ACE3/addons/dragon/XEH_postInit.sqf

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Implement M47 Dragon (#6773) * abc * Revert "abc" This reverts commit bcb4214bd99bba3fec692efa4dca950323da582d. * Update to current commit * Ports over NouberNou's dragon guidance * Add Dragon model * Make the Dragon CSW capable * Fix bugs regarding argument order * Add Dragon Attack Profile. Change how missileGuidance guidance_pfh works in order to allow for different types of missiles besides continious thrust * Fix bug regarding missile direction. Add official US Army training manual for the dragon for reference purposes * Adjust model to reflect real-life one * Add attackProfile and guidanceProfile onFired functions * Change Dragon "onFired" to reflect missileGuidance changes * Only implementing the Super-Dragon. Remove Tabs. Add new lines to all files. Add string-table. Tweak missile flight dynamics * Add sight description * Fix inheritance issues. Missile damage values tweaked. Fix String Table. Add backblast area. * Add feature wiki page. * Fix picture issues * Remove Dragon manual * add missing semi-colon * Tweak damage values. Fix formatting. Add lazy evaluation where applicable * Disable the ability to switch to the unusable launcher. Convert rvmat numbers to equivalent but more readable numbers. Multiple code fixes. ace_csw required. Formatting fixes. TGA -> PAA. Remove unused comments in missile guidance code * Dragon flight dynamics tweaked. Now assuming there is a booster angle creating wobble. Add a slight delay when the wire breaks to fire all of the service charges * hpp newline fixes. Case sensitivity for model and rvmat references * Update Wiki dependencies * Revert "Update Wiki dependencies" This reverts commit efc298c481d10fc0db32e08ada376f04ac9b3fd5. * fix dependency component * Changed inheritance structure to be more rigid. Remove un-needed config values. Fix script issues regarding positioning and the launchers aliveness * get rid of the optic for the base dragon. fucking bi configs not making sense * Lock non-useable dragon on initialization * Add model.cfg for animations * Fix formatting. Fix M47 Dragon Optic zoom * Change LOD selection names * Revert indentation, keep parenthesis. "Start, stop, start stop! Jesus! I'm starting to think Mattis is just a big cock tease" * Re-update indentation of model.cfg * Path fix. Whitespace fix * Sight attach/detach on same vehicle * If the sight gets detached, make sure the dragon goes dumb. Remove resetting of resting position when gunner gets out - looks stupid, but when the dragon is fired weird stuff happens * disable debug * Add EOF * Maybe finally fix EOF problem
2019-06-08 04:48:37 +00:00
#include "script_component.hpp"
[QGVAR(detachSight), LINKFUNC(sightDetach)] call CBA_fnc_addEventHandler;
[QGVAR(attachSight), LINKFUNC(sightAttach)] call CBA_fnc_addEventHandler;
["vehicle", {
params ["","_vehicle"];
TRACE_2("vehicle change",_vehicle,typeOf _vehicle);
if (!(_vehicle isKindOf QGVAR(staticBase))) exitWith {};
_vehicle animate ["rest_rotate", 0];
if (isNil QGVAR(pfID)) then {GVAR(pfID) = -1};
[GVAR(pfID)] call CBA_fnc_removePerFrameHandler;
private _lastView = cameraView;
if (!(_lastView in ["INTERNAL", "EXTERNAL"])) then { _lastView == "INTERNAL"; };
GVAR(pfID) = [{
params ["_args"];
(_this select 0) params ["_vehicle", "_lastView"];
if ((!alive _vehicle) || {!alive ACE_player} || {(vehicle ACE_player) != _vehicle}) exitWith {
TRACE_1("exiting PFEH",GVAR(pfID));
[GVAR(pfID)] call CBA_fnc_removePerFrameHandler;
};
if (cameraView in ["INTERNAL", "EXTERNAL"]) then {
_args set [1, cameraView];
} else {
if ((cameraOn == _vehicle) && {!(_vehicle getVariable [QGVAR(sightAttached), ((typeOf _vehicle) == QGVAR(staticAssembled))])}) then {
_vehicle switchCamera _lastView;
};
};
}, 0, [_vehicle, _lastView]] call CBA_fnc_addPerFrameHandler;
TRACE_1("started PFEH",GVAR(pfID));
}, true] call CBA_fnc_addPlayerEventHandler;