2015-01-11 16:42:31 +00:00
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// based on KK_fnc_playerWeaponMulfunction from KillzoneKid
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2015-01-13 03:37:53 +00:00
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#include "\z\ace\addons\overheating\script_component.hpp"
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2015-01-11 16:42:31 +00:00
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private ["_unit", "_weapon", "_jammedWeapons"];
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_unit = _this select 0;
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_weapon = _this select 1;
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// don't jam a weapon with no rounds left
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if (_unit ammo _weapon == 0) exitWith {};
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2015-01-13 03:23:14 +00:00
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_jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
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2015-01-11 16:42:31 +00:00
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_jammedWeapons pushBack _weapon;
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2015-01-13 03:23:14 +00:00
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_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
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2015-01-11 16:42:31 +00:00
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// this is to re-activate the 'DefaultAction', so you can jam a weapon while full auto shooting
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[_unit, _weapon] spawn {
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_unit = _this select 0;
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_weapon = _this select 1;
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_ammo = _unit ammo _weapon;
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_frame = diag_frameno;
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if (_ammo > 0) then {
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_unit setAmmo [_weapon, 0];
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waitUntil {_frame < diag_frameno};
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_unit setAmmo [_weapon, _ammo];
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2015-01-13 03:30:39 +00:00
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//[localize "STR_ACE_Overheating_WeaponJammed"] call EFUNC(common,displayTextStructured);
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2015-01-11 16:42:31 +00:00
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};
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};
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// only display the hint once, after you try to shoot an already jammed weapon
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2015-01-13 03:23:14 +00:00
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GVAR(knowAboutJam) = false;
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2015-01-11 16:42:31 +00:00
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2015-01-13 03:23:14 +00:00
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if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then {
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2015-01-11 16:42:31 +00:00
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private ["_condition", "_statement", "_condition2", "_statement2", "_id"];
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_condition = {
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2015-01-13 03:30:39 +00:00
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[_this select 1] call EFUNC(common,canUseWeapon)
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2015-01-13 03:23:14 +00:00
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&& {currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])}
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&& {!(currentMuzzle (_this select 1) in ((_this select 1) getVariable [QEGVAR(safemode,safedWeapons), []]))}
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2015-01-11 16:42:31 +00:00
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};
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_statement = {
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playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _this select 0];
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2015-01-13 03:23:14 +00:00
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if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {(_this select 1) ammo currentWeapon (_this select 1) > 0}) then {
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2015-01-13 03:30:39 +00:00
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[localize "STR_ACE_Overheating_WeaponJammed"] call EFUNC(common,displayTextStructured);
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2015-01-13 03:23:14 +00:00
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GVAR(knowAboutJam) = true;
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2015-01-11 16:42:31 +00:00
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};
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};
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_condition2 = {
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2015-01-13 03:23:14 +00:00
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currentWeapon (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])
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2015-01-11 16:42:31 +00:00
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};
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_statement2 = {
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2015-01-13 03:23:14 +00:00
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[_this select 1, currentWeapon (_this select 1), false] call FUNC(clearJam);
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2015-01-11 16:42:31 +00:00
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};
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2015-01-13 03:30:39 +00:00
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//_id = [_unit, format ["<t color=""#FFFF00"" >%1</t>", localize "STR_ACE_Overheating_UnjamWeapon"], "DefaultAction", _condition, _statement, _condition2, _statement2, 10] call EFUNC(common,addActionMenuEventHandler);
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_id = [_unit, "DefaultAction", _condition, _statement] call EFUNC(common,addActionEventHandler);
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2015-01-11 16:42:31 +00:00
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2015-01-13 03:23:14 +00:00
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_unit setVariable [QGVAR(JammingActionID), _id];
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2015-01-11 16:42:31 +00:00
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};
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