2015-01-30 20:32:21 +00:00
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/*
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2015-02-01 20:56:19 +00:00
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* Author: Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
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* Approves placement of the lightObject, scans for an appropriate location and attaches
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*
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* Arguments:
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* Nothing
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* Nothing
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*
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* Public: No
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*/
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2015-01-30 20:32:21 +00:00
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#include "script_component.hpp"
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2015-01-31 09:05:07 +00:00
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private ["_setupObject", "_setupClassname", "_itemClassname", "_placementText", "_attachToVehicle", "_placer", "_startingPosition", "_startingOffset", "_distanceFromCenter", "_closeInUnitVector", "_keepGoingCloser", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"];
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2015-01-30 20:32:21 +00:00
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if (GVAR(pfeh_running)) then {
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2015-02-01 20:56:19 +00:00
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[QGVAR(PlacementEachFrame),"OnEachFrame"] call BIS_fnc_removeStackedEventHandler;
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GVAR(pfeh_running) = false;
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2015-01-30 20:32:21 +00:00
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};
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_setupObject = GVAR(setupObject);
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_setupClassname = typeOf _setupObject;
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_itemClassname = GVAR(SetupPlacmentItem);
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_placementText = GVAR(SetupPlacmentText);
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_attachToVehicle = GVAR(SetupAttachVehicle);
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2015-01-31 09:05:07 +00:00
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_placer = GVAR(placer);
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2015-01-30 20:32:21 +00:00
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GVAR(SetupPlacmentItem) = "";
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GVAR(SetupPlacmentText) = "";
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GVAR(setupObject) = objNull;
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GVAR(SetupAttachVehicle) = objNull;
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GVAR(placer) = objNull;
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2015-01-31 09:05:07 +00:00
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[_placer, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
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[_placer, "DefaultAction", _placer getVariable [QGVAR(placeActionEH), -1]] call EFUNC(common,removeActionEventHandler);
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[_placer, "MenuBack", _placer getVariable [QGVAR(cancelActionEH), -1]] call EFUNC(common,removeActionEventHandler);
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2015-01-30 20:32:21 +00:00
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call EFUNC(interaction,hideMouseHint);
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//A player can release the attachObject with it floating in mid-air.
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//This will use lineIntersectsWith to scan towards the center of the vehicle to find a collision
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//ArmA's collision detection is of couse terrible and often misses collisions (difference between what we see and collision LOD)
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//So it does multiple scans at slighly different angles
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//This is VERY computationaly intensive, but doesn't happen that often.
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2015-01-31 09:05:07 +00:00
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_startingPosition = _setupObject modelToWorld [0,0,0];
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_startingOffset = _attachToVehicle worldToModel _startingPosition;
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_distanceFromCenter = vectorMagnitude _startingOffset;
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_closeInUnitVector = vectorNormalized (_startingOffset vectorFromTo [0,0,0]);
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2015-01-30 20:32:21 +00:00
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_keepGoingCloser = true;
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2015-01-31 09:05:07 +00:00
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_closeInDistance = 0;
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2015-01-30 20:32:21 +00:00
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while {_keepGoingCloser} do {
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2015-02-01 20:56:19 +00:00
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if (_closeInDistance >= _distanceFromCenter) exitWith {};
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2015-01-31 09:05:07 +00:00
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2015-02-01 20:56:19 +00:00
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_closeInDistance = _closeInDistance + 0.01; //10mm each step
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_endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
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_endPosTestOffset set [2, (_startingOffset select 2)];
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_endPosTest = _attachToVehicle modelToWorld _endPosTestOffset;
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2015-01-31 09:05:07 +00:00
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2015-01-30 20:32:21 +00:00
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{
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2015-02-01 20:56:19 +00:00
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_startingPosShifted = _startingPosition vectorAdd _x;
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_startASL = if (surfaceIsWater _startingPosShifted) then {_startingPosShifted} else {ATLtoASL _startingPosShifted};
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{
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_endPosShifted = _endPosTest vectorAdd _x;
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_endASL = if (surfaceIsWater _startingPosShifted) then {_endPosShifted} else {ATLtoASL _endPosShifted};
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//Uncomment to see the lazor show, and see how the scanning works:
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drawLine3D [_startingPosShifted, _endPosShifted, [1,0,0,1]];
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if (_attachToVehicle in lineIntersectsWith [_startASL, _endASL, _placer, _setupObject]) exitWith {_keepGoingCloser = false};
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} forEach [[0,0,0.045], [0,0,-0.045], [0,0.045,0], [0,-0.045,0], [0.045,0,0], [-0.045,0,0]];
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} forEach [[0,0,0], [0,0,0.05], [0,0,-0.05]];
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2015-01-30 20:32:21 +00:00
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};
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//Delete Local Placement Object
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deleteVehicle _setupObject;
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2015-01-31 09:05:07 +00:00
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//Checks
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2015-01-31 17:43:58 +00:00
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if ((_closeInDistance >= _distanceFromCenter) || (!([_placer,_attachToVehicle,_itemClassname] call FUNC(canAttach)))) exitWith {
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2015-02-01 20:56:19 +00:00
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TRACE_2("no valid spot found",_closeInDistance,_distanceFromCenter);
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[localize "STR_ACE_Attach_Failed"] call EFUNC(common,displayTextStructured);
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2015-01-31 17:43:58 +00:00
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};
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2015-01-31 09:05:07 +00:00
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//Move it out slightly, for visability sake (better to look a little funny than be embedded//sunk in the hull)
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_closeInDistance = (_closeInDistance - 0.0085);
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2015-01-30 20:32:21 +00:00
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//Create New 'real' Object
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2015-01-31 09:05:07 +00:00
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_endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
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_endPosTestOffset set [2, (_startingOffset select 2)];
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_attachedObject = _setupClassname createVehicle (getPos _placer);
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_attachedObject attachTo [_attachToVehicle, _endPosTestOffset];
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2015-01-30 20:32:21 +00:00
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//Remove Item from inventory
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2015-01-31 09:05:07 +00:00
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_placer removeItem _itemClassname;
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2015-01-30 20:32:21 +00:00
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//Add Object to ACE_AttachedObjects and ACE_AttachedItemNames
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_currentObjects = _attachToVehicle getVariable ["ACE_AttachedObjects", []];
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_currentObjects pushBack _attachedObject;
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_attachToVehicle setVariable ["ACE_AttachedObjects", _currentObjects, true];
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_currentItemNames = _attachToVehicle getVariable ["ACE_AttachedItemNames", []];
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_currentItemNames pushBack _itemClassname;
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_attachToVehicle setVariable ["ACE_AttachedItemNames", _currentItemNames, true];
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[_placementText] call EFUNC(common,displayTextStructured);
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