ACE3/addons/weaponselect/XEH_postInit.sqf

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// by esteldunedain
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#include "script_component.hpp"
if !(hasInterface) exitWith {};
// Add keybinds
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["ACE3 Weapons", QGVAR(SelectPistolNew), localize "STR_ACE_WeaponSelect_SelectPistol",
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{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player, handgunWeapon ACE_player] call FUNC(selectWeaponMode);
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false
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},
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{false},
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[0, [false, false, false]], false] call cba_fnc_addKeybind; //1 Key
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["ACE3 Weapons", QGVAR(SelectRifleNew), localize "STR_ACE_WeaponSelect_SelectRifle",
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{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player, primaryWeapon ACE_player] call FUNC(selectWeaponMode);
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false
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},
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{false},
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[0, [false, false, false]], false] call cba_fnc_addKeybind; //2 Key
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["ACE3 Weapons", QGVAR(SelectRifleMuzzleNew), localize "STR_ACE_WeaponSelect_SelectRifleMuzzle",
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{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player, primaryWeapon ACE_player] call FUNC(selectWeaponMuzzle);
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false
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},
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{false},
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[0, [false, false, false]], false] call cba_fnc_addKeybind; //3 Key
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["ACE3 Weapons", QGVAR(SelectLauncherNew), localize "STR_ACE_WeaponSelect_SelectLauncher",
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{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player, secondaryWeapon ACE_player] call FUNC(selectWeaponMode);
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false
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},
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{false},
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[0, [false, false, false]], false] call cba_fnc_addKeybind; //4 Key
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["ACE3 Weapons", QGVAR(SelectBinocularNew), localize "STR_ACE_WeaponSelect_SelectBinocular",
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{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player, binocular ACE_player] call FUNC(selectWeaponMode);
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false
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},
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{false},
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[0, [false, false, false]], false] call cba_fnc_addKeybind; //5 Key
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["ACE3 Weapons", QGVAR(SelectGrenadeFrag), localize "STR_ACE_WeaponSelect_SelectGrenadeFrag",
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{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player] call FUNC(selectGrenadeFrag);
true
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},
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{false},
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[7, [false, false, false]], false] call cba_fnc_addKeybind; //6 Key
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["ACE3 Weapons", QGVAR(SelectGrenadeOther), localize "STR_ACE_WeaponSelect_SelectGrenadeOther",
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{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player] call FUNC(selectGrenadeOther);
true
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},
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{false},
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[8, [false, false, false]], false] call cba_fnc_addKeybind; //7 Key
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["ACE3 Weapons", QGVAR(HolsterWeapon), localize "STR_ACE_WeaponSelect_HolsterWeapon",
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{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player] call FUNC(putWeaponAway);
true
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},
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{false},
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[11, [false, false, false]], false] call cba_fnc_addKeybind; //0 Key
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["ACE3 Vehicles", QGVAR(EngineOn), localize "STR_ACE_WeaponSelect_EngineOn",
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{
// Conditions: canInteract
if !([ACE_player, ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !(ACE_player != vehicle ACE_player && {ACE_player == driver vehicle ACE_player} && {!isEngineOn vehicle ACE_player}) exitWith {false};
// Statement
(vehicle ACE_player) engineOn true;
true
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},
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{false},
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[3, [false, false, false]], false] call cba_fnc_addKeybind; //2 Key
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["ACE3 Vehicles", QGVAR(EngineOff), localize "STR_ACE_WeaponSelect_EngineOff",
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{
// Conditions: canInteract
if !([ACE_player, ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !(ACE_player != vehicle ACE_player && {ACE_player == driver vehicle ACE_player} && {isEngineOn vehicle ACE_player}) exitWith {false};
// Statement
(vehicle ACE_player) engineOn false;
true
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},
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{false},
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[2, [false, false, false]], false] call cba_fnc_addKeybind; //1 Key
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["ACE3 Vehicles", QGVAR(SelectMainGunNew), localize "STR_ACE_WeaponSelect_SelectMainGun",
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{
// Conditions: canInteract
if !([ACE_player, ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !(ACE_player != vehicle ACE_player) exitWith {false};
// Statement
[ACE_player, vehicle ACE_player, 0] call FUNC(selectWeaponVehicle);
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false
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},
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{false},
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[0, [false, false, false]], false] call cba_fnc_addKeybind; //3 Key
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["ACE3 Vehicles", QGVAR(SelectMachineGunNew), localize "STR_ACE_WeaponSelect_SelectMachineGun",
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{
// Conditions: canInteract
if !([ACE_player, ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !(ACE_player != vehicle ACE_player) exitWith {false};
// Statement
[ACE_player, vehicle ACE_player, 1] call FUNC(selectWeaponVehicle);
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false
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},
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{false},
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[0, [false, false, false]], false] call cba_fnc_addKeybind; //4 Key
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["ACE3 Vehicles", QGVAR(SelectMissilesNew), localize "STR_ACE_WeaponSelect_SelectMissiles",
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{
// Conditions: canInteract
if !([ACE_player, ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !(ACE_player != vehicle ACE_player) exitWith {false};
// Statement
[ACE_player, vehicle ACE_player, 2] call FUNC(selectWeaponVehicle);
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false
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},
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{false},
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[0, [false, false, false]], false] call cba_fnc_addKeybind; //5 Key
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["ACE3 Vehicles", QGVAR(FireSmokeLauncher), localize "STR_ACE_WeaponSelect_FireSmokeLauncher",
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{
// Conditions: canInteract
if !([ACE_player, ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !(ACE_player != vehicle ACE_player && {ACE_player == commander vehicle ACE_player}) exitWith {false};
// Statement
[vehicle ACE_player] call FUNC(fireSmokeLauncher);
true
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},
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{false},
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[10, [false, false, false]], false] call cba_fnc_addKeybind; //9 Key