] call ACE_VehicleLock_fnc_moduleSync;
*
* Public: No
*/
2015-01-23 22:40:39 +00:00
#include "script_component.hpp"
if (!isServer) exitWith {};
params ["_logic", "_syncedObjects", "_activated"];
2015-08-07 18:24:47 +00:00
TRACE_3("params",_logic,_syncedObjects,_activated);
2015-01-23 22:40:39 +00:00
if !(_activated) exitWith {WARNING("Vehicle Lock Sync Module - placed but not active");};
[{
private ["_listOfVehicles"];
params ["_syncedObjects"];
_listOfVehicles = [];
{
if ((_x isKindOf "Car") || (_x isKindOf "Tank") || (_x isKindOf "Helicopter")) then {
_listOfVehicles pushBack _x;
};
} forEach _syncedObjects;
if ((count _listOfVehicles) == 0) exitWith { //Verbose error for mission makers (only shows on server)
["ACE_VehicleLock_fnc_moduleSync: no vehicles synced"] call BIS_fnc_error;
2015-01-23 22:40:39 +00:00
};
{
2015-04-17 20:45:00 +00:00
private "_unit";
_unit = _x;
if (_unit isKindOf "CAManBase") then {
{
[_unit, _x, true] call FUNC(addKeyForVehicle);
} forEach _listOfVehicles;
};
} forEach _syncedObjects;
//Wait to add keys until various gear assigns have finished (~5 seconds)
}, [_syncedObjects], 5, 1] call CBA_fnc_waitAndExecute;