ACE3/docs/wiki/framework/cargo-framework.md

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---
layout: wiki
title: Cargo Framework
description: Explains how to set-up the cargo framework for custom objects and vehicles.
group: framework
order: 5
parent: wiki
mod: ace
version:
major: 3
minor: 3
patch: 0
---
## 1. Config Values
### 1.1 Preparing a vehicle for ACE3 cargo
{% raw %}
```cpp
class CfgVehicles {
class yourVehicleBaseClass {
ace_cargo_space = 4; // Cargo space your vehicle has
ace_cargo_hasCargo = 1; // Enables cargo to be loaded inside the vehicle (1-yes, 0-no)
ace_cargo_loadmasterTurrets[] = {{1}}; // If vehicle inherits from "Air", you can set this attribute.
// When sitting in the turret paths you define here, you can paradrop cargo items. By default, pilots and co-pilots can paradrop cargo items.
};
};
```
{% endraw %}
### 1.2 Making an object loadable
```cpp
class CfgVehicles {
class staticBananaLauncher {
ace_cargo_size = 4; // Cargo space the object takes
ace_cargo_canLoad = 1; // Enables the object to be loaded (1-yes, 0-no)
ace_cargo_noRename = 1; // Blocks renaming object (1-blocked, 0-allowed)
ace_cargo_blockUnloadCarry = 1; // Blocks object from being automatically picked up by player on unload
};
};
```
<div class="panel callout">
<h5>Note:</h5>
<p>ace_cargo_hasCargo and ace_cargo_canLoad are only needed if you aren't inheriting from any of BI base classes or if you are trying to disable loading for a specific vehicle / object.</p>
</div>
### 1.3 Adding predefined cargo via config
```cpp
class CfgVehicles {
class yourVehicleClass {
ace_cargo_space = 4; // Add if necessary
ace_cargo_hasCargo = 1; // Add if necessary
class ace_cargo {
class cargo {
class ACE_medicalSupplyCrate { // Doesn't have to have the same name as the item you're adding
type = "ACE_medicalSupplyCrate";
amount = 1;
};
};
};
};
};
```
## 2. Events
### 2.1 Listenable
Event Name | Passed Parameter(s) | Locality | Description
---------- | ----------- | ------------------- | --------
`ace_cargoAdded` | [_itemClass, _vehicle, _amount] | Global | Cargo has been added to vehicle
`ace_cargoLoaded` | [_item, _vehicle] | Global | Cargo has been loaded into vehicle
`ace_cargoUnloaded` | [_item, _vehicle, _unloadType] | Global | Cargo has been unloaded from vehicle
`ace_cargoRemoved` | [_itemClass, _vehicle, _amountRequested, _amountRemoved] | Global | Cargo has been removed (deleted) from vehicle
## 3. Editor Attributes
In the 3D mission editor attributes for "Cargo Size" and "Cargo Space" are available on suitable objects. These can be adjusted to change the respective value on a per-object basis - as well as to enable loading for objects and vehicles which would usually not support it.
If you wish to enable loading for an object/vehicle which does not have these editor attributes, see the `ace_cargo_fnc_setSize` and `ace_cargo_fnc_setSpace` functions.
## 4. Scripting
### 4.1 Disabling cargo for a mission object
To disable cargo for a mission object use:
```sqf
[this, -1] call ace_cargo_fnc_setSize;
```
### 4.2 Adjusting cargo size of an object
`ace_cargo_fnc_setSize`
Note that this function can be used to make objects loadable/unloadable (set to `-1` to disable cargo interactions).
```sqf
* Sets the cargo size of any object. Has global effect.
* Adds the load action menu if necessary.
* A negative size disables the object's cargo interactions.
*
* Arguments:
* 0: Object <OBJECT>
* 1: Cargo size <NUMBER>
*
* Return Value:
* None
*
* Example:
* [object, 3] call ace_cargo_fnc_setSize
```
### 4.3 Adjusting cargo space of a vehicle
`ace_cargo_fnc_setSpace`
Note that this function can be used to enable/disable a vehicle's cargo space (set to `0` to disable).
```sqf
* Sets the cargo space of any object. Has global effect.
* Adds the cargo action menu if necessary.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Cargo space <NUMBER>
*
* Return Value:
* None
*
* Example:
* [vehicle, 20] call ace_cargo_fnc_setSpace
```
### 4.4 Load cargo into vehicle
`ace_cargo_fnc_loadItem` (Also callable from CBA event `ace_loadCargo`)
Note first argument can be a in-game object or a classname of an object type.
```sqf
* Load an object into a vehicle.
* Objects loaded via classname remain virtual until unloaded.
*
* Arguments:
* 0: Item to be loaded <STRING> or <OBJECT>
* 1: Holder object (vehicle) <OBJECT>
* 2: Ignore interaction distance and stability checks <BOOL> (default: false)
*
* Return Value:
* Object loaded <BOOL>
*
* Example:
* [object, vehicle] call ace_cargo_fnc_loadItem
```
### 4.5 Unload cargo from vehicle
`ace_cargo_fnc_unloadItem` (Also callable from CBA event `ace_unloadCargo`)
```sqf
* Arguments:
* 0: Item to be unloaded <STRING> or <OBJECT>
* 1: Holder object (vehicle) <OBJECT>
* 2: Unloader <OBJECT> (default: objNull)
*
* Return Value:
* Object unloaded <BOOL>
*
* Example:
* [object, vehicle] call ace_cargo_fnc_unloadItem
```
### 4.6 Remove/ Delete cargo from vehicle (Added in ACE3 3.11.0)
`ace_cargo_fnc_removeCargoItem`
```sqf
* Arguments:
* 0: Item to be removed <STRING> or <OBJECT>
* 1: Holder object (vehicle) <OBJECT>
* 2: Amount <NUMBER> (default: 1)
*
* Return Value:
* Number of items removed <NUMBER>
*
* Example:
* ["ACE_Wheel", vehicle, 2] call ace_cargo_fnc_removeCargoItem
* [crate_7, truck] call ace_cargo_fnc_removeCargoItem
```
### 4.7 Disable cargo renaming via script
```sqf
cargoBox setVariable ["ace_cargo_noRename", true, _disableGlobally]
```