2015-03-24 20:37:27 +00:00
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/*
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* Author: commy2
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* Start the carrying process.
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*
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2015-08-09 12:53:13 +00:00
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* Arguments:
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* 0: Unit that should do the carrying <OBJECT>
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* 1: Object to carry <OBJECT>
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2015-03-24 20:37:27 +00:00
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*
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2015-08-09 12:53:13 +00:00
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* Return Value:
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* None
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*
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2016-01-28 18:52:53 +00:00
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* Example:
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* [player, cursorTarget] call ace_dragging_fnc_startCarry;
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*
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2015-08-09 12:53:13 +00:00
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* Public: No
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2015-03-24 20:37:27 +00:00
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*/
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#include "script_component.hpp"
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2015-08-09 12:53:13 +00:00
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params ["_unit", "_target"];
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2016-01-28 18:52:53 +00:00
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TRACE_2("params",_unit,_target);
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2015-03-24 20:37:27 +00:00
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// check weight
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2016-01-28 18:52:53 +00:00
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private _weight = [_target] call FUNC(getWeight);
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2015-03-24 20:37:27 +00:00
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2015-08-24 11:43:11 +00:00
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if (_weight > missionNamespace getVariable ["ACE_maxWeightCarry", 1E11]) exitWith {
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2015-05-28 19:59:04 +00:00
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[localize LSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
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2015-03-24 20:37:27 +00:00
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};
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2016-03-02 10:01:39 +00:00
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private _timer = CBA_missionTime + 5;
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2015-03-24 20:37:27 +00:00
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2015-03-25 12:32:59 +00:00
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// handle objects vs persons
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if (_target isKindOf "CAManBase") then {
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2015-03-24 20:37:27 +00:00
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2015-03-25 12:32:59 +00:00
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// add a primary weapon if the unit has none.
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if (primaryWeapon _unit == "") then {
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_unit addWeapon "ACE_FakePrimaryWeapon";
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};
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2015-03-24 20:37:27 +00:00
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2015-03-25 12:32:59 +00:00
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// select primary, otherwise the drag animation actions don't work.
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_unit selectWeapon primaryWeapon _unit;
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2015-03-24 20:37:27 +00:00
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2015-03-25 12:32:59 +00:00
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// move a bit closer and adjust direction when trying to pick up a person
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2015-03-24 20:37:27 +00:00
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_target setDir (getDir _unit + 180);
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2015-05-31 16:34:48 +00:00
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_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit));
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2015-03-24 20:37:27 +00:00
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2015-03-25 12:32:59 +00:00
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[_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2, true] call EFUNC(common,doAnimation);
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[_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2, true] call EFUNC(common,doAnimation);
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2015-03-24 20:37:27 +00:00
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2016-03-02 10:01:39 +00:00
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_timer = CBA_missionTime + 15;
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2015-03-25 12:32:59 +00:00
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} else {
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// select no weapon and stop sprinting
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_unit action ["SwitchWeapon", _unit, _unit, 99];
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[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
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2016-01-19 15:34:59 +00:00
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[_unit, "forceWalk", "ACE_dragging", true] call EFUNC(common,statusEffect_set);
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2015-03-25 12:32:59 +00:00
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2015-03-24 20:37:27 +00:00
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};
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2015-04-03 19:37:04 +00:00
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// prevent multiple players from accessing the same object
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[_unit, _target, true] call EFUNC(common,claim);
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2015-10-21 20:52:21 +00:00
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// prevents draging and carrying at the same time
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2015-03-24 20:37:27 +00:00
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_unit setVariable [QGVAR(isCarrying), true, true];
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2015-03-25 12:32:59 +00:00
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// required for aborting animation
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_unit setVariable [QGVAR(carriedObject), _target, true];
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[FUNC(startCarryPFH), 0.2, [_unit, _target, _timer]] call CBA_fnc_addPerFrameHandler;
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