mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge remote-tracking branch 'refs/remotes/acemod/master'
This commit is contained in:
commit
0832437a41
28
.travis.yml
28
.travis.yml
@ -1,14 +1,30 @@
|
||||
branches:
|
||||
only:
|
||||
- master
|
||||
- master
|
||||
language: python
|
||||
python:
|
||||
- "3.4"
|
||||
- '3.4'
|
||||
before_script:
|
||||
- pip install pygithub
|
||||
- pip install pygithub3
|
||||
- if [ -n "${GH_TOKEN}" ] && [ "${TRAVIS_BRANCH}" == "master" ] && [ "${TRAVIS_PULL_REQUEST}" == "false" ]; then
|
||||
pip install pygithub;
|
||||
pip install pygithub3;
|
||||
fi
|
||||
script:
|
||||
- python3 tools/deploy.py
|
||||
- python3 tools/sqf_validator.py
|
||||
- if [ -n "${GH_TOKEN}" ] && [ "${TRAVIS_BRANCH}" == "master" ] && [ "${TRAVIS_PULL_REQUEST}" == "false" ]; then
|
||||
python3 tools/deploy.py;
|
||||
fi
|
||||
env:
|
||||
global:
|
||||
- secure: "KcJQbknBOdC5lA4nFGKPXVRVIGLDXDRzC8XkHuXJCE9pIR/wbxbkvx8fHKcC6SC9eHgzneC3+o4m4+CjIbVvIwDgslRbJ8Y59i90ncONmdoRx1HUYHwuYWVZm9HJFjCsIbrEqhSyyKS+PB3WZVOLbErtNHsgS8f43PTh5Ujg7Vg="
|
||||
- secure: KcJQbknBOdC5lA4nFGKPXVRVIGLDXDRzC8XkHuXJCE9pIR/wbxbkvx8fHKcC6SC9eHgzneC3+o4m4+CjIbVvIwDgslRbJ8Y59i90ncONmdoRx1HUYHwuYWVZm9HJFjCsIbrEqhSyyKS+PB3WZVOLbErtNHsgS8f43PTh5Ujg7Vg=
|
||||
notifications:
|
||||
slack:
|
||||
secure: aWYF/YX7vxEdXJ5w1jhYJQ2TtTP2NRdnXzJDMYXTv2dlXYhO9qp2qjxDGW3dezuPY7B1mPBgebfSKRx3Robkt1rAfEwPWivOiEztL30rwzOy+5Q1wpORv1JkvTC/q2wqQzxQCU/FPVjD2GkF1wtq1Rnx3ESWD8gbvzYoMNdIw1g=
|
||||
on_success: change
|
||||
on_failure: always
|
||||
on_start: never
|
||||
rooms:
|
||||
secure: MvxmqL1NGwiGTVv6uIVTM7jeNLQH95KYtTgSWlXaSw4jdjnf4cmrb/ofHQ3FHhhNVdhRN6W8n0cJfTC3DBZ90bionVh+528qw2mDnDbKljVdIwmoFSexBcH7H1uTLF3gsEz0tbrHtLcnAyTMxdjsdIXDLZ5hwxABNmW5/03jOgs=
|
||||
email:
|
||||
on_success: never
|
||||
on_failure: change
|
||||
|
@ -52,6 +52,8 @@ Crusty
|
||||
Dharma Bellamkonda <dharma.bellamkonda@gmail.com>
|
||||
Dimaslg <dimaslg@telecable.es>
|
||||
Drill <drill87@gmail.com>
|
||||
Dudakov <dudakov.s@gmail.com>
|
||||
Dslyecxi <dslyecxi@gmail.com>
|
||||
eRazeri
|
||||
evromalarkey <evromalarkey@gmail.com>
|
||||
F3 Project <alanr@ferstaberinde.com>
|
||||
|
64
CONTRIBUTING.md
Normal file
64
CONTRIBUTING.md
Normal file
@ -0,0 +1,64 @@
|
||||
# Reporting an issue
|
||||
|
||||
## Before reporting
|
||||
|
||||
If you have found an issue with ACE3 please make sure that ACE3 is really the cause of the problem. To do this try to reproduce the issue with using only `@CBA_A3` and `@ace` on a newly created mission.
|
||||
|
||||
Indicate if the issue appears on stable or development version. In case it is the development version, please also include the commit SHA-1 hash.
|
||||
|
||||
<div class="panel callout">
|
||||
<h5>Please note:</h5>
|
||||
<p>It's not a valid to simply remove <code>@ace</code> from the mod list to confirm that ACE3 is the culprit.</p>
|
||||
<p>If the error happens when using a <b>third-party mod</b> contact the author of the appropriate mod and report the issue there.</p>
|
||||
</div>
|
||||
|
||||
## Reporting the issue
|
||||
|
||||
Head over to the <a href="{{ site.githubUrl }}/issues" target="_blank">ACE3 GitHub issue tracker</a> and press the <a href="{{ site.githubUrl }}/issues/new" target="_blank">"New issue"</a> button in the top right corner. Add a descriptive title and copy the following issue template in to the text area:
|
||||
|
||||
```
|
||||
ACE3 Version: 3.x.x
|
||||
(indicate if stable or dev, if dev indicate the commit the version is based on)
|
||||
|
||||
**Mods:**
|
||||
* `@CBA_A3`
|
||||
* `@ace`
|
||||
|
||||
**Placed ACE3 Modules:**
|
||||
* *Add the list of modules you have placed on the map. Use 'None' if the error occurs without using any modules.*
|
||||
* You can also press the `Debug to` button in the ACE3 option menu (escape -> ACE3 options -> Debug to) and add a link (pastebin.com) to the results.
|
||||
|
||||
**Description:**
|
||||
* Add a detailed description of the error. This makes it easier for us to fix the issue.*
|
||||
|
||||
**Steps to reproduce:**
|
||||
* *Add the steps needed to reproduce the issue.*
|
||||
|
||||
**Where did the issue occur?**
|
||||
* A possible answer might be "Multiplayer", "Editor" or "Singleplayer"*
|
||||
|
||||
**RPT log file:**
|
||||
* Add a link (pastebin.com) to the client or server RPT file.*
|
||||
```
|
||||
|
||||
A video of the issue might be helpful in resolving it faster.
|
||||
|
||||
|
||||
Github uses <a href="http://daringfireball.net/projects/markdown/syntax" target="_blank">"Markdown"</a> to style the output. If you want to know more about it (e.g. how to <a href="https://help.github.com/articles/markdown-basics/#styling-text" target="_blank">turn text bold</a>, how to denote <a href="https://help.github.com/articles/markdown-basics/#inline-formats" target="_blank">code blocks</a> or <a href="https://help.github.com/articles/markdown-basics/#multiple-lines" target="_blank">inline code</a>) have a look at the <a href="https://help.github.com/articles/github-flavored-markdown/" target="_blank">GitHub markdown documentation</a>.
|
||||
|
||||
# Feature Requests
|
||||
|
||||
## Background
|
||||
ACE2, AGM and CSE had a lot of features implemented or planned. All of them are or have been evaluated for inclusion in ACE3 itself, and we'd like to port the majority of them eventually. However, due to time constraints, we have managed to finish only a fraction of the job so far.
|
||||
|
||||
Please refrain from making requests for any planned or existing features from either ACE2, AGM or CSE. Most of them are already being or have been considered for porting or a rewrite.
|
||||
|
||||
## Requesting a feature
|
||||
In order to avoid duplicates and keep the issue tracker organized, we have created a common issue for <a href="{{ site.githubUrl }}/issues/414/" target="_blank">ACE 3 Feature requests</a>. Any and all relevant requests should be submitted there, where they will also get discussed and evaluated. Before adding a new one, make sure to check the previous entries from the thread and do a quick search for similar suggestions; please don't reiterate requests for features that had already been accepted for inclusion, or those which were disregarded earlier.
|
||||
|
||||
Following their approval, feature requests may be moved by moderators to a separate issue for further discussion.
|
||||
|
||||
# Regarding Pull Requests (PRs)
|
||||
- You want to help but don't know where to start ? Check the wiki entry for [setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html)
|
||||
- [Make sure to respect the file structure](http://ace3mod.com/wiki/development/modularity-and-pbo-structure.html)
|
||||
- [Make sure to respect the coding guidelines](http://ace3mod.com/wiki/development/coding-guidelines.html)
|
4
LICENSE
4
LICENSE
@ -22,13 +22,13 @@ source code of the individual modules.
|
||||
When publishing a derivative of this product you may not use a name that
|
||||
might create the impression that your version is an official release.
|
||||
|
||||
Some folders of this project may contain a seperate LICENSE file. Should
|
||||
Some folders of this project may contain a separate LICENSE file. Should
|
||||
that be the case, everything in that folder and all subfolders is subject
|
||||
to that license instead.
|
||||
|
||||
|
||||
============================================================================
|
||||
Full Gnu General Public License Text
|
||||
Full GNU General Public License Text
|
||||
============================================================================
|
||||
|
||||
|
||||
|
29
README.md
29
README.md
@ -1,24 +1,35 @@
|
||||
<p align="center">
|
||||
<img src="https://github.com/acemod/ACE3/blob/master/extras/assets/logo/black/ACE3-Logo.jpg" width="480">
|
||||
</p>
|
||||
|
||||
<p align="center">
|
||||
<a href="https://github.com/acemod/ACE3/releases">
|
||||
<img src="https://img.shields.io/badge/Version-3.2.1-blue.svg" alt="ACE3 Version">
|
||||
<img src="https://img.shields.io/badge/Version-3.3.2-blue.svg?style=flat-square" alt="ACE3 Version">
|
||||
</a>
|
||||
<a href="https://github.com/acemod/ACE3/releases/download/v3.2.1/ace3_3.2.1.zip">
|
||||
<img src="http://img.shields.io/badge/Download-56.5_MB-green.svg" alt="ACE3 Download">
|
||||
<a href="https://github.com/acemod/ACE3/releases/download/v3.3.2/ace3_3.3.2.zip">
|
||||
<img src="https://img.shields.io/badge/Download-65.7_MB-green.svg?style=flat-square" alt="ACE3 Download">
|
||||
</a>
|
||||
<a href="https://github.com/acemod/ACE3/issues">
|
||||
<img src="http://img.shields.io/github/issues-raw/acemod/ACE3.svg?label=Issues" alt="ACE3 Issues">
|
||||
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat-square&label=Issues" alt="ACE3 Issues">
|
||||
</a>
|
||||
<a href="https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/?p=2859670">
|
||||
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg" alt="BIF Thread">
|
||||
<img src="https://img.shields.io/badge/BIF-Thread-lightgrey.svg?style=flat-square" alt="BIF Thread">
|
||||
</a>
|
||||
<a href="https://github.com/acemod/ACE3/blob/master/LICENSE">
|
||||
<img src="http://img.shields.io/badge/License-GPLv2-red.svg" alt="ACE3 License">
|
||||
<img src="https://img.shields.io/badge/License-GPLv2-red.svg?style=flat-square" alt="ACE3 License">
|
||||
</a>
|
||||
<a href="http://slackin.ace3mod.com/">
|
||||
<img src="http://slackin.ace3mod.com/badge.svg?style=flat-square&label=Slack" alt="ACE3 Slack">
|
||||
</a>
|
||||
<a href="https://travis-ci.org/acemod/ACE3">
|
||||
<img src="https://img.shields.io/travis/acemod/ACE3.svg?style=flat-square&label=Build" alt="ACE3 Build Status">
|
||||
</a>
|
||||
</p>
|
||||
<p align="center"><sup><strong>Requires the latest version of <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>. Visit us on <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup></p>
|
||||
|
||||
<p align="center">
|
||||
<sup><strong>Requires the latest version of <a href="https://github.com/CBATeam/CBA_A3/releases">CBA A3</a>.<br/>
|
||||
Visit us on <a href="https://twitter.com/ACE3Mod">Twitter</a> | <a href="https://www.facebook.com/ACE3Mod">Facebook</a> | <a href="https://www.youtube.com/c/ACE3Mod">YouTube</a> | <a href="http://www.reddit.com/r/arma/search?q=ACE&restrict_sr=on&sort=new&t=all">Reddit</a></strong></sup>
|
||||
</p>
|
||||
|
||||
**ACE3** is a joint effort by the teams behind **ACE2**, **AGM** and **CSE** to improve the realism and authenticity of Arma 3.
|
||||
|
||||
@ -37,6 +48,7 @@ The mod is **built modularly**, so almost any included PBO can be easily removed
|
||||
- Captivity system
|
||||
- Explosives system, including different trigger types
|
||||
- Map screen improvements – marker placement and map tools
|
||||
- Logistics
|
||||
- Advanced missile guidance and laser designation
|
||||
|
||||
#### Additional features
|
||||
@ -63,7 +75,8 @@ The mod is **built modularly**, so almost any included PBO can be easily removed
|
||||
|
||||
### Guides & how-tos
|
||||
If you installed ACE3 but have trouble understanding how it all works, or where to start, read this first:
|
||||
- [Getting started](http://ace3mod.com/wiki/user/getting-started.html)
|
||||
- [Installation guide](http://ace3mod.com/wiki/user/installation-guide.html)
|
||||
- [Information center](http://ace3mod.com/wiki/user/information-center.html)
|
||||
|
||||
#### Contributing
|
||||
You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. To contribute something to ACE3, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the [`AUTHORS.txt`](https://github.com/acemod/ACE3/blob/master/AUTHORS.txt) file; including a valid email address.
|
||||
|
BIN
ace_medical.dll
BIN
ace_medical.dll
Binary file not shown.
@ -14,10 +14,10 @@
|
||||
|
||||
private "_deleted";
|
||||
|
||||
|
||||
|
||||
_deleted = 0;
|
||||
|
||||
_aceTimeSecond = floor ACE_time;
|
||||
|
||||
{
|
||||
private ["_bulletVelocity", "_bulletPosition", "_bulletSpeed"];
|
||||
_x params["_bullet","_caliber","_bulletTraceVisible","_index"];
|
||||
@ -37,7 +37,6 @@ _deleted = 0;
|
||||
drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.65],[0,0,0,0.2]],[1,0],0,0,"","",""];
|
||||
};
|
||||
|
||||
_aceTimeSecond = floor ACE_time;
|
||||
call compile ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6:%7", _index, _bulletVelocity, _bulletPosition, ACE_wind, ASLToATL(_bulletPosition) select 2, _aceTimeSecond, ACE_time - _aceTimeSecond]);
|
||||
} forEach GVAR(allBullets);
|
||||
|
||||
|
@ -53,7 +53,9 @@ if (!GVAR(simulateForEveryone) && !(local _unit)) then {
|
||||
if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "CfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) then { _abort = true; };
|
||||
|
||||
if (_abort || !(GVAR(extensionAvailable))) exitWith {
|
||||
[_bullet, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")] call EFUNC(winddeflection,updateTrajectoryPFH);
|
||||
if (missionNamespace getVariable [QEGVAR(windDeflection,enabled), false]) then {
|
||||
EGVAR(windDeflection,trackedBullets) pushBack [_bullet, getNumber(configFile >> "cfgAmmo" >> _ammo >> "airFriction")];
|
||||
};
|
||||
};
|
||||
|
||||
// Get Weapon and Ammo Configurations
|
||||
|
@ -32,7 +32,9 @@
|
||||
<German>Erweiterte Ballistik</German>
|
||||
<Czech>Pokročilá balistika</Czech>
|
||||
<Portuguese>Balística avançada</Portuguese>
|
||||
<French>Balistique avancée</French>
|
||||
<Hungarian>Fejlett ballisztika</Hungarian>
|
||||
<Russian>Продвинутая баллистика</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_enabled_DisplayName">
|
||||
<English>Advanced Ballistics</English>
|
||||
@ -41,7 +43,9 @@
|
||||
<German>Erweiterte Ballistik</German>
|
||||
<Czech>Pokročilá balistika</Czech>
|
||||
<Portuguese>Balística avançada</Portuguese>
|
||||
<French>Balistique avancée</French>
|
||||
<Hungarian>Fejlett ballisztika</Hungarian>
|
||||
<Russian>Продвинутая баллистика</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_enabled_Description">
|
||||
<English>Enables advanced ballistics</English>
|
||||
@ -50,7 +54,9 @@
|
||||
<German>Aktiviert die erweiterte Ballistik</German>
|
||||
<Czech>Aktivuje pokročilou balistiku</Czech>
|
||||
<Portuguese>Ativa balística avançada</Portuguese>
|
||||
<French>Activer la balistique avancée</French>
|
||||
<Hungarian>Engedélyezi a fejlett ballisztikát</Hungarian>
|
||||
<Russian>Включает продвинутую баллистику</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_DisplayName">
|
||||
<English>Enabled For Snipers</English>
|
||||
@ -59,7 +65,9 @@
|
||||
<German>Für Scharfschützen aktiviert</German>
|
||||
<Czech>Povoleno pro odstřelovače</Czech>
|
||||
<Portuguese>Ativar para caçadores</Portuguese>
|
||||
<French>Activer pour les snipers</French>
|
||||
<Hungarian>Mesterlövészeknek engedélyezve</Hungarian>
|
||||
<Russian>Включена для снайперов</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulateForSnipers_Description">
|
||||
<English>Enables advanced ballistics for non local snipers (when using high power optics)</English>
|
||||
@ -68,7 +76,9 @@
|
||||
<German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German>
|
||||
<Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku)</Czech>
|
||||
<Portuguese>Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)</Portuguese>
|
||||
<French>Active la balistique avancée pour les snipers non locaux (en utilisant les optiques avancées)</French>
|
||||
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi mesterlövészeknek (nagy-teljesítményű optika használatakor)</Hungarian>
|
||||
<Russian>Включает продвинутую баллистику для нелокальных снайперов (при использовании мощной оптики)</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_DisplayName">
|
||||
<English>Enabled For Group Members</English>
|
||||
@ -77,7 +87,9 @@
|
||||
<German>Für Gruppenmitglieder aktiviert</German>
|
||||
<Czech>Povoleno pro členy skupiny</Czech>
|
||||
<Portuguese>Ativada para membros do grupo</Portuguese>
|
||||
<French>Activer pour les membres groupés</French>
|
||||
<Hungarian>Csoporttagoknak engedélyezve</Hungarian>
|
||||
<Russian>Включена для группы</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulateForGroupMembers_Description">
|
||||
<English>Enables advanced ballistics for non local group members</English>
|
||||
@ -86,7 +98,9 @@
|
||||
<German>Aktiviert die erweiterte Ballistik für nicht lokale Gruppenmitglieder</German>
|
||||
<Czech>Aktivuje pokročilou balistiku pro nelokální členy skupiny</Czech>
|
||||
<Portuguese>Ativa balística avançada para membros de grupo não locais</Portuguese>
|
||||
<French>Active la balistique avancée pour les membres groupés non locaux</French>
|
||||
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi csoporttagoknak</Hungarian>
|
||||
<Russian>Включает продвинутую баллистику для нелокальных членов группы</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_DisplayName">
|
||||
<English>Enabled For Everyone</English>
|
||||
@ -95,7 +109,9 @@
|
||||
<German>Für jeden aktiviert</German>
|
||||
<Czech>Povoleno pro všechny</Czech>
|
||||
<Portuguese>Ativada para todos</Portuguese>
|
||||
<French>Activer pour tout le monde</French>
|
||||
<Hungarian>Mindenkinek engedélyezve</Hungarian>
|
||||
<Russian>Включена для всех</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulateForEveryone_Description">
|
||||
<English>Enables advanced ballistics for all non local players (enabling this may degrade performance during heavy firefights in multiplayer)</English>
|
||||
@ -104,7 +120,9 @@
|
||||
<German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German>
|
||||
<Czech>Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru)</Czech>
|
||||
<Portuguese>Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)</Portuguese>
|
||||
<French>Active la balistique avancé pour tous les joueurs non locaux (activer cette option peut avoir un impact sur les performance en multi durant les grands échanges de tirs)</French>
|
||||
<Hungarian>Engedélyezi a fejlett ballisztikát az összes nem-helyi játékosnak (ez a funkció leronthatja a teljesítményt intenzív többjátékos tűzharcok alatt)</Hungarian>
|
||||
<Russian>Включает продвинутую баллистику для всех нелокальных игроков (включение этой опции может снизить производительность при массовых перестрелках в мультиплеере)</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_DisplayName">
|
||||
<English>Always Enabled For Group Members</English>
|
||||
@ -113,7 +131,9 @@
|
||||
<German>Für Gruppenmitglieder immer aktiviert</German>
|
||||
<Czech>Vždy povoleno pro členy skupiny</Czech>
|
||||
<Portuguese>Sempre ativada para membros do grupo</Portuguese>
|
||||
<French>Toujours activer pour les membres groupés</French>
|
||||
<Hungarian>Mindig engedélyezve csoporttagoknak</Hungarian>
|
||||
<Russian>Всегда включена для членов группы</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_alwaysSimulateForGroupMembers_Description">
|
||||
<English>Always enables advanced ballistics when a group member fires</English>
|
||||
@ -122,7 +142,9 @@
|
||||
<German>Aktiviert die erweiterte Ballistik immer, wenn ein Gruppenmitglied schießt</German>
|
||||
<Czech>Aktivuje pokročilou balistiku pro členy skupiny</Czech>
|
||||
<Portuguese>Sempre ative balística avançada quando um membro do grupo disparar</Portuguese>
|
||||
<French>Active tout le temps la balistique avancée quand un membre du groupe ouvre le feu</French>
|
||||
<Hungarian>Mindig engedélyezi a fejlett ballisztikát, ha egy csoporttag tüzel</Hungarian>
|
||||
<Russian>Всегда включает продвинутую баллистику когда стреляет член группы</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_DisplayName">
|
||||
<English>Disabled In FullAuto Mode</English>
|
||||
@ -131,7 +153,9 @@
|
||||
<German>Beim vollautomatischen Feuern deaktiviert</German>
|
||||
<Czech>Zakázáno v automatickém režimu střelby</Czech>
|
||||
<Portuguese>Desabilitar no modo automático</Portuguese>
|
||||
<French>Désactiver en mode rafale libre</French>
|
||||
<Hungarian>Automata módban letiltva</Hungarian>
|
||||
<Russian>Выкл. для автомат. режима</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_disabledInFullAutoMod_Description">
|
||||
<English>Disables the advanced ballistics during full auto fire</English>
|
||||
@ -140,7 +164,9 @@
|
||||
<German>Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern</German>
|
||||
<Czech>Zákáže pokročilou balistiku během střelby v režimu automat</Czech>
|
||||
<Portuguese>Desabilitar a balística avançada durante fogo automático</Portuguese>
|
||||
<French>Désactive la balistique avancée pour les tirs en rafale libre</French>
|
||||
<Hungarian>Letiltja a fejlett ballisztikát automata tüzelés folyamán</Hungarian>
|
||||
<Russian>Выключает продвинутую баллистику при стрельбе в полностью автоматическом режиме</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_DisplayName">
|
||||
<English>Enable Ammo Temperature Simulation</English>
|
||||
@ -149,7 +175,9 @@
|
||||
<German>Simulation der Munitionstemperatur aktivieren</German>
|
||||
<Czech>Povolit simulaci teploty munice</Czech>
|
||||
<Portuguese>Ativar simulação de temperatura de munição</Portuguese>
|
||||
<French>Activer la simulation de la température</French>
|
||||
<Hungarian>Lőszer-hő szimuláció engedélyezése</Hungarian>
|
||||
<Russian>Симуляция температуры для боеприпасов</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_ammoTemperatureEnabled_Description">
|
||||
<English>Muzzle velocity varies with ammo temperature</English>
|
||||
@ -158,7 +186,9 @@
|
||||
<German>Munitionstemperatur hat Einfluss auf die Mündungsgeschwindigkeit</German>
|
||||
<Czech>Úsťová rychlost je závislá na teplotě munice</Czech>
|
||||
<Portuguese>A velocidade de saída varia com a temperatura da munição</Portuguese>
|
||||
<French>La température de la munition influe sur la vélocité intiale</French>
|
||||
<Hungarian>A kezdősebesség a lőszer hőmérsékletétől függően változó</Hungarian>
|
||||
<Russian>Начальная скорость пули зависит от температуры</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_DisplayName">
|
||||
<English>Enable Barrel Length Simulation</English>
|
||||
@ -167,7 +197,9 @@
|
||||
<German>Simulation der Lauflänge aktivieren</German>
|
||||
<Czech>Povolit simulaci délky hlavně</Czech>
|
||||
<Portuguese>Ativar a simulação de comprimento do cano</Portuguese>
|
||||
<French>Activer la simulation de la longueur de canon</French>
|
||||
<Hungarian>Csőhossz-szimuláció engedélyezése</Hungarian>
|
||||
<Russian>Симуляция длины ствола</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_barrelLengthInfluenceEnabled_Description">
|
||||
<English>Muzzle velocity varies with barrel length</English>
|
||||
@ -176,7 +208,9 @@
|
||||
<German>Lauflänge beeinflusst Mündungsgeschwindigkeit</German>
|
||||
<Czech>Úsťová rychlost je závislá na délce hlavně</Czech>
|
||||
<Portuguese>A velocidade de saída caria com o comprimento do cano</Portuguese>
|
||||
<French>La longueur du canon influe sur la vélocité initale</French>
|
||||
<Hungarian>A kezdősebesség a cső hosszától függően változó</Hungarian>
|
||||
<Russian>Начальная скорость пули зависит от длины ствола</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_DisplayName">
|
||||
<English>Enable Bullet Trace Effect</English>
|
||||
@ -185,7 +219,9 @@
|
||||
<German>Geschossspureffekt aktivieren</German>
|
||||
<Czech>Povolit efekt trasírek</Czech>
|
||||
<Portuguese>Ativa efeito traçante de projétil</Portuguese>
|
||||
<French>Activer l'effet traçante</French>
|
||||
<Hungarian>Nyomkövető-effekt engedélyezése</Hungarian>
|
||||
<Russian>Следы пуль</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_bulletTraceEnabled_Description">
|
||||
<English>Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics)</English>
|
||||
@ -194,7 +230,9 @@
|
||||
<German>Aktiviere Geschossspureffekt für hohe Kaliber (bei Benutzung von Optiken mit starker Vergrößerung)</German>
|
||||
<Czech>Aktivuje efekt trasírek z vysokokaliberních zbraní (viditelné pouze skrze výkonnou optiku)</Czech>
|
||||
<Portuguese>Ativa o efeito traçante de projétil para projéteis de alto calibre (somente visível quando observado por miras telescópicas)</Portuguese>
|
||||
<French>Active une tracante pour les munitions de gros calibre (seulement visible en utilisant des optiques avancées)</French>
|
||||
<Hungarian>Engedélyezi a nagy kaliberű lövedékek nyomának vizuális követését (csak nagy teljesítményű optikán keresztül látható)</Hungarian>
|
||||
<Russian>Включает эффект следов пуль для больших калибров (видны только через мощную оптику)</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_DisplayName">
|
||||
<English>Simulation Interval</English>
|
||||
@ -203,7 +241,9 @@
|
||||
<German>Simulationsintervall</German>
|
||||
<Czech>Interval simulace</Czech>
|
||||
<Portuguese>Intervalo da simulação</Portuguese>
|
||||
<French>Intervalle de simulation</French>
|
||||
<Hungarian>Szimuláció intervalluma</Hungarian>
|
||||
<Russian>Интервал симуляции</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulationInterval_Description">
|
||||
<English>Defines the interval between every calculation step</English>
|
||||
@ -212,7 +252,9 @@
|
||||
<German>Legt das Intervall zwischen den Berechnungsschritten fest</German>
|
||||
<Czech>Určuje interval mezi každým výpočtem</Czech>
|
||||
<Portuguese>Define o intervalo entre cada cálculo</Portuguese>
|
||||
<French>Défini un intervalle de calcul entre deux simulations</French>
|
||||
<Hungarian>Meghatározza a számítási lépések közötti időintervallumot</Hungarian>
|
||||
<Russian>Определяет временной интервал между вычислениями</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_DisplayName">
|
||||
<English>Simulation Radius</English>
|
||||
@ -221,7 +263,9 @@
|
||||
<German>Simulationsradius</German>
|
||||
<Czech>Rozsah simulace</Czech>
|
||||
<Portuguese>Raio de simulação</Portuguese>
|
||||
<French>Rayon de simulation</French>
|
||||
<Hungarian>Szimuláció hatóköre</Hungarian>
|
||||
<Russian>Радиус симуляции</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_simulationRadius_Description">
|
||||
<English>Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles</English>
|
||||
@ -230,14 +274,19 @@
|
||||
<German>Gibt den Radius (in Metern) um den Spieler an, bei dem die erweiterte Ballistik auf Geschosse angewendet wird</German>
|
||||
<Czech>Určuje oblast kolem hráče (v metrech), kde je pokročilá balistika použita na projektil</Czech>
|
||||
<Portuguese>Define o raio ao redor do jogador (em metros) onde a balística avançada será aplicada aos projéteis</Portuguese>
|
||||
<French>Défini le rayon autour du joueur (en mètres) d'application de la balistique avancée</French>
|
||||
<Hungarian>Meghatározza a játékos körüli hatókört (méterben), ahol a lövedékek fejlett ballisztikát használnak</Hungarian>
|
||||
<Russian>Определяет радиус вокруг игрока (в метрах), в котором продвинутая баллистика применяется к снарядам</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Advanced_Ballistics_Description">
|
||||
<English>This module enables advanced ballistics simulation - meaning the trajectory of projectiles is influenced by variables like air temperature, atmospheric pressure, humidity, gravity, the type of ammunition and the weapon from which it was fired.</English>
|
||||
<Polish>Moduł ten pozwala aktywować zaawansowaną balistykę biorącą przy obliczeniach trajektorii lotu pocisku pod uwagę takie rzeczy jak temperatura powietrza, ciśnienie atmosferyczne, wilgotność powietrza, siły Coriolisa i Eotvosa, grawitację a także broń z jakiej wykonywany jest strzał oraz rodzaj amunicji. Wszystko to sprowadza się na bardzo dokładne odwzorowanie balistyki.</Polish>
|
||||
<Czech>Tento modul umožňuje aktivovat pokročilou balistiku, která vypočítává trajektorii kulky a bere do úvahy věci jako je teplota vzduchu, atmosférický tlak, vlhkost vzduchu, gravitaci, typ munice a zbraň, ze které je náboj vystřelen. To vše přispívá k velmi přesné balistice.</Czech>
|
||||
<Portuguese>Este módulo permite que você ative cálculos de balística avançada, fazendo a trajetória do projétil levar em consideração coisas como temperatura do ar, pressão atmosférica, umidade, força de Coriolis, a gravidade, o modelo da arma no qual o disparo é realizado e o tipo de munição. Tudo isso acrescenta-se a um balística muito precisa.</Portuguese>
|
||||
<French>Ce module active la simulation de balistique avancée - ie les projectiles sont influencé par des varibles comme le vent, la température, la pression atmosphérique, l'humidité, la gravité, le type de munition et l'arme avec laquelles ils sont tirés</French>
|
||||
<Hungarian>Ez a modul engedélyezi a fejlett ballisztikai szimulációt - a lövedékek röppályáját befolyásolni fogja a levegő hőmérséklete, légnyomás, páratartalom, gravitáció, a lövedék fajtája, valamint a fegyver, amiből kilőtték a lövedéket.</Hungarian>
|
||||
<Russian>Этот модуль включает симуляцию продвинутой баллистики - при этом на траекторию полета снаряда влияют различные параметры, такие как температура воздуха, атмосферное давление, влажность, гравитация, тип боеприпаса и оружия, из которого произвели выстрел.</Russian>
|
||||
<Spanish>Este módulo permite la simulación balística avanzada - es decir, la trayectoria de los proyectiles está influenciada por variables como la temperatura del aire, la presión atmosférica, la humedad, la gravedad, el tipo de municiones y el arma desde el que fue disparada.</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project name="ACE">
|
||||
<Package name="Aircraft">
|
||||
<Key ID="STR_ACE_Aircraft_CMFlareLauncher_Burst_Name">
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project name="ACE">
|
||||
<Package name="ATragMX">
|
||||
<Key ID="STR_ACE_ATragMX_Name">
|
||||
|
@ -19,6 +19,8 @@
|
||||
params ["_attachToVehicle", "_unit"];
|
||||
TRACE_2("params",_attachToVehicle,_unit);
|
||||
|
||||
if ((vehicle _unit) != _unit) exitWith {false};
|
||||
|
||||
_attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
|
||||
if ((count _attachedList) == 0) exitWith {false};
|
||||
|
||||
|
@ -17,11 +17,11 @@
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
if (!isServer) exitWith {};
|
||||
|
||||
params ["", "", "_unit"];
|
||||
TRACE_1("params",_unit);
|
||||
|
||||
if (!local _unit) exitWith {};
|
||||
|
||||
private ["_attachedList"];
|
||||
|
||||
_attachedList = _unit getVariable [QGVAR(attached), []];
|
||||
@ -29,9 +29,14 @@ if ((count _attachedList) == 0) exitWith {};
|
||||
|
||||
(_attachedList select 0) params ["_xObject"];
|
||||
if (!isNull _xObject) then {
|
||||
TRACE_1("detaching and moving attached light",_xObject);
|
||||
detach _xObject;
|
||||
_xObject setPos ((getPos _unit) vectorAdd [0, 0, -1000]);
|
||||
[{deleteVehicle (_this select 0)}, [_xObject], 2] call EFUNC(common,waitAndExecute);
|
||||
[{
|
||||
params ["_detachedLight"];
|
||||
TRACE_1("delayed delete",_detachedLight);
|
||||
deleteVehicle _detachedLight;
|
||||
}, [_xObject], 2] call EFUNC(common,waitAndExecute);
|
||||
(_attachedList select 0) set [0, objNull];
|
||||
};
|
||||
|
||||
|
@ -17,11 +17,11 @@
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
if (!isServer) exitWith {};
|
||||
|
||||
params ["", "", "_unit"];
|
||||
TRACE_1("params",_unit);
|
||||
|
||||
if (!local _unit) exitWith {};
|
||||
|
||||
private ["_attachedList"];
|
||||
|
||||
_attachedList = _unit getVariable [QGVAR(attached), []];
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project name="ACE">
|
||||
<Package name="Attach">
|
||||
<Key ID="STR_ACE_Attach_AttachDetach">
|
||||
|
@ -1,3 +1,3 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
["backpackOpened", DFUNC(backpackOpened)] call EFUNC(common,addEventHandler);
|
||||
["backpackOpened", {_this call FUNC(backpackOpened)}] call EFUNC(common,addEventHandler);
|
||||
|
@ -1,18 +1,19 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Someone opened your backpack. Play sound and camshake. Execute locally.
|
||||
*
|
||||
* Someone opened your backpack. Execute locally.
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Who accessed your inventory? (Object)
|
||||
* 1: Unit that wields the backpack (Object)
|
||||
* 2: The backpack object (Object)
|
||||
*
|
||||
* Return value:
|
||||
* None.
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
private ["_sounds", "_position"];
|
||||
|
||||
params ["_target", "_backpack"];
|
||||
|
||||
// do cam shake if the target is the player
|
||||
@ -20,7 +21,8 @@ if ([_target] call EFUNC(common,isPlayer)) then {
|
||||
addCamShake [4, 0.5, 5];
|
||||
};
|
||||
|
||||
// play a rustling sound
|
||||
// play a zipper sound effect
|
||||
private ["_sounds", "_position"];
|
||||
|
||||
_sounds = [
|
||||
/*"a3\sounds_f\characters\ingame\AinvPknlMstpSlayWpstDnon_medic.wss",
|
||||
@ -32,8 +34,7 @@ _sounds = [
|
||||
QUOTE(PATHTO_R(sounds\zip_out.wav))
|
||||
];
|
||||
|
||||
_position = _target modelToWorldVisual (_target selectionPosition "Spine3");
|
||||
_position = _position call EFUNC(common,positionToASL);
|
||||
_position = AGLToASL (_target modelToWorldVisual (_target selectionPosition "Spine3"));
|
||||
|
||||
playSound3D [
|
||||
_sounds select floor random count _sounds,
|
||||
|
@ -1,23 +1,24 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Check if the given backpack is an actual backpack that can store items. Parachute, static weapon packs, etc. will return false.
|
||||
*
|
||||
* Check if the given backpack is an actual backpack that can store items. Parachute backpacks will return false for example.
|
||||
* Arguments:
|
||||
* 0: Backpack <OBJECT, STRING>
|
||||
*
|
||||
* Argument:
|
||||
* 0: A backpack (Object or String)
|
||||
* Return Value:
|
||||
* Boolean <BOOL>
|
||||
*
|
||||
* Return value:
|
||||
* Boolean (Bool)
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_config"];
|
||||
params ["_backpack"];
|
||||
|
||||
if (typeName _backpack == "OBJECT") then {
|
||||
_backpack = typeOf _backpack;
|
||||
};
|
||||
|
||||
private "_config";
|
||||
_config = configFile >> "CfgVehicles" >> _backpack;
|
||||
|
||||
getText (_config >> "vehicleClass") == "backpacks" && {getNumber (_config >> "maximumLoad") > 0}
|
||||
getText (_config >> "vehicleClass") == "backpacks" && {getNumber (_config >> "maximumLoad") > 0} // return
|
||||
|
@ -1,17 +1,19 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Handle the open inventory event. Camshake and sound on target client.
|
||||
*
|
||||
* Handle the open inventory event. Display message on target client.
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: Backpack <OBJECT>
|
||||
*
|
||||
* Argument:
|
||||
* Input from "InventoryOpened" eventhandler
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* false. Always open the inventory dialog. (Bool)
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_unit","_backpack"];
|
||||
params ["_unit", "_backpack"];
|
||||
|
||||
// exit if the target is not a real backpack, i.e. parachute, static weapon bag etc.
|
||||
if !([_backpack] call FUNC(isBackpack)) exitWith {false};
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project name="ACE">
|
||||
<Package name="Ballistics">
|
||||
<!-- MX -->
|
||||
@ -1599,7 +1599,9 @@
|
||||
<German>[ACE] Munitionskiste</German>
|
||||
<Czech>[ACE] Bedna s municí</Czech>
|
||||
<Portuguese>[ACE] Caixa com suprimentos de munição</Portuguese>
|
||||
<French>[ACE] Caisse de munitions</French>
|
||||
<Hungarian>[ACE] Lőszeres láda</Hungarian>
|
||||
<Russian>[ACE] Ящик с боеприпасами</Russian>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
@ -25,14 +25,6 @@ class Extended_GetOut_EventHandlers {
|
||||
};
|
||||
};
|
||||
};
|
||||
//reset captivity and escorting status when getting killed
|
||||
class Extended_Killed_EventHandlers {
|
||||
class CAManBase {
|
||||
class GVAR(AutoDetachCaptive) {
|
||||
killed = QUOTE(_this call FUNC(handleKilled));
|
||||
};
|
||||
};
|
||||
};
|
||||
//mission start
|
||||
class Extended_InitPost_EventHandlers {
|
||||
class CAManBase {
|
||||
|
@ -18,7 +18,6 @@ if (isServer) then {
|
||||
}];
|
||||
};
|
||||
|
||||
["playerVehicleChanged", {_this call FUNC(handleVehicleChanged)}] call EFUNC(common,addEventHandler);
|
||||
["zeusDisplayChanged", {_this call FUNC(handleZeusDisplayChanged)}] call EFUNC(common,addEventHandler);
|
||||
["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
|
||||
["MoveInCaptive", {_this call FUNC(vehicleCaptiveMoveIn)}] call EFUNC(common,addEventHandler);
|
||||
@ -27,7 +26,7 @@ if (isServer) then {
|
||||
["SetHandcuffed", {_this call FUNC(setHandcuffed)}] call EFUNC(common,addEventHandler);
|
||||
["SetSurrendered", {_this call FUNC(setSurrendered)}] call EFUNC(common,addEventHandler);
|
||||
|
||||
//Medical Integration Events???
|
||||
//Medical Integration Events
|
||||
["medical_onUnconscious", {_this call ACE_Captives_fnc_handleOnUnconscious}] call EFUNC(common,addEventHandler);
|
||||
|
||||
if (!hasInterface) exitWith {};
|
||||
|
@ -19,7 +19,6 @@ PREP(doUnloadCaptive);
|
||||
PREP(findEmptyNonFFVCargoSeat);
|
||||
PREP(handleGetIn);
|
||||
PREP(handleGetOut);
|
||||
PREP(handleKilled);
|
||||
PREP(handleOnUnconscious);
|
||||
PREP(handlePlayerChanged);
|
||||
PREP(handleRespawn);
|
||||
|
@ -23,4 +23,9 @@ params ["_unit", "_target"];
|
||||
("ACE_CableTie" in (items _unit)) &&
|
||||
{alive _target} &&
|
||||
{!(_target getVariable [QGVAR(isHandcuffed), false])} &&
|
||||
(GVAR(requireSurrender) == 0 || ((_target getVariable [QGVAR(isSurrendering), false]) || (currentWeapon _target == "" && GVAR(requireSurrender) == 2)))
|
||||
{
|
||||
(_target getVariable ["ACE_isUnconscious", false]) || //isUnconscious
|
||||
{GVAR(requireSurrender) == 0} || //or don't require surrendering
|
||||
{_target getVariable [QGVAR(isSurrendering), false]} || //or is surrendering
|
||||
{(GVAR(requireSurrender) == 2) && {(currentWeapon _target) == ""}} //or "SurrenderOrNoWeapon" and no weapon
|
||||
}
|
||||
|
@ -26,7 +26,7 @@ if (local _unit) then {
|
||||
};
|
||||
|
||||
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
|
||||
[_unit, false] call FUNC(setSurrender);
|
||||
[_unit, false] call FUNC(setSurrendered);
|
||||
};
|
||||
|
||||
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
|
||||
|
@ -1,32 +0,0 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Handles when a unit is kill. Reset captivity and escorting status
|
||||
*
|
||||
* Arguments:
|
||||
* 0: _oldUnit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [bob1] call ACE_captives_fnc_handleKilled
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_oldUnit"];
|
||||
|
||||
if (!local _oldUnit) exitWith {};
|
||||
|
||||
if (_oldUnit getVariable [QGVAR(isHandcuffed), false]) then {
|
||||
[_oldUnit, false] call FUNC(setHandcuffed);
|
||||
};
|
||||
|
||||
if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {
|
||||
_oldUnit setVariable [QGVAR(isEscorting), false, true];
|
||||
};
|
||||
|
||||
if (_oldUnit getVariable [QGVAR(isSurrendering), false]) then {
|
||||
[_oldUnit, false] call FUNC(setSurrendered);
|
||||
};
|
@ -20,20 +20,34 @@ params ["_unit","_dead"];
|
||||
|
||||
if (!local _unit) exitWith {};
|
||||
|
||||
//With respawn="group", we could be respawning into a unit that is handcuffed/captive
|
||||
//If they are, reset and rerun the SET function
|
||||
//if not, make sure to explicity disable the setCaptivityStatus, because captiveNum does not work correctly on respawn
|
||||
// Group and side respawn can potentially respawn you as a captive unit
|
||||
// Base and instant respawn cannot, so captive should be entirely reset
|
||||
// So we explicity account for the respawn type
|
||||
private ["_respawn"];
|
||||
_respawn = [0] call BIS_fnc_missionRespawnType;
|
||||
|
||||
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
|
||||
_unit setVariable [QGVAR(isHandcuffed), false];
|
||||
[_unit, true] call FUNC(setHandcuffed);
|
||||
if (_respawn > 3) then {
|
||||
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
|
||||
_unit setVariable [QGVAR(isHandcuffed), false];
|
||||
[_unit, true] call FUNC(setHandcuffed);
|
||||
};
|
||||
|
||||
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
|
||||
_unit setVariable [QGVAR(isSurrendering), false];
|
||||
[_unit, true] call FUNC(setSurrendered);
|
||||
};
|
||||
} else {
|
||||
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
|
||||
[_unit, false] call FUNC(setHandcuffed);
|
||||
};
|
||||
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
|
||||
};
|
||||
|
||||
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
|
||||
_unit setVariable [QGVAR(isSurrendering), false];
|
||||
[_unit, true] call FUNC(setSurrendered);
|
||||
} else {
|
||||
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
|
||||
[_unit, false] call FUNC(setSurrendered);
|
||||
};
|
||||
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
|
||||
|
||||
if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {
|
||||
_oldUnit setVariable [QGVAR(isEscorting), false, true];
|
||||
};
|
||||
};
|
||||
|
@ -109,3 +109,6 @@ if (_state) then {
|
||||
showHUD true;
|
||||
};
|
||||
};
|
||||
|
||||
//Global Event after changes:
|
||||
["CaptiveStatusChanged", [_unit, _state, "SetHandcuffed"]] call EFUNC(common,globalEvent);
|
||||
|
@ -101,3 +101,6 @@ if (_state) then {
|
||||
}, 0, [_unit, (ACE_time + 20)]] call CBA_fnc_addPerFrameHandler;
|
||||
};
|
||||
};
|
||||
|
||||
//Global Event after changes:
|
||||
["CaptiveStatusChanged", [_unit, _state, "SetSurrendered"]] call EFUNC(common,globalEvent);
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project name="ACE">
|
||||
<Package name="Captives">
|
||||
<Key ID="STR_ACE_Captives_SetCaptive">
|
||||
@ -99,7 +99,7 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_CableTieDescription">
|
||||
<English>Cable ties that allow you to restrain prisoners.</English>
|
||||
<German>Kabelbinder ermöglichen es, Gefangene zu fesseln.</German>
|
||||
<German>Mit Kabelbindern können Gefangene gefesselt werden.</German>
|
||||
<Polish>Opaska zaciskowa pozwala na skrępowanie dłoni u więźnia.</Polish>
|
||||
<Spanish>Los precintos permiten maniatar prisioneros</Spanish>
|
||||
<French>Les Serflex permettent de menotter les prisonniers.</French>
|
||||
@ -164,7 +164,9 @@
|
||||
<German>Einheit kapitulieren lassen</German>
|
||||
<Czech>Vzdávající se jednotka</Czech>
|
||||
<Portuguese>Fazer unidade se render</Portuguese>
|
||||
<French>Faire capituler l'unité</French>
|
||||
<Hungarian>Egység kapitulálása</Hungarian>
|
||||
<Russian>Сделать юнита пленным</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_ModuleSurrender_Description">
|
||||
<English>Sync a unit to make them surrender.<br />Source: ace_captives</English>
|
||||
@ -173,7 +175,9 @@
|
||||
<German>Einheit synchronisieren, um sie kapitulieren zu lassen.<br />Quelle: ace_captives</German>
|
||||
<Czech>Synchronizuj s jednotkou, která se má vzdát.<br />Zdroj: ace_captives</Czech>
|
||||
<Portuguese>Sincroniza uma unidade para fazer com que ela se renda. <br/>Fonte: ace_captives</Portuguese>
|
||||
<French>Synchronise une unité pour la rendre captive. <br/>Source: ace_captives</French>
|
||||
<Hungarian>Egység szinkronizálása, hogy kapituláljon.<br />Forrás: ace_captives</Hungarian>
|
||||
<Russian>Синхронизируйте с юнитами, чтобы сделать их пленными.<br />Источник: ace_captives</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
|
||||
<English>Captives Settings</English>
|
||||
@ -182,7 +186,9 @@
|
||||
<Czech>Nastavení zajatce</Czech>
|
||||
<German>Gefangenen-Einstellungen</German>
|
||||
<Portuguese>Ajustes de prisioneiros</Portuguese>
|
||||
<French>Options de capitulation</French>
|
||||
<Hungarian>Fogoly-beállítások</Hungarian>
|
||||
<Russian>Настройки пленения</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_ModuleSettings_Description">
|
||||
<English>Controls settings for surrender and cable ties</English>
|
||||
@ -191,25 +197,31 @@
|
||||
<Czech>Toto kontroluje nastavení kapitulace a pout</Czech>
|
||||
<German>Einstellungen zur Kapitulation und Kabelbindern</German>
|
||||
<Portuguese>Controla as configurações de rendição e abraçadeiras</Portuguese>
|
||||
<French>Contrôle les paramètres de la rédition et des Serflex</French>
|
||||
<Hungarian>Szabályozza a kapituláció és bilincselés beállításait</Hungarian>
|
||||
<Russian>Управляет настройками сдачи в плен и связывания</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_name">
|
||||
<English>Can handcuff own side</English>
|
||||
<Polish>Skuwanie sojuszników</Polish>
|
||||
<Spanish>Se puede esposar el bando propio</Spanish>
|
||||
<Czech>Může spoutat spolubojovníky</Czech>
|
||||
<German>Kann Teamkollegen fesseln</German>
|
||||
<German>Kann Kameraden fesseln</German>
|
||||
<Portuguese>Pode algemar o próprio lado</Portuguese>
|
||||
<French>Peut libérer sa propre faction</French>
|
||||
<Hungarian>Saját oldal megbilincselhető</Hungarian>
|
||||
<Russian>Связать союзника</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_description">
|
||||
<English>Can players cabletie units on their own side</English>
|
||||
<Polish>Czy gracze mogą skuwać sojuszników?</Polish>
|
||||
<Spanish>Pueden los jugadores esposar unidades en su propio bando</Spanish>
|
||||
<Czech>Mohou hráči spoutat jednotky na své straně</Czech>
|
||||
<German>Können Spieler eigene Einheiten fesseln</German>
|
||||
<German>Spieler können eigene Einheiten fesseln. </German>
|
||||
<Portuguese>Os jogadores podem algemar unidades do seu lado</Portuguese>
|
||||
<French>Les joueurs peuvent utiliser les Serflex sur leur propre camp</French>
|
||||
<Hungarian>A játékosok megkötözhetik-e a saját oldalukon lévő egységeket</Hungarian>
|
||||
<Russian>Разрешить игрокам связывать юнитов своей стороны</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_name">
|
||||
<English>Allow surrendering</English>
|
||||
@ -218,36 +230,52 @@
|
||||
<Czech>Povolit vzdávání</Czech>
|
||||
<German>Kapitulation erlauben</German>
|
||||
<Portuguese>Permite rendição</Portuguese>
|
||||
<French>Permettre la capitulation</French>
|
||||
<Hungarian>Kapituláció engedélyezése</Hungarian>
|
||||
<Russian>Сдаться в плен</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_description">
|
||||
<English>Players can surrender after holstering their weapon</English>
|
||||
<Polish>Gracze mogą skapitulować po schowaniu swojej broni do kabury</Polish>
|
||||
<Spanish>Los jugadores pueden rendirse después de enfundar su arma</Spanish>
|
||||
<Czech>Hráč se může vzdát poté, co si skryje zbraň</Czech>
|
||||
<German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben</German>
|
||||
<German>Spieler können kapitulieren, nachdem sie ihre Waffe geholstert haben.</German>
|
||||
<Portuguese>Jogadores podem se render depois de guardar sua arma</Portuguese>
|
||||
<French>Les joueurs peuvent se rendre après avoir rangé leur arme</French>
|
||||
<Hungarian>A játékosok megadhatják magukat a fegyverük elrakása után</Hungarian>
|
||||
<Russian>Игроки могут сдаться в плен после того, как уберут оружие</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_name">
|
||||
<English>Require surrendering</English>
|
||||
<German>Benötigt Kapitulation</German>
|
||||
<Polish>Wymagaj kapitulacji</Polish>
|
||||
<Portuguese>Requer rendição</Portuguese>
|
||||
<Russian>Требовать пленения</Russian>
|
||||
<Spanish>Requiere rendición</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrender_description">
|
||||
<English>Require Players to surrender before they can be arrested</English>
|
||||
<German>Spieler müssen sich erst ergeben, bevor sie gefangen genommen werden können</German>
|
||||
<Polish>Wymagaj od graczy kapitulacji zanim będzie można ich zaaresztować</Polish>
|
||||
<Portuguese>Requer que jogadores se rendam antes de poderem ser presos</Portuguese>
|
||||
<Russian>Требуется, чтобы игрок сдался в плен прежде, чем его можно будет связать</Russian>
|
||||
<Spanish>Requiere que los Jugadores se rindan antes de arrestarlos</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_SurrenderOnly">
|
||||
<English>Surrendering only</English>
|
||||
<German>Nur Ergeben</German>
|
||||
<Polish>Tylko kapitulacja</Polish>
|
||||
<Portuguese>Somente rendição </Portuguese>
|
||||
<Russian>Только сдавшийся в плен</Russian>
|
||||
<Spanish>Solo rendición</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_SurrenderOrNoWeapon">
|
||||
<English>Surrendering or No weapon</English>
|
||||
<German>Ergeben oder keine Waffe</German>
|
||||
<Polish>Kapitulacja lub brak broni</Polish>
|
||||
<Portuguese>Rendição ou desarmado</Portuguese>
|
||||
<Russian>Сдавшийся или безоружный</Russian>
|
||||
<Spanish>Rendición o desarme</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
@ -16,85 +16,73 @@ class Extended_Killed_EventHandlers {
|
||||
};
|
||||
};
|
||||
|
||||
class Extended_Init_EventHandlers {
|
||||
//Need initPost or we have problems with setVariable with 'ACE_Cargo'
|
||||
class Extended_InitPost_EventHandlers {
|
||||
class StaticWeapon {
|
||||
class ADDON {
|
||||
init = QUOTE(_this call DFUNC(initObject));
|
||||
};
|
||||
};
|
||||
|
||||
class ReammoBox_F {
|
||||
class ADDON {
|
||||
init = QUOTE(_this call DFUNC(initObject));
|
||||
};
|
||||
};
|
||||
|
||||
class Cargo_base_F {
|
||||
class ADDON {
|
||||
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
|
||||
};
|
||||
};
|
||||
|
||||
class CargoNet_01_box_F {
|
||||
class ADDON {
|
||||
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
|
||||
};
|
||||
};
|
||||
|
||||
class Land_CargoBox_V1_F {
|
||||
class ADDON {
|
||||
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
|
||||
};
|
||||
};
|
||||
|
||||
class Land_PaperBox_closed_F {
|
||||
class ADDON {
|
||||
init = QUOTE(_this call DFUNC(initObject); _this call DFUNC(initVehicle));
|
||||
};
|
||||
};
|
||||
|
||||
class Car {
|
||||
class ADDON {
|
||||
init = QUOTE(_this call DFUNC(initVehicle));
|
||||
};
|
||||
};
|
||||
|
||||
class Tank {
|
||||
class ADDON {
|
||||
init = QUOTE(_this call DFUNC(initVehicle));
|
||||
};
|
||||
};
|
||||
|
||||
class Helicopter {
|
||||
class ADDON {
|
||||
init = QUOTE(_this call DFUNC(initVehicle));
|
||||
};
|
||||
};
|
||||
|
||||
class Plane {
|
||||
class ADDON {
|
||||
init = QUOTE(_this call DFUNC(initVehicle));
|
||||
};
|
||||
};
|
||||
|
||||
class Ship_F {
|
||||
class ADDON {
|
||||
init = QUOTE(_this call DFUNC(initVehicle));
|
||||
};
|
||||
};
|
||||
|
||||
class ACE_RepairItem_Base {
|
||||
class ADDON {
|
||||
init = QUOTE(_this call DFUNC(initObject));
|
||||
};
|
||||
};
|
||||
|
||||
class ACE_bodyBagObject {
|
||||
class ADDON {
|
||||
init = QUOTE(_this call DFUNC(initObject));
|
||||
};
|
||||
};
|
||||
|
||||
class ACE_ConcertinaWireCoil {
|
||||
class ADDON {
|
||||
init = QUOTE(_this call DFUNC(initObject));
|
||||
|
@ -10,6 +10,7 @@ class CfgVehicles {
|
||||
isGlobal = 1;
|
||||
isTriggerActivated = 0;
|
||||
author = ECSTRING(common,ACETeam);
|
||||
|
||||
class Arguments {
|
||||
class enable {
|
||||
displayName = CSTRING(ModuleSettings_enable);
|
||||
@ -18,13 +19,13 @@ class CfgVehicles {
|
||||
defaultValue = 1;
|
||||
};
|
||||
};
|
||||
|
||||
class ModuleDescription {
|
||||
description = CSTRING(SettingsModule_Description);
|
||||
sync[] = {};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
class LandVehicle;
|
||||
class Car: LandVehicle {
|
||||
GVAR(space) = 4;
|
||||
@ -39,6 +40,7 @@ class CfgVehicles {
|
||||
};*/
|
||||
};
|
||||
};
|
||||
|
||||
class Tank: LandVehicle {
|
||||
GVAR(space) = 4;
|
||||
GVAR(hasCargo) = 1;
|
||||
@ -50,27 +52,154 @@ class CfgVehicles {
|
||||
GVAR(hasCargo) = 1;
|
||||
};
|
||||
|
||||
// hemets
|
||||
class Truck_01_base_F: Truck_F {
|
||||
GVAR(space) = 8;
|
||||
};
|
||||
class B_Truck_01_transport_F: Truck_01_base_F {
|
||||
GVAR(space) = 20;
|
||||
};
|
||||
class B_Truck_01_covered_F: B_Truck_01_transport_F {
|
||||
GVAR(space) = 20;
|
||||
};
|
||||
class B_Truck_01_mover_F: B_Truck_01_transport_F {
|
||||
GVAR(space) = 4;
|
||||
};
|
||||
class B_Truck_01_box_F: B_Truck_01_mover_F {
|
||||
GVAR(space) = 40;
|
||||
};
|
||||
class B_Truck_01_Repair_F: B_Truck_01_mover_F {
|
||||
GVAR(space) = 20;
|
||||
};
|
||||
class B_Truck_01_ammo_F: B_Truck_01_mover_F {
|
||||
GVAR(space) = 8;
|
||||
};
|
||||
class B_Truck_01_fuel_F: B_Truck_01_mover_F {
|
||||
GVAR(space) = 4;
|
||||
};
|
||||
class B_Truck_01_medical_F: B_Truck_01_transport_F {
|
||||
GVAR(space) = 8;
|
||||
};
|
||||
|
||||
// kamaz'
|
||||
class Truck_02_base_F: Truck_F { //covers "covered" variants
|
||||
GVAR(space) = 20;
|
||||
};
|
||||
class Truck_02_transport_base_F: Truck_02_base_F {
|
||||
GVAR(space) = 20;
|
||||
};
|
||||
class Truck_02_box_base_F: Truck_02_base_F { // repair variant, not actually cargo box like hemet
|
||||
GVAR(space) = 12;
|
||||
};
|
||||
class Truck_02_medical_base_F: Truck_02_box_base_F {
|
||||
GVAR(space) = 8;
|
||||
};
|
||||
class Truck_02_Ammo_base_F: Truck_02_base_F {
|
||||
GVAR(space) = 12;
|
||||
};
|
||||
class Truck_02_fuel_base_F: Truck_02_base_F {
|
||||
GVAR(space) = 4;
|
||||
};
|
||||
|
||||
// typhoon
|
||||
class Truck_03_base_F: Truck_F {
|
||||
GVAR(space) = 8;
|
||||
};
|
||||
class O_Truck_03_transport_F: Truck_03_base_F {
|
||||
GVAR(space) = 20;
|
||||
};
|
||||
class O_Truck_03_covered_F: Truck_03_base_F {
|
||||
GVAR(space) = 20;
|
||||
};
|
||||
class O_Truck_03_repair_F: Truck_03_base_F {
|
||||
GVAR(space) = 12;
|
||||
};
|
||||
class O_Truck_03_ammo_F: Truck_03_base_F {
|
||||
GVAR(space) = 8;
|
||||
};
|
||||
class O_Truck_03_fuel_F: Truck_03_base_F {
|
||||
GVAR(space) = 4;
|
||||
};
|
||||
class O_Truck_03_medical_F: Truck_03_base_F {
|
||||
GVAR(space) = 8;
|
||||
};
|
||||
class O_Truck_03_device_F: Truck_03_base_F {
|
||||
GVAR(space) = 4;
|
||||
};
|
||||
|
||||
// civ trucks
|
||||
class Van_01_base_F: Truck_F {
|
||||
GVAR(space) = 8;
|
||||
};
|
||||
class Van_01_transport_base_F: Van_01_base_F {
|
||||
GVAR(space) = 8;
|
||||
};
|
||||
class Van_01_box_base_F: Van_01_base_F { // repair variant, not actually cargo box like hemet
|
||||
GVAR(space) = 12;
|
||||
};
|
||||
class Van_01_fuel_base_F: Van_01_base_F {
|
||||
GVAR(space) = 4;
|
||||
};
|
||||
|
||||
// misc. vehicles
|
||||
class Quadbike_01_base_F: Car_F {
|
||||
GVAR(space) = 0;
|
||||
GVAR(hasCargo) = 0;
|
||||
};
|
||||
|
||||
class Kart_01_Base_F: Car_F {
|
||||
GVAR(space) = 0;
|
||||
GVAR(hasCargo) = 0;
|
||||
};
|
||||
|
||||
// helicopters
|
||||
class Air;
|
||||
class Helicopter: Air {
|
||||
GVAR(space) = 8;
|
||||
GVAR(hasCargo) = 1;
|
||||
};
|
||||
|
||||
class Heli_Transport_02_base_F;
|
||||
class I_Heli_Transport_02_F : Heli_Transport_02_base_F {
|
||||
GVAR(space) = 20;
|
||||
GVAR(hasCargo) = 1;
|
||||
};
|
||||
|
||||
// jets
|
||||
class Plane: Air {
|
||||
GVAR(space) = 4;
|
||||
GVAR(hasCargo) = 1;
|
||||
GVAR(space) = 0;
|
||||
GVAR(hasCargo) = 0;
|
||||
};
|
||||
|
||||
// boats
|
||||
class Ship;
|
||||
class Ship_F: Ship {
|
||||
GVAR(space) = 4;
|
||||
GVAR(hasCargo) = 1;
|
||||
};
|
||||
|
||||
class Boat_Civil_01_base_F: Ship_F {
|
||||
GVAR(space) = 4;
|
||||
GVAR(hasCargo) = 1;
|
||||
};
|
||||
|
||||
class Boat_F: Ship_F {};
|
||||
class Rubber_duck_base_F: Boat_F {
|
||||
GVAR(space) = 0;
|
||||
GVAR(hasCargo) = 0;
|
||||
};
|
||||
|
||||
class Boat_Armed_01_base_F: Boat_F {
|
||||
GVAR(space) = 8;
|
||||
GVAR(hasCargo) = 1;
|
||||
};
|
||||
|
||||
// submarines
|
||||
class SDV_01_base_F: Boat_F {
|
||||
GVAR(space) = 0;
|
||||
GVAR(hasCargo) = 0;
|
||||
};
|
||||
|
||||
// Static weapons
|
||||
class StaticWeapon: LandVehicle {
|
||||
GVAR(size) = 2; // 1 = small, 2 = large
|
||||
@ -89,6 +218,18 @@ class CfgVehicles {
|
||||
GVAR(size) = 2; // 1 = small, 2 = large
|
||||
GVAR(canLoad) = 1;
|
||||
};
|
||||
//"Supply Box" - Small Pallets
|
||||
class B_supplyCrate_F: ReammoBox_F {
|
||||
GVAR(size) = 6;
|
||||
};
|
||||
class IG_supplyCrate_F: ReammoBox_F {
|
||||
GVAR(size) = 6;
|
||||
};
|
||||
class C_supplyCrate_F: ReammoBox_F {
|
||||
GVAR(size) = 6;
|
||||
};
|
||||
|
||||
|
||||
|
||||
class Scrapyard_base_F;
|
||||
class Land_PaperBox_closed_F: Scrapyard_base_F {
|
||||
@ -97,6 +238,7 @@ class CfgVehicles {
|
||||
GVAR(size) = 11;
|
||||
GVAR(canLoad) = 1;
|
||||
XEH_ENABLED;
|
||||
|
||||
class ACE_Actions {
|
||||
class ACE_MainActions {
|
||||
displayName = ECSTRING(interaction,MainAction);
|
||||
@ -114,6 +256,7 @@ class CfgVehicles {
|
||||
GVAR(hasCargo) = 1;
|
||||
GVAR(size) = 4;
|
||||
GVAR(canLoad) = 1;
|
||||
|
||||
class ACE_Actions {
|
||||
class ACE_MainActions {
|
||||
displayName = ECSTRING(interaction,MainAction);
|
||||
@ -165,12 +308,14 @@ class CfgVehicles {
|
||||
GVAR(size) = 50;
|
||||
XEH_ENABLED;
|
||||
};
|
||||
|
||||
class Ruins_F;
|
||||
class Land_Cargo20_military_ruins_F: Ruins_F {
|
||||
GVAR(space) = 49;
|
||||
GVAR(size) = 50;
|
||||
XEH_ENABLED;
|
||||
};
|
||||
|
||||
class Land_Cargo20_orange_F: Cargo_base_F {
|
||||
GVAR(space) = 49;
|
||||
GVAR(size) = 50;
|
||||
@ -202,7 +347,6 @@ class CfgVehicles {
|
||||
XEH_ENABLED;
|
||||
};
|
||||
|
||||
|
||||
class Land_Cargo40_blue_F: Cargo_base_F {
|
||||
GVAR(space) = 99;
|
||||
GVAR(size) = 100;
|
||||
@ -238,11 +382,13 @@ class CfgVehicles {
|
||||
GVAR(size) = 100;
|
||||
XEH_ENABLED;
|
||||
};
|
||||
|
||||
class Land_Cargo40_military_ruins_F: Ruins_F {
|
||||
GVAR(space) = 99;
|
||||
GVAR(size) = 100;
|
||||
XEH_ENABLED;
|
||||
};
|
||||
|
||||
class Land_Cargo40_orange_F: Cargo_base_F {
|
||||
GVAR(space) = 99;
|
||||
GVAR(size) = 100;
|
||||
@ -273,12 +419,14 @@ class CfgVehicles {
|
||||
GVAR(size) = 100;
|
||||
XEH_ENABLED;
|
||||
};
|
||||
|
||||
// small
|
||||
class Land_CargoBox_V1_F: ThingX {
|
||||
GVAR(space) = 7;
|
||||
GVAR(hasCargo) = 1;
|
||||
GVAR(size) = 7;
|
||||
XEH_ENABLED;
|
||||
|
||||
class ACE_Actions {
|
||||
class ACE_MainActions {
|
||||
displayName = ECSTRING(interaction,MainAction);
|
||||
@ -289,6 +437,5 @@ class CfgVehicles {
|
||||
selection = "";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
};
|
||||
};
|
||||
|
@ -6,6 +6,7 @@
|
||||
* 0: Item Classname <STRING>
|
||||
* 1: Vehicle <OBJECT>
|
||||
* 2: Amount <NUMBER> (default: 1)
|
||||
* 3: Show Hint <BOOL> (default: false)
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
@ -18,7 +19,7 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_position", "_item", "_i"];
|
||||
params ["_itemClass", "_vehicle", ["_amount", 1]];
|
||||
params ["_itemClass", "_vehicle", ["_amount", 1], ["_showHint", false, [false]] ];
|
||||
TRACE_3("params",_itemClass,_vehicle,_amount);
|
||||
|
||||
_position = getPos _vehicle;
|
||||
@ -29,9 +30,11 @@ for "_i" from 1 to _amount do {
|
||||
_item = createVehicle [_itemClass, _position, [], 0, "CAN_COLLIDE"];
|
||||
|
||||
// Load item or delete it if no space left
|
||||
if !([_item, _vehicle] call FUNC(loadItem)) exitWith {
|
||||
if !([_item, _vehicle, _showHint] call FUNC(loadItem)) exitWith {
|
||||
TRACE_1("no room to load item - deleting",_item);
|
||||
deleteVehicle _item;
|
||||
};
|
||||
TRACE_1("Item Loaded",_item);
|
||||
|
||||
// Invoke listenable event
|
||||
["cargoAddedByClass", [_itemClass, _vehicle, _amount]] call EFUNC(common,globalEvent);
|
||||
|
@ -31,4 +31,6 @@ if (_nearestVehicle isKindOf "Cargo_Base_F" || isNull _nearestVehicle) then {
|
||||
|
||||
if (isNull _nearestVehicle) exitWith {false};
|
||||
|
||||
if ((locked _nearestVehicle) >= 2) exitWith {false};
|
||||
|
||||
[_object, _nearestVehicle] call FUNC(canLoadItemIn)
|
||||
|
@ -25,7 +25,11 @@ _initializedClasses = GETMVAR(GVAR(initializedClasses),[]);
|
||||
if (isServer) then {
|
||||
{
|
||||
if (isClass _x) then {
|
||||
["AddCargoByClass", [getText (_x >> "type"), _vehicle, getNumber (_x >> "amount")]] call EFUNC(common,localEvent);
|
||||
private ["_cargoClassname", "_cargoCount"];
|
||||
_cargoClassname = getText (_x >> "type");
|
||||
_cargoCount = getNumber (_x >> "amount");
|
||||
TRACE_3("adding ACE_Cargo", (configName _x), _cargoClassname, _cargoCount);
|
||||
["AddCargoByClass", [_cargoClassname, _vehicle, _cargoCount]] call EFUNC(common,localEvent);
|
||||
};
|
||||
} count ("true" configClasses (configFile >> "CfgVehicles" >> _type >> "ACE_Cargo" >> "Cargo"));
|
||||
};
|
||||
@ -41,7 +45,7 @@ if (getNumber (configFile >> "CfgVehicles" >> _type >> QGVAR(hasCargo)) != 1) ex
|
||||
private ["_text", "_condition", "_statement", "_icon", "_action"];
|
||||
_condition = {
|
||||
params ["_target", "_player"];
|
||||
GVAR(enable) && {locked _target < 2} && {[_player, _target, []] call EFUNC(common,canInteractWith)}
|
||||
GVAR(enable) && {locked _target < 2} && {alive _target} && {[_player, _target, []] call EFUNC(common,canInteractWith)}
|
||||
};
|
||||
_text = localize LSTRING(openMenu);
|
||||
_statement = {GVAR(interactionVehicle) = _target; createDialog QGVAR(menu);};
|
||||
|
@ -5,6 +5,7 @@
|
||||
* Arguments:
|
||||
* 0: Object <OBJECT>
|
||||
* 1: Vehicle <OBJECT>
|
||||
* 2: Show Hint <BOOL> (default: true)
|
||||
*
|
||||
* Return value:
|
||||
* Object loaded <BOOL>
|
||||
@ -18,14 +19,20 @@
|
||||
|
||||
private ["_loaded", "_space", "_itemSize"];
|
||||
|
||||
params ["_item", "_vehicle"];
|
||||
params ["_item", "_vehicle", ["_showHint", true, [true]] ];
|
||||
TRACE_2("params",_item,_vehicle);
|
||||
|
||||
if !([_item, _vehicle] call FUNC(canLoadItemIn)) exitWith {false};
|
||||
if !([_item, _vehicle] call FUNC(canLoadItemIn)) exitWith {
|
||||
TRACE_2("canLoadItemIn failed",_item,_vehicle);
|
||||
false
|
||||
};
|
||||
|
||||
_loaded = _vehicle getVariable [QGVAR(loaded), []];
|
||||
_loaded pushback _item;
|
||||
_vehicle setVariable [QGVAR(loaded), _loaded, true];
|
||||
|
||||
TRACE_1("added to loaded array",_loaded);
|
||||
|
||||
_space = [_vehicle] call FUNC(getCargoSpaceLeft);
|
||||
_itemSize = [_item] call FUNC(getSizeItem);
|
||||
_vehicle setVariable [QGVAR(space), _space - _itemSize, true];
|
||||
@ -34,6 +41,16 @@ detach _item;
|
||||
_item attachTo [_vehicle,[0,0,100]];
|
||||
["hideObjectGlobal", [_item, true]] call EFUNC(common,serverEvent);
|
||||
|
||||
// show hint
|
||||
private ["_itemName", "_vehicleName"];
|
||||
|
||||
_itemName = getText (configFile >> "CfgVehicles" >> typeOf _item >> "displayName");
|
||||
_vehicleName = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "displayName");
|
||||
|
||||
if (_showHint) then {
|
||||
["displayTextStructured", [[localize LSTRING(LoadedItem), _itemName, _vehicleName], 3.0]] call EFUNC(common,localEvent);
|
||||
};
|
||||
|
||||
// Invoke listenable event
|
||||
["cargoLoaded", [_item, _vehicle]] call EFUNC(common,globalEvent);
|
||||
|
||||
|
@ -25,4 +25,4 @@ if (!_activated) exitWith {};
|
||||
|
||||
[_logic, QGVAR(enable), "enable"] call EFUNC(common,readSettingFromModule);
|
||||
|
||||
diag_log text "[ACE]: Cargo Module Initialized.";
|
||||
ACE_LOGINFO("Cargo Module Initialized.");
|
||||
|
@ -60,6 +60,14 @@ detach _item;
|
||||
_item setPosASL (_emptyPos call EFUNC(common,PositiontoASL));
|
||||
["hideObjectGlobal", [_item, false]] call EFUNC(common,serverEvent);
|
||||
|
||||
// show hint
|
||||
private ["_itemName", "_vehicleName"];
|
||||
|
||||
_itemName = getText (configFile >> "CfgVehicles" >> typeOf _item >> "displayName");
|
||||
_vehicleName = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "displayName");
|
||||
|
||||
["displayTextStructured", [[localize LSTRING(UnloadedItem), _itemName, _vehicleName], 3.0]] call EFUNC(common,localEvent);
|
||||
|
||||
// TOOO maybe drag/carry the unloaded item?
|
||||
|
||||
// Invoke listenable event
|
||||
|
@ -1,6 +1,8 @@
|
||||
#define COMPONENT cargo
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
|
||||
#ifdef DEBUG_ENABLED_CARGO
|
||||
#define DEBUG_MODE_FULL
|
||||
#endif
|
||||
|
@ -5,46 +5,95 @@
|
||||
<English>Load</English>
|
||||
<Polish>Załaduj</Polish>
|
||||
<Portuguese>Carregar</Portuguese>
|
||||
<Russian>Загрузить</Russian>
|
||||
<Czech>Naložit</Czech>
|
||||
<Spanish>Cargar</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Cargo_unloadObject">
|
||||
<English>Unload</English>
|
||||
<Polish>Wyładuj</Polish>
|
||||
<Portuguese>Descarregar</Portuguese>
|
||||
<Russian>Выгрузить</Russian>
|
||||
<Czech>Vyložit</Czech>
|
||||
<Spanish>Descargar</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Cargo_openMenu">
|
||||
<English>Cargo</English>
|
||||
<Polish>Ładunek</Polish>
|
||||
<Portuguese>Carga</Portuguese>
|
||||
<Russian>Грузовой отсек</Russian>
|
||||
<Czech>Náklad</Czech>
|
||||
<Spanish>Carga</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Cargo_cargoMenu">
|
||||
<English>Cargo Menu</English>
|
||||
<Polish>Menu ładunku</Polish>
|
||||
<Portuguese>Menu de carga</Portuguese>
|
||||
<Russian>Грузовой отсек</Russian>
|
||||
<Czech>Menu nákladu</Czech>
|
||||
<Spanish>Menu de carga</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Cargo_labelSpace">
|
||||
<English>Cargo space left: %1</English>
|
||||
<Polish>Pozostałe miejsce: %1</Polish>
|
||||
<Portuguese>Espaço de carga restante: %1</Portuguese>
|
||||
<Russian>Осталось мест: %1</Russian>
|
||||
<Czech>Volný prostor: %1</Czech>
|
||||
<Spanish>Espacio de carga restante: %1</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Cargo_ModuleSettings_enable">
|
||||
<English>Enable Cargo</English>
|
||||
<Polish>Aktywuj cargo</Polish>
|
||||
<Portuguese>Ativar carga</Portuguese>
|
||||
<Russian>Включить модуль перевозки грузов</Russian>
|
||||
<Czech>Povolit náklad</Czech>
|
||||
<Spanish>Habilitar carga</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Cargo_ModuleSettings_enable_Description">
|
||||
<English>Enable the load in cargo module</English>
|
||||
<Polish>Aktywuj możliwość załadunku skrzyń i przedmiotów do pojazdów.</Polish>
|
||||
<Portuguese>Ativar o módulo de carregamento de carga</Portuguese>
|
||||
<Russian>Включает модуль погрузки и перевозки грузов</Russian>
|
||||
<Spanish>Habilitar la carga en el módulo de carga</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Cargo_SettingsModule_DisplayName">
|
||||
<English>Cargo Settings</English>
|
||||
<Polish>Ustawienia cargo</Polish>
|
||||
<Portuguese>Preferências de carregamento</Portuguese>
|
||||
<Russian>Перевозка грузов</Russian>
|
||||
<Czech>Nastavení nákladu</Czech>
|
||||
<Spanish>Ajustes de carga</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Cargo_SettingsModule_Description">
|
||||
<English>Configure the cargo module settings</English>
|
||||
<Polish>Skonfiguruj ustawienia modułu cargo.</Polish>
|
||||
<Portuguese>Configura as preferências do módulo de carga</Portuguese>
|
||||
<Russian>Конфигурирует настройки модуля перевозки грузов</Russian>
|
||||
<Spanish>Configure los ajustes del módulo de carga</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Cargo_LoadedItem">
|
||||
<English>%1<br/>loaded into<br/>%2</English>
|
||||
<Spanish>%1<br/>cargado en<br/>%2</Spanish>
|
||||
<French>%1<br/>chargé dans<br/>%2</French>
|
||||
<German>%1<br/>in<br/>%2 verladen</German>
|
||||
<Polish>%1<br/>załadowano do<br/>%2</Polish>
|
||||
<Czech>%1<br/>naloženo do<br/>%2</Czech>
|
||||
<Portuguese>%1<br/>carregado em<br/>%2</Portuguese>
|
||||
<Italian>%1<br/>caricato su<br/>%2</Italian>
|
||||
<Hungarian>%1<br/>berakodva ide:<br/>%2</Hungarian>
|
||||
<Russian>%1<br/>загружен в<br/>%2</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Cargo_UnloadedItem">
|
||||
<English>Unloaded<br/>%1 from<br/>%2</English>
|
||||
<German>%1<br/>von<br/>%2 abgeladen</German>
|
||||
<Spanish>Descargado/a<br/>%1 de<br/>%2</Spanish>
|
||||
<French>Déchargé<br/>%1 de<br/>%2</French>
|
||||
<Polish>%1<br/>rozładowano z<br/>%2</Polish>
|
||||
<Czech>Nezatížený<br/>%1 do<br/>%2</Czech>
|
||||
<Portuguese>%1<br/>descarregado de<br/>%2</Portuguese>
|
||||
<Italian>Hai scaricato<br/>%1 da<br/>%2</Italian>
|
||||
<Hungarian>1%<br/>kirakodva ebből:<br/>%2</Hungarian>
|
||||
<Russian>%1<br/>разгружен из<br/>%2</Russian>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
@ -140,4 +140,10 @@ class CfgVehicles {
|
||||
isBicycle = 1;
|
||||
XEH_DISABLED;
|
||||
};
|
||||
|
||||
class Bag_Base;
|
||||
class ACE_FakeBackpack: Bag_Base {
|
||||
scope = 1;
|
||||
maximumLoad = 1E6;
|
||||
};
|
||||
};
|
||||
|
@ -1,64 +1,89 @@
|
||||
// ACE - Common
|
||||
|
||||
// #define ENABLE_PERFORMANCE_COUNTERS
|
||||
#include "script_component.hpp"
|
||||
|
||||
//IGNORE_PRIVATE_WARNING("_handleNetEvent", "_handleRequestAllSyncedEvents", "_handleRequestSyncedEvent", "_handleSyncedEvent");
|
||||
// #define ENABLE_PERFORMANCE_COUNTERS
|
||||
|
||||
//Singe PFEH to handle execNextFrame and waitAndExec:
|
||||
//////////////////////////////////////////////////
|
||||
// PFHs
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
//Singe PFEH to handle execNextFrame, waitAndExec and waitUntilAndExec:
|
||||
[{
|
||||
private ["_entry"];
|
||||
BEGIN_COUNTER(waitAndExec);
|
||||
|
||||
//Handle the waitAndExec array:
|
||||
while {((count GVAR(waitAndExecArray)) > 0) && {((GVAR(waitAndExecArray) select 0) select 0) <= ACE_Time}} do {
|
||||
_entry = GVAR(waitAndExecArray) deleteAt 0;
|
||||
while {!(GVAR(waitAndExecArray) isEqualTo []) && {GVAR(waitAndExecArray) select 0 select 0 <= ACE_Time}} do {
|
||||
local _entry = GVAR(waitAndExecArray) deleteAt 0;
|
||||
(_entry select 2) call (_entry select 1);
|
||||
};
|
||||
|
||||
//Handle the execNextFrame array:
|
||||
{
|
||||
(_x select 0) call (_x select 1);
|
||||
} forEach GVAR(nextFrameBufferA);
|
||||
false
|
||||
} count GVAR(nextFrameBufferA);
|
||||
|
||||
//Swap double-buffer:
|
||||
GVAR(nextFrameBufferA) = GVAR(nextFrameBufferB);
|
||||
GVAR(nextFrameBufferB) = [];
|
||||
GVAR(nextFrameNo) = diag_frameno + 1;
|
||||
|
||||
//Handle the waitUntilAndExec array:
|
||||
local _deleted = 0;
|
||||
{
|
||||
// if condition is satisifed call statement
|
||||
if ((_x select 2) call (_x select 0)) then {
|
||||
// make sure to delete the correct handle when multiple conditions are met in one frame
|
||||
GVAR(waitUntilAndExecArray) deleteAt (_forEachIndex - _deleted);
|
||||
_deleted = _deleted + 1;
|
||||
(_x select 2) call (_x select 1);
|
||||
};
|
||||
} forEach GVAR(waitUntilAndExecArray);
|
||||
|
||||
END_COUNTER(waitAndExec);
|
||||
}, 0, []] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
|
||||
// Listens for global "SettingChanged" events, to update the force status locally
|
||||
["SettingChanged", {
|
||||
PARAMS_2(_name,_value);
|
||||
if !(count _this > 2) exitWith {};
|
||||
private ["_force", "_settingData"];
|
||||
_force = _this select 2;
|
||||
if (_force) then {
|
||||
_settingData = [_name] call FUNC(getSettingData);
|
||||
if (count _settingData == 0) exitWith {};
|
||||
_settingData set [6,_force];
|
||||
};
|
||||
}] call FUNC(addEventhandler);
|
||||
//////////////////////////////////////////////////
|
||||
// Get Map Data
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
|
||||
["HeadbugFixUsed", {
|
||||
PARAMS_2(_profileName,_animation);
|
||||
diag_log text format ["[ACE] Headbug Used: Name: %1, Animation: %2", _profileName, _animation];
|
||||
}] call FUNC(addEventHandler);
|
||||
|
||||
|
||||
//~~~~~Get Map Data~~~~~
|
||||
//Find MGRS zone and 100km grid for current map
|
||||
[] call FUNC(getMGRSdata);
|
||||
//Prepare variables for FUNC(getMapGridFromPos)/FUNC(getMapPosFromGrid)
|
||||
[] call FUNC(getMapGridData);
|
||||
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// Eventhandlers
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
["fixCollision", DFUNC(fixCollision)] call FUNC(addEventhandler);
|
||||
["fixFloating", DFUNC(fixFloating)] call FUNC(addEventhandler);
|
||||
["fixPosition", DFUNC(fixPosition)] call FUNC(addEventhandler);
|
||||
// Listens for global "SettingChanged" events, to update the force status locally
|
||||
["SettingChanged", {
|
||||
params ["_name", "_value", "_force"];
|
||||
|
||||
["unloadPersonEvent", DFUNC(unloadPersonLocal)] call FUNC(addEventhandler);
|
||||
if (_force) then {
|
||||
private "_settingData";
|
||||
_settingData = [_name] call FUNC(getSettingData);
|
||||
|
||||
if (_settingData isEqualTo []) exitWith {};
|
||||
|
||||
_settingData set [6, _force];
|
||||
};
|
||||
}] call FUNC(addEventhandler);
|
||||
|
||||
|
||||
// Event to log Fix Headbug output
|
||||
["HeadbugFixUsed", {
|
||||
params ["_profileName", "_animation"];
|
||||
ACE_LOGINFO_2("Headbug Used: Name: %1, Animation: %2",_profileName,_animation);
|
||||
}] call FUNC(addEventHandler);
|
||||
|
||||
["fixCollision", FUNC(fixCollision)] call FUNC(addEventhandler);
|
||||
["fixFloating", FUNC(fixFloating)] call FUNC(addEventhandler);
|
||||
["fixPosition", FUNC(fixPosition)] call FUNC(addEventhandler);
|
||||
|
||||
["unloadPersonEvent", FUNC(unloadPersonLocal)] call FUNC(addEventhandler);
|
||||
|
||||
["lockVehicle", {
|
||||
_this setVariable [QGVAR(lockStatus), locked _this];
|
||||
@ -72,69 +97,102 @@
|
||||
["setDir", {(_this select 0) setDir (_this select 1)}] call FUNC(addEventhandler);
|
||||
["setFuel", {(_this select 0) setFuel (_this select 1)}] call FUNC(addEventhandler);
|
||||
["setSpeaker", {(_this select 0) setSpeaker (_this select 1)}] call FUNC(addEventhandler);
|
||||
["selectLeader", {(_this select 0) selectLeader (_this select 1)}] call FUNC(addEventHandler);
|
||||
["assignTeam", {(_this select 0) assignTeam (_this select 1)}] call FUNC(addEventHandler);
|
||||
["setVelocity", {(_this select 0) setVelocity (_this select 1)}] call FUNC(addEventHandler);
|
||||
|
||||
if (isServer) then {
|
||||
["hideObjectGlobal", {(_this select 0) hideObjectGlobal (_this select 1)}] call FUNC(addEventHandler);
|
||||
["enableSimulationGlobal", {(_this select 0) enableSimulationGlobal (_this select 1)}] call FUNC(addEventHandler);
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// Set up remote execution
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
// ACE events
|
||||
"ACEg" addPublicVariableEventHandler {_this call FUNC(_handleNetEvent)};
|
||||
"ACEc" addPublicVariableEventHandler {_this call FUNC(_handleNetEvent)};
|
||||
|
||||
// Synced ACE events
|
||||
// Handle JIP scenario
|
||||
if (!isServer) then {
|
||||
["PlayerJip", {
|
||||
ACE_LOGINFO("JIP event synchronization initialized");
|
||||
["SEH_all", [player]] call FUNC(serverEvent);
|
||||
}] call FUNC(addEventHandler);
|
||||
} else {
|
||||
["SEH_all", FUNC(_handleRequestAllSyncedEvents)] call FUNC(addEventHandler);
|
||||
};
|
||||
|
||||
["SEH", FUNC(_handleSyncedEvent)] call FUNC(addEventHandler);
|
||||
["SEH_s", FUNC(_handleRequestSyncedEvent)] call FUNC(addEventHandler);
|
||||
|
||||
if (isServer) then {
|
||||
[FUNC(syncedEventPFH), 0.5, []] call CBA_fnc_addPerFrameHandler;
|
||||
};
|
||||
|
||||
// @todo deprecated
|
||||
QGVAR(remoteFnc) addPublicVariableEventHandler {
|
||||
(_this select 1) call FUNC(execRemoteFnc);
|
||||
};
|
||||
|
||||
// @todo figure out what this does.
|
||||
[missionNamespace] call FUNC(executePersistent);
|
||||
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// Check files, previous installed version etc.
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
private ["_currentVersion", "_previousVersion"];
|
||||
// check previous version number from profile
|
||||
|
||||
_currentVersion = getText (configFile >> "CfgPatches" >> QUOTE(ADDON) >> "version");
|
||||
_previousVersion = profileNamespace getVariable ["ACE_VersionNumberString", ""];
|
||||
|
||||
// check previous version number from profile
|
||||
if (_currentVersion != _previousVersion) then {
|
||||
// do something
|
||||
|
||||
profileNamespace setVariable ["ACE_VersionNumberString", _currentVersion];
|
||||
};
|
||||
|
||||
// ACE events
|
||||
"ACEg" addPublicVariableEventHandler { _this call FUNC(_handleNetEvent); };
|
||||
"ACEc" addPublicVariableEventHandler { _this call FUNC(_handleNetEvent); };
|
||||
|
||||
// Synced ACE events
|
||||
// Handle JIP scenario
|
||||
if(!isServer) then {
|
||||
["PlayerJip", {
|
||||
diag_log text format["[ACE] * JIP event synchronization initialized"];
|
||||
["SEH_all", [player]] call FUNC(serverEvent);
|
||||
}] call FUNC(addEventHandler);
|
||||
} else {
|
||||
["SEH_all", FUNC(_handleRequestAllSyncedEvents)] call FUNC(addEventHandler);
|
||||
};
|
||||
["SEH", FUNC(_handleSyncedEvent)] call FUNC(addEventHandler);
|
||||
["SEH_s", FUNC(_handleRequestSyncedEvent)] call FUNC(addEventHandler);
|
||||
if (isServer) then {
|
||||
[FUNC(syncedEventPFH), 0.5, []] call CBA_fnc_addPerFrameHandler;
|
||||
};
|
||||
|
||||
call FUNC(checkFiles);
|
||||
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// Set up SettingsInitialized eventhandler
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
["SettingsInitialized", {
|
||||
[
|
||||
GVAR(checkPBOsAction),
|
||||
GVAR(checkPBOsCheckAll),
|
||||
call compile GVAR(checkPBOsWhitelist)
|
||||
] call FUNC(checkPBOs)
|
||||
}] call FUNC(addEventHandler);
|
||||
|
||||
// Create a pfh to wait until all postinits are ready and settings are initialized
|
||||
[{
|
||||
PARAMS_1(_args);
|
||||
EXPLODE_1_PVT(_args,_waitingMsgSent);
|
||||
params ["_args"];
|
||||
|
||||
_args params ["_waitingMsgSent"];
|
||||
|
||||
// If post inits are not ready then wait
|
||||
if !(SLX_XEH_MACHINE select 8) exitWith {};
|
||||
|
||||
// If settings are not initialized then wait
|
||||
if (isNil QGVAR(settings) || {(!isServer) && (isNil QEGVAR(modules,serverModulesRead))}) exitWith {
|
||||
if (!_waitingMsgSent) then {
|
||||
if (isNil QGVAR(settings) || {!isServer && isNil QEGVAR(modules,serverModulesRead)}) exitWith {
|
||||
if !(_waitingMsgSent) then {
|
||||
_args set [0, true];
|
||||
diag_log text format["[ACE] Waiting on settings from server"];
|
||||
ACE_LOGINFO("Waiting on settings from server...");
|
||||
};
|
||||
};
|
||||
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
|
||||
diag_log text format["[ACE] Settings received from server"];
|
||||
ACE_LOGINFO("Settings received from server.");
|
||||
|
||||
// Event so that ACE_Modules have their settings loaded:
|
||||
["InitSettingsFromModules", []] call FUNC(localEvent);
|
||||
@ -145,237 +203,300 @@ call FUNC(checkFiles);
|
||||
call FUNC(loadSettingsLocalizedText);
|
||||
};
|
||||
|
||||
diag_log text format["[ACE] Settings initialized"];
|
||||
ACE_LOGINFO("Settings initialized.");
|
||||
|
||||
//Event that settings are safe to use:
|
||||
["SettingsInitialized", []] call FUNC(localEvent);
|
||||
|
||||
//Set init finished and run all delayed functions:
|
||||
GVAR(settingsInitFinished) = true;
|
||||
diag_log text format ["[ACE] %1 delayed functions running", (count GVAR(runAtSettingsInitialized))];
|
||||
{
|
||||
_x params ["_func", "_params"];
|
||||
_params call _func;
|
||||
} forEach GVAR(runAtSettingsInitialized);
|
||||
GVAR(runAtSettingsInitialized) = nil; //cleanup
|
||||
ACE_LOGINFO_1("%1 delayed functions running.",count GVAR(runAtSettingsInitialized));
|
||||
|
||||
{
|
||||
(_x select 1) call (_x select 0);
|
||||
false
|
||||
} count GVAR(runAtSettingsInitialized);
|
||||
|
||||
GVAR(runAtSettingsInitialized) = nil; //cleanup
|
||||
}, 0, [false]] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
|
||||
["SettingsInitialized", {
|
||||
[
|
||||
GVAR(checkPBOsAction),
|
||||
GVAR(checkPBOsCheckAll),
|
||||
call compile GVAR(checkPBOsWhitelist)
|
||||
] call FUNC(checkPBOs)
|
||||
}] call FUNC(addEventHandler);
|
||||
/***************************************************************************/
|
||||
/***************************************************************************/
|
||||
/** everything that only player controlled machines need, goes below this **/
|
||||
/***************************************************************************/
|
||||
/***************************************************************************/
|
||||
|
||||
|
||||
/***************************************************************/
|
||||
/***************************************************************/
|
||||
/***************************************************************/
|
||||
/***************************************************************/
|
||||
/***************************************************************/
|
||||
|
||||
// everything that only player controlled machines need, goes below this
|
||||
if (!hasInterface) exitWith {};
|
||||
|
||||
call COMPILE_FILE(scripts\assignedItemFix);
|
||||
call COMPILE_FILE(scripts\initScrollWheel);
|
||||
//////////////////////////////////////////////////
|
||||
// Set up mouse wheel eventhandler
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
DFUNC(mouseZHandler) = {
|
||||
waitUntil {!isNull (findDisplay 46)}; sleep 0.1;
|
||||
findDisplay 46 displayAddEventHandler ["MouseZChanged", QUOTE( _this call GVAR(onScrollWheel) )];
|
||||
[false] call FUNC(disableUserInput);
|
||||
call FUNC(assignedItemFix);
|
||||
|
||||
GVAR(ScrollWheelFrame) = diag_frameno;
|
||||
|
||||
["mainDisplayLoaded", {
|
||||
[{
|
||||
call FUNC(handleScrollWheelInit);
|
||||
call FUNC(handleModifierKeyInit);
|
||||
}, [], 0.1] call FUNC(waitAndExecute); // needs delay, otherwise doesn't work without pressing "RESTART" in editor once. Tested in 1.52RC
|
||||
}] call FUNC(addEventHandler);
|
||||
|
||||
// add PFH to execute event that fires when the main display (46) is created
|
||||
private "_fnc_initMainDisplayCheck";
|
||||
_fnc_initMainDisplayCheck = {
|
||||
[{
|
||||
if !(isNull findDisplay 46) then {
|
||||
// Raise ACE event locally
|
||||
["mainDisplayLoaded", [findDisplay 46]] call FUNC(localEvent);
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
}, 0, []] call CBA_fnc_addPerFrameHandler;
|
||||
};
|
||||
|
||||
addMissionEventHandler ["Loaded", {[] spawn FUNC(mouseZHandler)}];
|
||||
[] spawn FUNC(mouseZHandler);
|
||||
call _fnc_initMainDisplayCheck;
|
||||
|
||||
// repeat this every time a savegame is loaded
|
||||
addMissionEventHandler ["Loaded", _fnc_initMainDisplayCheck];
|
||||
|
||||
// @todo remove?
|
||||
enableCamShake true;
|
||||
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// Eventhandler to set player names
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
// Set the name for the current player
|
||||
["playerChanged", {
|
||||
EXPLODE_2_PVT(_this,_newPlayer,_oldPlayer);
|
||||
params ["_newPlayer","_oldPlayer"];
|
||||
|
||||
if (alive _newPlayer) then {
|
||||
[_newPlayer] call FUNC(setName)
|
||||
};
|
||||
if (alive _oldPlayer) then {
|
||||
[_oldPlayer] call FUNC(setName)
|
||||
[_newPlayer] call FUNC(setName);
|
||||
};
|
||||
|
||||
if (alive _oldPlayer) then {
|
||||
[_oldPlayer] call FUNC(setName);
|
||||
};
|
||||
}] call FUNC(addEventhandler);
|
||||
|
||||
GVAR(OldPlayerInventory) = [ACE_player] call FUNC(getAllGear);
|
||||
GVAR(OldPlayerVisionMode) = currentVisionMode ACE_player;
|
||||
GVAR(OldZeusDisplayIsOpen) = !(isNull findDisplay 312);
|
||||
GVAR(OldCameraView) = cameraView;
|
||||
GVAR(OldPlayerVehicle) = vehicle ACE_player;
|
||||
GVAR(OldPlayerTurret) = [ACE_player] call FUNC(getTurretIndex);
|
||||
GVAR(OldPlayerWeapon) = currentWeapon ACE_player;
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// Set up numerous eventhanders for player controlled units
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
// default variables
|
||||
GVAR(OldPlayerVehicle) = vehicle objNull;
|
||||
GVAR(OldPlayerTurret) = [objNull] call FUNC(getTurretIndex);
|
||||
GVAR(OldPlayerWeapon) = currentWeapon objNull;
|
||||
GVAR(OldPlayerInventory) = [objNull] call FUNC(getAllGear);
|
||||
GVAR(OldPlayerVisionMode) = currentVisionMode objNull;
|
||||
GVAR(OldCameraView) = "";
|
||||
GVAR(OldVisibleMap) = false;
|
||||
GVAR(OldInventoryDisplayIsOpen) = nil; //@todo check this
|
||||
GVAR(OldZeusDisplayIsOpen) = false;
|
||||
GVAR(OldIsCamera) = false;
|
||||
|
||||
// clean up playerChanged eventhandler from preinit and put it in the same PFH as the other events to reduce overhead and guarantee advantageous execution order
|
||||
if (!isNil QGVAR(PreInit_playerChanged_PFHID)) then {
|
||||
[GVAR(PreInit_playerChanged_PFHID)] call CBA_fnc_removePerFrameHandler;
|
||||
GVAR(PreInit_playerChanged_PFHID) = nil;
|
||||
};
|
||||
|
||||
// PFH to raise varios events
|
||||
[{
|
||||
BEGIN_COUNTER(stateChecker);
|
||||
private ["_newCameraView", "_newInventoryDisplayIsOpen", "_newPlayerInventory", "_newPlayerTurret", "_newPlayerVehicle", "_newPlayerVisionMode", "_newPlayerWeapon", "_newZeusDisplayIsOpen", "_newVisibleMap"];
|
||||
// "playerInventoryChanged" event
|
||||
_newPlayerInventory = [ACE_player] call FUNC(getAllGear);
|
||||
if !(_newPlayerInventory isEqualTo GVAR(OldPlayerInventory)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldPlayerInventory) = _newPlayerInventory;
|
||||
["playerInventoryChanged", [ACE_player, _newPlayerInventory]] call FUNC(localEvent);
|
||||
};
|
||||
private "_data"; // reuse one variable to reduce number of variables that have to be set to private each frame
|
||||
|
||||
// "playerVisionModeChanged" event
|
||||
_newPlayerVisionMode = currentVisionMode ACE_player;
|
||||
if !(_newPlayerVisionMode isEqualTo GVAR(OldPlayerVisionMode)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldPlayerVisionMode) = _newPlayerVisionMode;
|
||||
["playerVisionModeChanged", [ACE_player, _newPlayerVisionMode]] call FUNC(localEvent);
|
||||
};
|
||||
// "playerChanged" event
|
||||
_data = call FUNC(player);
|
||||
if !(_data isEqualTo ACE_player) then {
|
||||
private "_oldPlayer";
|
||||
_oldPlayer = ACE_player;
|
||||
|
||||
// "inventoryDisplayChanged" event
|
||||
_newInventoryDisplayIsOpen = !(isNull findDisplay 602);
|
||||
if !(_newInventoryDisplayIsOpen isEqualTo GVAR(OldInventoryDisplayIsOpen)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldInventoryDisplayIsOpen) = _newInventoryDisplayIsOpen;
|
||||
["inventoryDisplayChanged", [ACE_player, _newInventoryDisplayIsOpen]] call FUNC(localEvent);
|
||||
};
|
||||
ACE_player = _data;
|
||||
uiNamespace setVariable ["ACE_player", _data];
|
||||
|
||||
// "zeusDisplayChanged" event
|
||||
_newZeusDisplayIsOpen = !(isNull findDisplay 312);
|
||||
if !(_newZeusDisplayIsOpen isEqualTo GVAR(OldZeusDisplayIsOpen)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldZeusDisplayIsOpen) = _newZeusDisplayIsOpen;
|
||||
["zeusDisplayChanged", [ACE_player, _newZeusDisplayIsOpen]] call FUNC(localEvent);
|
||||
};
|
||||
|
||||
// "cameraViewChanged" event
|
||||
_newCameraView = cameraView;
|
||||
if !(_newCameraView isEqualTo GVAR(OldCameraView)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldCameraView) = _newCameraView;
|
||||
["cameraViewChanged", [ACE_player, _newCameraView]] call FUNC(localEvent);
|
||||
["playerChanged", [ACE_player, _oldPlayer]] call FUNC(localEvent);
|
||||
};
|
||||
|
||||
// "playerVehicleChanged" event
|
||||
_newPlayerVehicle = vehicle ACE_player;
|
||||
if !(_newPlayerVehicle isEqualTo GVAR(OldPlayerVehicle)) then {
|
||||
_data = vehicle ACE_player;
|
||||
if !(_data isEqualTo GVAR(OldPlayerVehicle)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldPlayerVehicle) = _newPlayerVehicle;
|
||||
["playerVehicleChanged", [ACE_player, _newPlayerVehicle]] call FUNC(localEvent);
|
||||
GVAR(OldPlayerVehicle) = _data;
|
||||
["playerVehicleChanged", [ACE_player, _data]] call FUNC(localEvent);
|
||||
};
|
||||
|
||||
// "playerTurretChanged" event
|
||||
_newPlayerTurret = [ACE_player] call FUNC(getTurretIndex);
|
||||
if !(_newPlayerTurret isEqualTo GVAR(OldPlayerTurret)) then {
|
||||
_data = [ACE_player] call FUNC(getTurretIndex);
|
||||
if !(_data isEqualTo GVAR(OldPlayerTurret)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldPlayerTurret) = _newPlayerTurret;
|
||||
["playerTurretChanged", [ACE_player, _newPlayerTurret]] call FUNC(localEvent);
|
||||
GVAR(OldPlayerTurret) = _data;
|
||||
["playerTurretChanged", [ACE_player, _data]] call FUNC(localEvent);
|
||||
};
|
||||
|
||||
// "playerWeaponChanged" event
|
||||
_newPlayerWeapon = currentWeapon ACE_player;
|
||||
if (_newPlayerWeapon != GVAR(OldPlayerWeapon)) then {
|
||||
_data = currentWeapon ACE_player;
|
||||
if (_data != GVAR(OldPlayerWeapon)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldPlayerWeapon) = _newPlayerWeapon;
|
||||
["playerWeaponChanged", [ACE_player, _newPlayerWeapon]] call FUNC(localEvent);
|
||||
GVAR(OldPlayerWeapon) = _data;
|
||||
["playerWeaponChanged", [ACE_player, _data]] call FUNC(localEvent);
|
||||
};
|
||||
|
||||
// "playerInventoryChanged" event
|
||||
_data = [ACE_player] call FUNC(getAllGear);
|
||||
if !(_data isEqualTo GVAR(OldPlayerInventory)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldPlayerInventory) = _data;
|
||||
["playerInventoryChanged", [ACE_player, _data]] call FUNC(localEvent);
|
||||
};
|
||||
|
||||
// "playerVisionModeChanged" event
|
||||
_data = currentVisionMode ACE_player;
|
||||
if !(_data isEqualTo GVAR(OldPlayerVisionMode)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldPlayerVisionMode) = _data;
|
||||
["playerVisionModeChanged", [ACE_player, _data]] call FUNC(localEvent);
|
||||
};
|
||||
|
||||
// "cameraViewChanged" event
|
||||
_data = cameraView;
|
||||
if !(_data isEqualTo GVAR(OldCameraView)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldCameraView) = _data;
|
||||
["cameraViewChanged", [ACE_player, _data]] call FUNC(localEvent);
|
||||
};
|
||||
|
||||
// "visibleMapChanged" event
|
||||
_newVisibleMap = visibleMap;
|
||||
if (!_newVisibleMap isEqualTo GVAR(OldVisibleMap)) then {
|
||||
_data = visibleMap;
|
||||
if (!_data isEqualTo GVAR(OldVisibleMap)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldVisibleMap) = _newVisibleMap;
|
||||
["visibleMapChanged", [ACE_player, _newVisibleMap]] call FUNC(localEvent);
|
||||
GVAR(OldVisibleMap) = _data;
|
||||
["visibleMapChanged", [ACE_player, _data]] call FUNC(localEvent);
|
||||
};
|
||||
|
||||
// "inventoryDisplayChanged" event
|
||||
_data = !(isNull findDisplay 602);
|
||||
if !(_data isEqualTo GVAR(OldInventoryDisplayIsOpen)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldInventoryDisplayIsOpen) = _data;
|
||||
["inventoryDisplayChanged", [ACE_player, _data]] call FUNC(localEvent);
|
||||
};
|
||||
|
||||
// "zeusDisplayChanged" event
|
||||
_data = !(isNull findDisplay 312);
|
||||
if !(_data isEqualTo GVAR(OldZeusDisplayIsOpen)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldZeusDisplayIsOpen) = _data;
|
||||
["zeusDisplayChanged", [ACE_player, _data]] call FUNC(localEvent);
|
||||
};
|
||||
|
||||
// "activeCameraChanged" event
|
||||
_data = call FUNC(isfeatureCameraActive);
|
||||
if !(_data isEqualTo GVAR(OldIsCamera)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldIsCamera) = _data;
|
||||
["activeCameraChanged", [ACE_player, _data]] call FUNC(localEvent);
|
||||
};
|
||||
|
||||
END_COUNTER(stateChecker);
|
||||
|
||||
}, 0, []] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
|
||||
GVAR(OldIsCamera) = false;
|
||||
//////////////////////////////////////////////////
|
||||
// Eventhandlers for player controlled machines
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
[{
|
||||
// @todo still needed?
|
||||
[QGVAR(StateArrested), false, true, QUOTE(ADDON)] call FUNC(defineVariable);
|
||||
|
||||
// "activeCameraChanged" event
|
||||
private ["_isCamera"];
|
||||
_isCamera = call FUNC(isfeatureCameraActive);
|
||||
if !(_isCamera isEqualTo GVAR(OldIsCamera)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldIsCamera) = _isCamera;
|
||||
["activeCameraChanged", [ACE_player, _isCamera]] call FUNC(localEvent);
|
||||
["displayTextStructured", {_this call FUNC(displayTextStructured)}] call FUNC(addEventhandler);
|
||||
["displayTextPicture", {_this call FUNC(displayTextPicture)}] call FUNC(addEventhandler);
|
||||
|
||||
["medical_onUnconscious", {
|
||||
params ["_unit", "_isUnconscious"];
|
||||
|
||||
if (local _unit && {!_isUnconscious}) then {
|
||||
[_unit, false, QFUNC(loadPerson), west /* dummy side */] call FUNC(switchToGroupSide);
|
||||
};
|
||||
|
||||
}, 1, []] call CBA_fnc_addPerFrameHandler; // feel free to decrease the sleep ACE_time if you need it.
|
||||
}] call FUNC(addEventhandler);
|
||||
|
||||
|
||||
[QGVAR(StateArrested),false,true,QUOTE(ADDON)] call FUNC(defineVariable);
|
||||
|
||||
["displayTextStructured", FUNC(displayTextStructured)] call FUNC(addEventhandler);
|
||||
["displayTextPicture", FUNC(displayTextPicture)] call FUNC(addEventhandler);
|
||||
["medical_onUnconscious", {if (local (_this select 0) && {!(_this select 1)}) then {[ _this select 0, false, QUOTE(FUNC(loadPerson)), west /* dummy side */] call FUNC(switchToGroupSide);};}] call FUNC(addEventhandler);
|
||||
//////////////////////////////////////////////////
|
||||
// Add various canInteractWith conditions
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
["notOnMap", {!visibleMap}] call FUNC(addCanInteractWithCondition);
|
||||
|
||||
["isNotInside", {
|
||||
params ["_unit", "_target"];
|
||||
|
||||
// Players can always interact with himself if not boarded
|
||||
vehicle (_this select 0) == (_this select 0) ||
|
||||
vehicle _unit == _unit ||
|
||||
// Players can always interact with his vehicle
|
||||
{vehicle (_this select 0) == (_this select 1)} ||
|
||||
{vehicle _unit == _target} ||
|
||||
// Players can always interact with passengers of the same vehicle
|
||||
{!((_this select 0) isEqualTo (_this select 1)) && {vehicle (_this select 0) == vehicle (_this select 1)}}
|
||||
{_unit != _target && {vehicle _unit == vehicle _target}}
|
||||
}] call FUNC(addCanInteractWithCondition);
|
||||
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// Set up PlayerJIP eventhandler
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
// Lastly, do JIP events
|
||||
// JIP Detection and event trigger. Run this at the very end, just in case anything uses it
|
||||
// Note: usage of player is most likely on purpose
|
||||
if (didJip) then {
|
||||
// We are jipping! Get ready and wait, and throw the event
|
||||
[{
|
||||
if((!(isNull player)) && GVAR(settingsInitFinished)) then {
|
||||
["PlayerJip", [player] ] call FUNC(localEvent);
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
if(!isNull player && GVAR(settingsInitFinished)) then {
|
||||
["PlayerJip", [player]] call FUNC(localEvent);
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
}, 0, []] call CBA_fnc_addPerFrameHandler;
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// CBA key input handling
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
//Device Handler:
|
||||
GVAR(deviceKeyHandlingArray) = [];
|
||||
GVAR(deviceKeyCurrentIndex) = -1;
|
||||
|
||||
// Register localizations for the Keybinding categories
|
||||
["ACE3 Equipment", localize LSTRING(ACEKeybindCategoryEquipment)] call cba_fnc_registerKeybindModPrettyName;
|
||||
["ACE3 Common", localize LSTRING(ACEKeybindCategoryCommon)] call cba_fnc_registerKeybindModPrettyName;
|
||||
["ACE3 Weapons", localize LSTRING(ACEKeybindCategoryWeapons)] call cba_fnc_registerKeybindModPrettyName;
|
||||
["ACE3 Movement", localize LSTRING(ACEKeybindCategoryMovement)] call cba_fnc_registerKeybindModPrettyName;
|
||||
["ACE3 Scope Adjustment", localize LSTRING(ACEKeybindCategoryScopeAdjustment)] call cba_fnc_registerKeybindModPrettyName;
|
||||
["ACE3 Vehicles", localize LSTRING(ACEKeybindCategoryVehicles)] call cba_fnc_registerKeybindModPrettyName;
|
||||
["ACE3 Equipment", localize LSTRING(ACEKeybindCategoryEquipment)] call CBA_fnc_registerKeybindModPrettyName;
|
||||
["ACE3 Common", localize LSTRING(ACEKeybindCategoryCommon)] call CBA_fnc_registerKeybindModPrettyName;
|
||||
["ACE3 Weapons", localize LSTRING(ACEKeybindCategoryWeapons)] call CBA_fnc_registerKeybindModPrettyName;
|
||||
["ACE3 Movement", localize LSTRING(ACEKeybindCategoryMovement)] call CBA_fnc_registerKeybindModPrettyName;
|
||||
["ACE3 Scope Adjustment", localize LSTRING(ACEKeybindCategoryScopeAdjustment)] call CBA_fnc_registerKeybindModPrettyName;
|
||||
["ACE3 Vehicles", localize LSTRING(ACEKeybindCategoryVehicles)] call CBA_fnc_registerKeybindModPrettyName;
|
||||
|
||||
["ACE3 Equipment", QGVAR(openDevice), (localize "STR_ACE_Common_toggleHandheldDevice"),
|
||||
{
|
||||
["ACE3 Equipment", QGVAR(openDevice), (localize "STR_ACE_Common_toggleHandheldDevice"), {
|
||||
[] call FUNC(deviceKeyFindValidIndex);
|
||||
if (GVAR(deviceKeyCurrentIndex) == -1) exitWith {false};
|
||||
[] call ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 3);
|
||||
true
|
||||
},
|
||||
{false},
|
||||
[0xC7, [false, false, false]], false] call cba_fnc_addKeybind; //Home Key
|
||||
[0xC7, [false, false, false]], false] call CBA_fnc_addKeybind; //Home Key
|
||||
|
||||
["ACE3 Equipment", QGVAR(closeDevice), (localize "STR_ACE_Common_closeHandheldDevice"),
|
||||
{
|
||||
["ACE3 Equipment", QGVAR(closeDevice), (localize "STR_ACE_Common_closeHandheldDevice"), {
|
||||
[] call FUNC(deviceKeyFindValidIndex);
|
||||
if (GVAR(deviceKeyCurrentIndex) == -1) exitWith {false};
|
||||
[] call ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 4);
|
||||
true
|
||||
},
|
||||
{false},
|
||||
[0xC7, [false, true, false]], false] call cba_fnc_addKeybind; //CTRL + Home Key
|
||||
[0xC7, [false, true, false]], false] call CBA_fnc_addKeybind; //CTRL + Home Key
|
||||
|
||||
["ACE3 Equipment", QGVAR(cycleDevice), (localize "STR_ACE_Common_cycleHandheldDevices"),
|
||||
{
|
||||
["ACE3 Equipment", QGVAR(cycleDevice), (localize "STR_ACE_Common_cycleHandheldDevices"), {
|
||||
[1] call FUNC(deviceKeyFindValidIndex);
|
||||
if (GVAR(deviceKeyCurrentIndex) == -1) exitWith {false};
|
||||
_displayName = ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 0);
|
||||
@ -384,6 +505,6 @@ GVAR(deviceKeyCurrentIndex) = -1;
|
||||
true
|
||||
},
|
||||
{false},
|
||||
[0xC7, [true, false, false]], false] call cba_fnc_addKeybind; //SHIFT + Home Key
|
||||
[0xC7, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + Home Key
|
||||
|
||||
GVAR(commonPostInited) = true;
|
||||
|
@ -1,16 +1,13 @@
|
||||
// by commy2
|
||||
#include "script_component.hpp"
|
||||
|
||||
//IGNORE_PRIVATE_WARNING("_handleNetEvent", "_handleRequestAllSyncedEvents", "_handleRequestSyncedEvent", "_handleSyncedEvent");
|
||||
|
||||
ADDON = false;
|
||||
|
||||
// ACE Common Function
|
||||
|
||||
PREP(addCanInteractWithCondition);
|
||||
PREP(addLineToDebugDraw);
|
||||
PREP(addSetting);
|
||||
PREP(addToInventory);
|
||||
PREP(assignedItemFix);
|
||||
PREP(assignObjectsInList);
|
||||
PREP(ambientBrightness);
|
||||
PREP(applyForceWalkStatus);
|
||||
@ -19,17 +16,14 @@ PREP(binarizeNumber);
|
||||
PREP(blurScreen);
|
||||
PREP(cachedCall);
|
||||
PREP(canGetInPosition);
|
||||
PREP(canInteract);
|
||||
PREP(canInteractWith);
|
||||
PREP(canUseWeapon);
|
||||
PREP(changeProjectileDirection);
|
||||
PREP(checkFiles);
|
||||
PREP(checkPBOs);
|
||||
PREP(claim);
|
||||
PREP(closeDialogIfTargetMoves);
|
||||
PREP(codeToLetter);
|
||||
PREP(codeToString);
|
||||
PREP(convertKeyCode);
|
||||
PREP(createOrthonormalReference);
|
||||
PREP(currentChannel);
|
||||
PREP(debug);
|
||||
@ -85,14 +79,6 @@ PREP(getTargetAzimuthAndInclination);
|
||||
PREP(getTargetDistance);
|
||||
PREP(getTargetObject);
|
||||
PREP(getTurnedOnLights);
|
||||
PREP(getTurretCommander);
|
||||
PREP(getTurretConfigPath);
|
||||
PREP(getTurretCopilot);
|
||||
PREP(getTurretGunner);
|
||||
PREP(getTurretIndex);
|
||||
PREP(getTurrets);
|
||||
PREP(getTurretsFFV);
|
||||
PREP(getTurretsOther);
|
||||
PREP(getTurretDirection);
|
||||
PREP(getUavControlPosition);
|
||||
PREP(getVehicleCargo);
|
||||
@ -105,6 +91,11 @@ PREP(getWindDirection);
|
||||
PREP(getZoom);
|
||||
PREP(goKneeling);
|
||||
PREP(hadamardProduct);
|
||||
PREP(handleModifierKey);
|
||||
PREP(handleModifierKeyUp);
|
||||
PREP(handleModifierKeyInit);
|
||||
PREP(handleScrollWheel);
|
||||
PREP(handleScrollWheelInit);
|
||||
PREP(hasItem);
|
||||
PREP(hasMagazine);
|
||||
PREP(headBugFix);
|
||||
@ -115,7 +106,6 @@ PREP(interpolateFromArray);
|
||||
PREP(inTransitionAnim);
|
||||
PREP(inWater);
|
||||
PREP(isAlive);
|
||||
PREP(isArrested);
|
||||
PREP(isAutoWind);
|
||||
PREP(isAwake);
|
||||
PREP(isEngineer);
|
||||
@ -135,7 +125,6 @@ PREP(loadSettingsLocalizedText);
|
||||
PREP(map);
|
||||
PREP(moduleCheckPBOs);
|
||||
PREP(moduleLSDVehicles);
|
||||
PREP(moveToTempGroup);
|
||||
PREP(muteUnit);
|
||||
PREP(muteUnitHandleInitPost);
|
||||
PREP(muteUnitHandleRespawn);
|
||||
@ -144,11 +133,11 @@ PREP(numberToDigitsString);
|
||||
PREP(numberToString);
|
||||
PREP(onAnswerRequest);
|
||||
PREP(owned);
|
||||
PREP(parseList);
|
||||
PREP(player);
|
||||
PREP(playerSide);
|
||||
PREP(positionToASL);
|
||||
PREP(progressBar);
|
||||
PREP(queueAnimation);
|
||||
PREP(readSettingFromModule);
|
||||
PREP(receiveRequest);
|
||||
PREP(removeCanInteractWithCondition);
|
||||
@ -156,13 +145,12 @@ PREP(removeSpecificMagazine);
|
||||
PREP(requestCallback);
|
||||
PREP(resetAllDefaults);
|
||||
PREP(restoreVariablesJIP);
|
||||
PREP(revertKeyCodeLocalized);
|
||||
PREP(runAfterSettingsInit);
|
||||
PREP(sanitizeString);
|
||||
PREP(selectWeaponMode);
|
||||
PREP(sendRequest);
|
||||
PREP(serverLog);
|
||||
PREP(setArrestState);
|
||||
PREP(setCanInteract);
|
||||
PREP(setAllGear);
|
||||
PREP(setCaptivityStatus);
|
||||
PREP(setDefinedVariable);
|
||||
PREP(setDisableUserInputStatus);
|
||||
@ -188,6 +176,7 @@ PREP(toBitmask);
|
||||
PREP(toHex);
|
||||
PREP(toNumber);
|
||||
PREP(unhideUnit);
|
||||
PREP(uniqueElements);
|
||||
PREP(uniqueElementsOnly);
|
||||
PREP(unloadPerson);
|
||||
PREP(unloadPersonLocal);
|
||||
@ -195,6 +184,7 @@ PREP(unmuteUnit);
|
||||
PREP(useItem);
|
||||
PREP(useMagazine);
|
||||
PREP(waitAndExecute);
|
||||
PREP(waitUntilAndExecute);
|
||||
PREP(waveHeightAt);
|
||||
|
||||
PREP(translateToWeaponSpace);
|
||||
@ -216,10 +206,12 @@ PREP(getConfigGunner);
|
||||
PREP(getConfigCommander);
|
||||
PREP(getHitPoints);
|
||||
PREP(getHitPointsWithSelections);
|
||||
PREP(getSelectionsWithoutHitPoints);
|
||||
PREP(getReflectorsWithSelections);
|
||||
PREP(getLightProperties);
|
||||
PREP(getLightPropertiesWeapon);
|
||||
PREP(getVehicleCrew);
|
||||
PREP(getVehicleUAVCrew);
|
||||
|
||||
// turrets
|
||||
PREP(getTurrets);
|
||||
@ -232,14 +224,14 @@ PREP(getDoorTurrets);
|
||||
PREP(getTurretsFFV);
|
||||
PREP(getTurretsOther);
|
||||
|
||||
// missing inventory commands
|
||||
PREP(binocularMagazine);
|
||||
PREP(removeBinocularMagazine);
|
||||
|
||||
// ACE_Debug
|
||||
PREP(exportConfig);
|
||||
PREP(getChildren);
|
||||
PREP(getDisplayConfigName);
|
||||
PREP(log);
|
||||
PREP(logControls);
|
||||
PREP(logDisplays);
|
||||
PREP(logModEntries);
|
||||
PREP(monitor);
|
||||
PREP(showUser);
|
||||
|
||||
@ -262,6 +254,17 @@ PREP(localEvent);
|
||||
PREP(removeEventHandler);
|
||||
PREP(removeAlLEventHandlers);
|
||||
|
||||
// Synchronized Events
|
||||
PREP(syncedEventPFH);
|
||||
PREP(addSyncedEventHandler);
|
||||
PREP(removeSyncedEventHandler);
|
||||
PREP(requestSyncedEvent);
|
||||
PREP(syncedEvent);
|
||||
|
||||
PREP(_handleSyncedEvent);
|
||||
PREP(_handleRequestSyncedEvent);
|
||||
PREP(_handleRequestAllSyncedEvents);
|
||||
|
||||
// other eventhandlers
|
||||
PREP(addActionEventHandler);
|
||||
PREP(addActionMenuEventHandler);
|
||||
@ -285,29 +288,19 @@ PREP(hashListSelect);
|
||||
PREP(hashListSet);
|
||||
PREP(hashListPush);
|
||||
|
||||
// Synchronized Events
|
||||
PREP(syncedEventPFH);
|
||||
PREP(addSyncedEventHandler);
|
||||
PREP(removeSyncedEventHandler);
|
||||
PREP(requestSyncedEvent);
|
||||
PREP(syncedEvent);
|
||||
|
||||
PREP(_handleSyncedEvent);
|
||||
PREP(_handleRequestSyncedEvent);
|
||||
PREP(_handleRequestAllSyncedEvents);
|
||||
|
||||
GVAR(syncedEvents) = HASH_CREATE;
|
||||
|
||||
//GVARS for execNextFrame and waitAndExec
|
||||
//GVARS for execNextFrame and waitAndExec and waitUntilAndExecute
|
||||
GVAR(waitAndExecArray) = [];
|
||||
GVAR(nextFrameNo) = diag_frameno;
|
||||
GVAR(nextFrameBufferA) = [];
|
||||
GVAR(nextFrameBufferB) = [];
|
||||
GVAR(waitUntilAndExecArray) = [];
|
||||
|
||||
GVAR(settingsInitFinished) = false;
|
||||
GVAR(runAtSettingsInitialized) = [];
|
||||
|
||||
// @TODO: Generic local-managed global-synced objects (createVehicleLocal)
|
||||
// @todo: Generic local-managed global-synced objects (createVehicleLocal)
|
||||
|
||||
//Debug
|
||||
ACE_COUNTERS = [];
|
||||
@ -317,11 +310,18 @@ if (isServer) then {
|
||||
call FUNC(loadSettingsOnServer);
|
||||
};
|
||||
|
||||
ACE_player = player;
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// Set up PlayerChanged eventhandler for pre init
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
ACE_player = objNull;
|
||||
uiNamespace setVariable ["ACE_player", objNull];
|
||||
|
||||
// @todo check if this can be removed
|
||||
if (hasInterface) then {
|
||||
// PFH to update the ACE_player variable
|
||||
[{
|
||||
GVAR(PreInit_playerChanged_PFHID) = [{
|
||||
if !(ACE_player isEqualTo (call FUNC(player))) then {
|
||||
private ["_oldPlayer"];
|
||||
_oldPlayer = ACE_player;
|
||||
@ -335,7 +335,11 @@ if (hasInterface) then {
|
||||
}, 0, []] call CBA_fnc_addPerFrameHandler;
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// Time handling
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
ACE_time = diag_tickTime;
|
||||
ACE_realTime = diag_tickTime;
|
||||
ACE_virtualTime = diag_tickTime;
|
||||
@ -350,6 +354,8 @@ PREP(timePFH);
|
||||
// Init toHex
|
||||
[0] call FUNC(toHex);
|
||||
|
||||
ADDON = true;
|
||||
isHC = !hasInterface && !isDedicated; // deprecated because no tag
|
||||
missionNamespace setVariable ["ACE_isHC", ACE_isHC];
|
||||
uiNamespace setVariable ["ACE_isHC", ACE_isHC];
|
||||
|
||||
isHC = !(hasInterface || isDedicated);
|
||||
ADDON = true;
|
||||
|
@ -3,9 +3,9 @@
|
||||
* Converts ASL to Arma "Position"
|
||||
*
|
||||
* Arguments:
|
||||
* 0: position x <Number>
|
||||
* 1: position y <Number>
|
||||
* 2: position z <Number>
|
||||
* 0: position x <NUMBER>
|
||||
* 1: position y <NUMBER>
|
||||
* 2: position z <NUMBER>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
|
@ -1,32 +1,41 @@
|
||||
//fnc__handleNetEvent.sqf
|
||||
// internal handler for net events
|
||||
/*
|
||||
* Author: jaynus
|
||||
* Internal net event handler.
|
||||
*
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_eventName", "_eventArgs", "_eventNames", "_eventIndex", "_eventTargets", "_sentEvents", "_owner", "_serverFlagged", "_events"];
|
||||
//IGNORE_PRIVATE_WARNING("_handleNetEvent");
|
||||
|
||||
|
||||
PARAMS_2(_eventType,_event);
|
||||
params ["_eventType", "_event"];
|
||||
|
||||
if (_eventType == "ACEg") then {
|
||||
_eventName = _event select 0;
|
||||
_eventArgs = _event select 1;
|
||||
_event params ["_eventName", "_eventArgs"];
|
||||
|
||||
private ["_eventNames", "_eventIndex"];
|
||||
|
||||
_eventNames = GVAR(events) select 0;
|
||||
_eventIndex = _eventNames find _eventName;
|
||||
|
||||
if (_eventIndex != -1) then {
|
||||
private "_events";
|
||||
_events = (GVAR(events) select 1) select _eventIndex;
|
||||
|
||||
#ifdef DEBUG_EVENTS
|
||||
diag_log text format[ARR_2("* Net Event %1",_eventName)];
|
||||
diag_log text format[ARR_2(" args=%1",_eventArgs)];
|
||||
ACE_LOGINFO_1("* Net Event %1",_eventName);
|
||||
ACE_LOGINFO_1(" args=%1",_eventArgs);
|
||||
#endif
|
||||
|
||||
{
|
||||
if (!isNil "_x") then {
|
||||
_eventArgs call CALLSTACK_NAMED(_x, format[ARR_3("Net Event %1 ID: %2",_eventName,_forEachIndex)]);
|
||||
_eventArgs call CALLSTACK_NAMED(_x, FORMAT_2("Net Event %1 ID: %2",_eventName,_forEachIndex));
|
||||
#ifdef DEBUG_EVENTS_CALLSTACK
|
||||
diag_log text format[ARR_2(" ID: %1",_forEachIndex)];
|
||||
ACE_LOGINFO_1(" ID: %1",_forEachIndex);
|
||||
#endif
|
||||
};
|
||||
} forEach _events;
|
||||
@ -35,9 +44,9 @@ if (_eventType == "ACEg") then {
|
||||
|
||||
if (_eventType == "ACEc") then {
|
||||
if (isServer) then {
|
||||
_eventName = _event select 0;
|
||||
_eventTargets = _event select 1;
|
||||
_eventArgs = _event select 2;
|
||||
_event params ["_eventName", "_eventTargets", "_eventArgs"];
|
||||
|
||||
private ["_sentEvents", "_owner", "_serverFlagged"];
|
||||
|
||||
_sentEvents = [];
|
||||
if (!IS_ARRAY(_eventTargets)) then {
|
||||
@ -45,20 +54,21 @@ if (_eventType == "ACEc") then {
|
||||
};
|
||||
|
||||
//If not multiplayer, and there are targets, then just run localy
|
||||
if ((!isMultiplayer) && {(count _eventTargets) > 0}) exitWith {
|
||||
ACEg = [_eventName, _eventArgs];
|
||||
["ACEg", ACEg] call FUNC(_handleNetEvent);
|
||||
if (!isMultiplayer && {count _eventTargets > 0}) exitWith {
|
||||
ACEg = [_eventName, _eventArgs];
|
||||
["ACEg", ACEg] call FUNC(_handleNetEvent);
|
||||
};
|
||||
|
||||
_serverFlagged = false;
|
||||
{
|
||||
_owner = _x;
|
||||
if (IS_OBJECT(_x)) then {
|
||||
_owner = owner _x;
|
||||
_owner = owner _x;
|
||||
};
|
||||
if (!(_owner in _sentEvents)) then {
|
||||
PUSH(_sentEvents, _owner);
|
||||
if !(_owner in _sentEvents) then {
|
||||
_sentEvents pushBack _owner;
|
||||
ACEg = [_eventName, _eventArgs];
|
||||
|
||||
if (isDedicated || {_x != ACE_player}) then {
|
||||
if (isDedicated && {local _x} && {!_serverFlagged}) then {
|
||||
_serverFlagged = true;
|
||||
@ -70,6 +80,7 @@ if (_eventType == "ACEc") then {
|
||||
["ACEg", ACEg] call FUNC(_handleNetEvent);
|
||||
};
|
||||
};
|
||||
} forEach _eventTargets;
|
||||
false
|
||||
} count _eventTargets;
|
||||
};
|
||||
};
|
@ -1,25 +1,27 @@
|
||||
/*
|
||||
* Author: jaynus
|
||||
*
|
||||
* Handles a server-side request for synchronization ALL events on JIP to a client.
|
||||
*
|
||||
* Argument:
|
||||
* 0: client (object)
|
||||
* Arguments:
|
||||
* 0: client <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Boolean of success
|
||||
* Return Value:
|
||||
* Event is successed <BOOL>
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
//#define DEBUG_MODE_FULL
|
||||
#include "script_component.hpp"
|
||||
PARAMS_1(_client);
|
||||
|
||||
params ["_client"];
|
||||
|
||||
{
|
||||
private["_eventName", "_eventEntry", "_eventLog"];
|
||||
_eventName = _x;
|
||||
_eventEntry = HASH_GET(GVAR(syncedEvents),_eventName);
|
||||
private ["_eventEntry", "_eventLog"];
|
||||
|
||||
_eventEntry = HASH_GET(GVAR(syncedEvents),_x);
|
||||
_eventLog = _eventEntry select 1;
|
||||
|
||||
["SEH_s", _client, [_eventName, _eventLog] ] call FUNC(targetEvent);
|
||||
} forEach (GVAR(syncedEvents) select 0);
|
||||
["SEH_s", _client, [_x, _eventLog]] call FUNC(targetEvent);
|
||||
false
|
||||
} count (GVAR(syncedEvents) select 0);
|
||||
|
||||
true
|
@ -1,48 +1,50 @@
|
||||
/*
|
||||
* Author: jaynus
|
||||
*
|
||||
* Receives either requests for synchronization from clients, or the synchronization data from the server.
|
||||
*
|
||||
* Arguments [Client] :
|
||||
* 0: eventName (String)
|
||||
* 1: eventLog (Array)
|
||||
* 0: eventName <STRING>
|
||||
* 1: eventLog <ARRAY>
|
||||
*
|
||||
* Arguments [Server] :
|
||||
* 0: eventName (String)
|
||||
* 1: client (Object)
|
||||
* 0: eventName <STRING>
|
||||
* 1: client <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Boolean of success
|
||||
* Return Value:
|
||||
* Event is successed <BOOL>
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
//#define DEBUG_MODE_FULL
|
||||
#include "script_component.hpp"
|
||||
|
||||
//IGNORE_PRIVATE_WARNING("_handleSyncedEvent");
|
||||
|
||||
//SEH_s
|
||||
if(isServer) then {
|
||||
if (isServer) then {
|
||||
// Find the event name, and shovel out the events to the client
|
||||
PARAMS_2(_eventName,_client);
|
||||
private["_eventEntry", "_eventLog"];
|
||||
params ["_eventName", "_client"];
|
||||
|
||||
if(!HASH_HASKEY(GVAR(syncedEvents),_eventName)) exitWith {
|
||||
diag_log text format["[ACE] Error, request for synced event - key not found."];
|
||||
if (!HASH_HASKEY(GVAR(syncedEvents),_eventName)) exitWith {
|
||||
ACE_LOGERROR("Request for synced event - key not found.");
|
||||
false
|
||||
};
|
||||
|
||||
private ["_eventEntry", "_eventLog"];
|
||||
|
||||
_eventEntry = HASH_GET(GVAR(syncedEvents),_eventName);
|
||||
_eventLog = _eventEntry select 1;
|
||||
|
||||
["SEH_s", _client, [_eventName, _eventLog] ] call FUNC(targetEvent);
|
||||
["SEH_s", _client, [_eventName, _eventLog]] call FUNC(targetEvent);
|
||||
} else {
|
||||
PARAMS_2(_eventName,_eventLog);
|
||||
private ["_eventArgs"];
|
||||
params ["_eventName", "_eventLog"];
|
||||
|
||||
// This is the client handling the response from the server
|
||||
// Start running the events
|
||||
{
|
||||
_eventArgs = _x select 1;
|
||||
[_eventName, _eventArgs, (_x select 2)] call FUNC(_handleSyncedEvent);
|
||||
} forEach _eventLog;
|
||||
diag_log text format["[ACE] + [%1] synchronized", _eventName];
|
||||
_x params ["", "_eventArgs","_ttl"];
|
||||
[_eventName, _eventArgs, _ttl] call FUNC(_handleSyncedEvent);
|
||||
false
|
||||
} count _eventLog;
|
||||
|
||||
ACE_LOGINFO_1("[%1] synchronized",_eventName);
|
||||
};
|
||||
|
||||
true
|
@ -1,32 +1,36 @@
|
||||
/*
|
||||
* Author: jaynus
|
||||
*
|
||||
* Handles synced events being received. Server will log them, and server/client will execute them.
|
||||
*
|
||||
* Arguments [Client] :
|
||||
* 0: eventName (String)
|
||||
* 1: arguments (Array)
|
||||
* 2: ttl (Scalar)
|
||||
* 0: eventName <STRING>
|
||||
* 1: arguments <ARRAY>
|
||||
* 2: ttl <SCALAR>
|
||||
*
|
||||
* Return value:
|
||||
* Boolean of success
|
||||
* Return Value:
|
||||
* Boolean of success <BOOL>
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
//#define DEBUG_MODE_FULL
|
||||
#include "script_component.hpp"
|
||||
PARAMS_3(_name,_args,_ttl);
|
||||
private["_internalData", "_eventLog", "_eventCode"];
|
||||
|
||||
if(!HASH_HASKEY(GVAR(syncedEvents),_name)) exitWith {
|
||||
diag_log text format["[ACE] Error, synced event key not found."];
|
||||
params ["_name", "_args", "_ttl"];
|
||||
|
||||
if (!HASH_HASKEY(GVAR(syncedEvents),_name)) exitWith {
|
||||
ACE_LOGERROR("Synced event key not found.");
|
||||
false
|
||||
};
|
||||
|
||||
private ["_internalData", "_eventCode"];
|
||||
|
||||
_internalData = HASH_GET(GVAR(syncedEvents),_name);
|
||||
|
||||
if(isServer) then {
|
||||
if (isServer) then {
|
||||
// Server needs to internally log it for synchronization
|
||||
if(_ttl > -1) then {
|
||||
if (_ttl > -1) then {
|
||||
_internalData = HASH_GET(GVAR(syncedEvents),_name);
|
||||
|
||||
private "_eventLog";
|
||||
_eventLog = _internalData select 1;
|
||||
_eventLog pushback [ACE_diagTime, _args, _ttl];
|
||||
};
|
||||
|
@ -1,73 +1,66 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Add an addAction event to a unit. Used to handle multiple addAction events. Global arguments, local effects. Does only work for player controlled units.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Unit the action should be assigned to (Object)
|
||||
* 1: Name of the action, e.g. "DefaultAction" (String)
|
||||
* 2: Condition (Code or String)
|
||||
* 3: Code to execute (Code or String)
|
||||
* Arguments:
|
||||
* 0: Unit the action should be assigned to <OBJECT>
|
||||
* 1: Name of the action, e.g. "DefaultAction" <STRING>
|
||||
* 2: Condition <CODE, STRING>
|
||||
* 3: Code to execute <CODE, STRING>
|
||||
*
|
||||
* Return value:
|
||||
* ID of the action (used to remove it later).
|
||||
* Return Value:
|
||||
* ID of the action (used to remove it later) <NUMBER>
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_action", "_condition", "_statement", "_name", "_actionsVar", "_actionID", "_actions", "_id", "_actionIDs"];
|
||||
//IGNORE_PRIVATE_WARNING("_count", "_index", "_return", "_target");
|
||||
|
||||
_unit = _this select 0;
|
||||
_action = _this select 1;
|
||||
_condition = _this select 2;
|
||||
_statement = _this select 3;
|
||||
params ["_unit", "_action", "_condition", "_statement"];
|
||||
|
||||
if (typeName _condition == "STRING") then {
|
||||
_condition = compile _condition;
|
||||
_condition = compile _condition;
|
||||
};
|
||||
|
||||
if (typeName _statement == "STRING") then {
|
||||
_statement = compile _statement;
|
||||
_statement = compile _statement;
|
||||
};
|
||||
|
||||
_name = format ["ACE_Action_%1", _action];
|
||||
private ["_name", "_actionsVar"];
|
||||
|
||||
_name = format ["ACE_Action_%1", _action];
|
||||
_actionsVar = _unit getVariable [_name, [-1, [-1, [], []], objNull]];
|
||||
|
||||
if (_unit != _actionsVar select 2) then { // check if the unit is still valid, fixes respawn issues
|
||||
_actionsVar = [-1, [-1, [], []], objNull];
|
||||
_actionsVar = [-1, [-1, [], []], objNull];
|
||||
};
|
||||
|
||||
_actionID = _actionsVar select 0;
|
||||
_actions = _actionsVar select 1;
|
||||
_actionsVar params ["_actionID", "_actionsArray"];
|
||||
_actionsArray params ["_id", "_actionIDs", "_actions"];
|
||||
|
||||
_id = (_actions select 0) + 1;
|
||||
_actionIDs = _actions select 1;
|
||||
_actions = _actions select 2;
|
||||
_id = _id + 1;
|
||||
|
||||
_actionIDs pushBack _id;
|
||||
_actions pushBack [_condition, _statement];
|
||||
|
||||
// first action to add, unit needs addAction command
|
||||
if (_actionID == -1) then {
|
||||
private "_addAction";
|
||||
private "_addAction";
|
||||
_addAction = call compile format [
|
||||
"[
|
||||
'',
|
||||
{if (inputAction '%1' == 0) exitWith {}; {if (_this call (_x select 0)) then {_this call (_x select 1)}} forEach (((_this select 0) getVariable '%2') select 1 select 2)},
|
||||
nil,
|
||||
-1,
|
||||
false,
|
||||
true,
|
||||
'%1',
|
||||
""if (_this != ACE_player || {vehicle _this != _target}) exitWith {false}; _actions = (_this getVariable '%2') select 1 select 2; _count = count _actions; _index = 0; _return = false; while {_index < _count && {!_return}} do {_return = [_target, _this] call ((_actions select _index) select 0); _index = _index + 1}; _return""
|
||||
]",
|
||||
_action,
|
||||
_name
|
||||
];
|
||||
|
||||
_addAction = call compile format [
|
||||
"[
|
||||
'',
|
||||
{if (inputAction '%1' == 0) exitWith {}; {if (_this call (_x select 0)) then {_this call (_x select 1)}} forEach (((_this select 0) getVariable '%2') select 1 select 2)},
|
||||
nil,
|
||||
-1,
|
||||
false,
|
||||
true,
|
||||
'%1',
|
||||
""if (_this != ACE_player || {vehicle _this != _target}) exitWith {false}; _actions = (_this getVariable '%2') select 1 select 2; _count = count _actions; _index = 0; _return = false; while {_index < _count && {!_return}} do {_return = [_target, _this] call ((_actions select _index) select 0); _index = _index + 1}; _return""
|
||||
]",
|
||||
_action,
|
||||
_name
|
||||
];
|
||||
|
||||
_actionID = _unit addAction _addAction;
|
||||
_actionID = _unit addAction _addAction;
|
||||
};
|
||||
|
||||
_unit setVariable [_name, [_actionID, [_id, _actionIDs, _actions], _unit], false];
|
||||
|
@ -1,29 +1,25 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Add an addAction event to a unit. Used to handle multiple addAction events and add a action to the mouse wheel menu. Global arguments, local effects. Does only work for player controlled units.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Unit the action should be assigned to (Object)
|
||||
* 1: Menu title of the action (String)
|
||||
* 2: Name of the action, e.g. "DefaultAction" (String)
|
||||
* 3: Condition (Code or String)
|
||||
* 4: Code to execute by the action (Code or String)
|
||||
* 5: Condition for the menu action (Code or String)
|
||||
* 6: Code to execute from the menu (Code or String)
|
||||
* 7: Priority of the action (Number, optional default: 0)
|
||||
* Arguments:
|
||||
* 0: Unit the action should be assigned to <OBJECT>
|
||||
* 1: Menu title of the action <STRING>
|
||||
* 2: Name of the action, e.g. "DefaultAction" <STRING>
|
||||
* 3: Condition <CODE, STRING>
|
||||
* 4: Code to execute by the action <CODE, STRING>
|
||||
* 5: Condition for the menu action <CODE, STRING>
|
||||
* 6: Code to execute from the menu <CODE, STRING>
|
||||
* 7: Priority of the action (default: 0) <NUMBER>
|
||||
*
|
||||
* Return value:
|
||||
* ID of the action (used to remove it later).
|
||||
* Return Value:
|
||||
* ID of the action (used to remove it later) <NUMBER>
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_name", "_actionsVar", "_id", "_actionIDs", "_actions", "_nameVar", "_addAction", "_actionID"];
|
||||
//IGNORE_PRIVATE_WARNING("_target");
|
||||
|
||||
PARAMS_8(_unit,_displayName,_action,_condition,_statement,_condition2,_statement2,_priority);
|
||||
|
||||
if (isNil "_priority") then {_priority = 0};
|
||||
params ["_unit", "_displayName", "_action", "_condition", "_statement", "_condition2", "_statement2", ["_priority", 0]];
|
||||
|
||||
if (typeName _condition == "STRING") then {
|
||||
_condition = compile _condition;
|
||||
@ -41,13 +37,16 @@ if (typeName _statement2 == "STRING") then {
|
||||
_statement2 = compile _statement2;
|
||||
};
|
||||
|
||||
_name = format ["ACE_ActionMenu_%1", _action];
|
||||
private ["_name", "_actionsVar"];
|
||||
|
||||
_name = format ["ACE_ActionMenu_%1", _action];
|
||||
_actionsVar = _unit getVariable [_name, [-1, [], []]];
|
||||
|
||||
_id = (_actionsVar select 0) + 1;
|
||||
_actionIDs = _actionsVar select 1;
|
||||
_actions = _actionsVar select 2;
|
||||
_actionsVar params ["_id", "_actionIDs", "_actions"];
|
||||
|
||||
_id = _id + 1;
|
||||
|
||||
private ["_nameVar", "_addAction", "_actionID"];
|
||||
|
||||
_nameVar = format ["%1_ID%2", _name, _id];
|
||||
missionNamespace setVariable [_nameVar, [_condition, _statement, _condition2, _statement2]];
|
||||
@ -56,14 +55,14 @@ _actionIDs pushBack _id;
|
||||
|
||||
_addAction = call compile format [
|
||||
"[
|
||||
'%2',
|
||||
{if (inputAction '%1' == 0) then {if (_this call (%3 select 2)) then {_this call (%3 select 3)}} else {_this call (%3 select 1)}},
|
||||
nil,
|
||||
%4,
|
||||
false,
|
||||
true,
|
||||
'%1',
|
||||
""if (_this != ACE_player || {vehicle _this != _target}) exitWith {false}; [_target, _this] call (%3 select 0)""
|
||||
'%2',
|
||||
{if (inputAction '%1' == 0) then {if (_this call (%3 select 2)) then {_this call (%3 select 3)}} else {_this call (%3 select 1)}},
|
||||
nil,
|
||||
%4,
|
||||
false,
|
||||
true,
|
||||
'%1',
|
||||
""if (_this != ACE_player || {vehicle _this != _target}) exitWith {false}; [_target, _this] call (%3 select 0)""
|
||||
]",
|
||||
_action,
|
||||
_displayName,
|
||||
|
@ -1,33 +1,27 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Add a condition that gets checked by ace_common_fnc_canInteractWith.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The conditions id. Used to remove later or as exception name. An already existing name overwrites. (String)
|
||||
* 1: The condition to check. format of "_this" is "[_player, _target]". (Code)
|
||||
* 0: The conditions id. Used to remove later or as exception name. An already existing name overwrites. <STRING>
|
||||
* 1: The condition to check. format of "_this" is "[_player, _target]". <CODE>
|
||||
*
|
||||
* Return Value:
|
||||
* Unit can interact?
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_conditionName", "_conditionFunc"];
|
||||
//IGNORE_PRIVATE_WARNING("_player", "_target");
|
||||
params ["_conditionName", "_conditionFunc"];
|
||||
|
||||
_conditionName = toLower _conditionName;
|
||||
|
||||
_conditionName = toLower (_this select 0);
|
||||
_conditionFunc = _this select 1;
|
||||
|
||||
private ["_conditions", "_conditionNames", "_conditionFuncs"];
|
||||
private ["_conditions", "_index"];
|
||||
|
||||
_conditions = missionNamespace getVariable [QGVAR(InteractionConditions), [[],[]]];
|
||||
_conditions params ["_conditionNames", "_conditionFuncs"];
|
||||
|
||||
_conditionNames = _conditions select 0;
|
||||
_conditionFuncs = _conditions select 1;
|
||||
|
||||
private "_index";
|
||||
_index = _conditionNames find _conditionName;
|
||||
|
||||
if (_index == -1) then {
|
||||
@ -37,4 +31,4 @@ if (_index == -1) then {
|
||||
_conditionNames set [_index, _conditionName];
|
||||
_conditionFuncs set [_index, _conditionFunc];
|
||||
|
||||
GVAR(InteractionConditions) = [_conditionNames, _conditionFuncs];
|
||||
GVAR(InteractionConditions) = _conditions;
|
||||
|
@ -1,9 +1,19 @@
|
||||
// by commy2
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Arguments:
|
||||
* Display where the Unload event was added <DISPLAY>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private "_dlg";
|
||||
|
||||
disableSerialization;
|
||||
|
||||
private "_dlg";
|
||||
_dlg = ctrlParent _this;
|
||||
|
||||
_dlg displayAddEventHandler ["unload", {
|
||||
|
@ -1,33 +1,34 @@
|
||||
/*
|
||||
* Author: Nou
|
||||
* Add an event handler.
|
||||
*
|
||||
* Add a event handler.
|
||||
* Arguments:
|
||||
* 0: Event name <STRING>
|
||||
* 1: Event code <CODE>
|
||||
*
|
||||
* Argument:
|
||||
* 0: Event name (string)
|
||||
* 1: Event code (code)
|
||||
* Return Value:
|
||||
* Event handler ID number (for use with fnc_removeEventHandler) <NUMBER>
|
||||
*
|
||||
* Return value:
|
||||
* Event handler ID number (for use with fnc_removeEventHandler)
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_eventNames", "_eventFunctions", "_eventNameCount", "_eventIndex", "_eventFunctionCount"];
|
||||
params ["_eventName", "_eventCode"];
|
||||
|
||||
PARAMS_2(_eventName,_eventCode);
|
||||
private ["_eventNames", "_eventFunctions", "_eventIndex"];
|
||||
|
||||
_eventNames = GVAR(events) select 0;
|
||||
_eventFunctions = [];
|
||||
_eventIndex = _eventNames find _eventName;
|
||||
|
||||
if (_eventIndex != -1) then {
|
||||
_eventFunctions = (GVAR(events) select 1) select _eventIndex;
|
||||
} else {
|
||||
private "_eventNameCount";
|
||||
_eventNameCount = count _eventNames;
|
||||
_eventNames set[_eventNameCount, _eventName];
|
||||
(GVAR(events) select 1) set[_eventNameCount, _eventFunctions];
|
||||
|
||||
_eventNames set [_eventNameCount, _eventName];
|
||||
(GVAR(events) select 1) set [_eventNameCount, _eventFunctions];
|
||||
};
|
||||
|
||||
_eventFunctionCount = count _eventFunctions;
|
||||
_eventFunctions set [_eventFunctionCount, _eventCode];
|
||||
|
||||
_eventFunctionCount;
|
||||
_eventFunctions pushBack _eventCode // Return event function count
|
||||
|
@ -1,15 +1,15 @@
|
||||
/*
|
||||
* Author: esteldunedain
|
||||
*
|
||||
* Add line to draw on debug
|
||||
*
|
||||
* Argument:
|
||||
* 0: Start point ASL (Array)
|
||||
* 1: End point ASL (Array)
|
||||
* 2: Color (Array)
|
||||
* Arguments:
|
||||
* 0: Start point ASL <ARRAY>
|
||||
* 1: End point ASL <ARRAY>
|
||||
* 2: Color <ARRAY>
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
|
@ -1,29 +1,29 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Add a map marker creation event handler.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Code to execute (Code or String)
|
||||
* Arguments:
|
||||
* 0: Code to execute <CODE, STRING>
|
||||
*
|
||||
* Return value:
|
||||
* ID of the event script (used to remove it later).
|
||||
* Return Value:
|
||||
* ID of the event script (used to remove it later). <NUMBER>
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_actionsVar", "_id", "_actionIDs", "_actions"];
|
||||
|
||||
PARAMS_1(_statement);
|
||||
params ["_statement"];
|
||||
|
||||
if (typeName _statement == "STRING") then {
|
||||
_statement = compile _statement;
|
||||
};
|
||||
|
||||
private "_actionsVar";
|
||||
_actionsVar = missionNamespace getVariable ["ACE_EventHandler_MapMarker", [-1, [], []]];
|
||||
|
||||
_id = (_actionsVar select 0) + 1;
|
||||
_actionIDs = _actionsVar select 1;
|
||||
_actions = _actionsVar select 2;
|
||||
_actionsVar params ["_id", "_actionIDs", "_actions"];
|
||||
|
||||
_id = _id + 1;
|
||||
|
||||
if (_id == 0) then {
|
||||
uiNamespace setVariable ["ACE_EventHandler_MapMarker", count allMapMarkers];
|
||||
|
@ -1,29 +1,30 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Add an event handler that executes every ACE_time the scroll wheel is used. This is needed, because adding a MouseZ display event handler to display 46 will break in save games.
|
||||
* _this will be [Interval] where 'Interval' is a number.
|
||||
*
|
||||
* Add an event handler that executes every ACE_time the scroll wheel is used. This is needed, because adding a MouseZ display event handler to display 46 will break in save games. Argument will be [Interval] where 'Interval' is a number.
|
||||
* Arguments:
|
||||
* 0: Code to execute <CODE, STRING>
|
||||
*
|
||||
* Argument:
|
||||
* 0: Code to execute (Code or String)
|
||||
* Return Value:
|
||||
* ID of the event script (used to remove it later). <NUMBER>
|
||||
*
|
||||
* Return value:
|
||||
* ID of the event script (used to remove it later).
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_actionsVar", "_id", "_actionIDs", "_actions"];
|
||||
|
||||
PARAMS_1(_statement);
|
||||
params ["_statement"];
|
||||
|
||||
if (typeName _statement == "STRING") then {
|
||||
_statement = compile _statement;
|
||||
_statement = compile _statement;
|
||||
};
|
||||
|
||||
private "_actionsVar";
|
||||
_actionsVar = missionNamespace getVariable ["ACE_EventHandler_ScrollWheel", [-1, [], []]];
|
||||
|
||||
_id = (_actionsVar select 0) + 1;
|
||||
_actionIDs = _actionsVar select 1;
|
||||
_actions = _actionsVar select 2;
|
||||
_actionsVar params ["_id", "_actionIDs", "_actions"];
|
||||
|
||||
_id = _id + 1;
|
||||
|
||||
_actionIDs pushBack _id;
|
||||
_actions pushBack _statement;
|
||||
|
@ -11,7 +11,7 @@
|
||||
* 4: localizedDescription <STRING>
|
||||
* 5: possibleValues <ARRAY>
|
||||
* 6: isForced <BOOL>
|
||||
* 7: defaultValue (Any)
|
||||
* 7: defaultValue <ANY>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
@ -20,10 +20,9 @@
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_8(_name,_typeName,_isClientSetable,_localizedName,_localizedDescription,_possibleValues,_isForced,_value);
|
||||
|
||||
private ["_settingData"];
|
||||
params ["_name", "", "", "", "", "", "", "_value"]; //["_name", "_typeName", "_isClientSetable", "_localizedName", "_localizedDescription", "_possibleValues", "_isForced", "_value"];
|
||||
|
||||
private "_settingData";
|
||||
_settingData = [_name] call FUNC(getSettingData);
|
||||
|
||||
// Exit if the setting already exists
|
||||
|
@ -1,34 +1,29 @@
|
||||
/*
|
||||
* Author: jaynus
|
||||
*
|
||||
* Register an event handler for an ACE synced event
|
||||
*
|
||||
* Argument:
|
||||
* 0: Name (String)
|
||||
* 1: Handler (Code)
|
||||
* 2: TTL (Number or Code) [Optional]
|
||||
* Arguments:
|
||||
* 0: Name <STRING>
|
||||
* 1: Handler <CODE>
|
||||
* 2: TTL (optional: 0) <NUMBER, CODE>
|
||||
*
|
||||
* Return value:
|
||||
* Boolean of success
|
||||
* Return Value:
|
||||
* Boolean of success <BOOL>
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
//#define DEBUG_MODE_FULL
|
||||
#include "script_component.hpp"
|
||||
//IGNORE_PRIVATE_WARNING("_handleSyncedEvent");
|
||||
|
||||
PARAMS_2(_name,_handler);
|
||||
params ["_name", "_handler", ["_ttl", 0]];
|
||||
|
||||
private["_ttl", "_eventId", "_data"];
|
||||
if( (count _this) > 2) then {
|
||||
_ttl = _this select 2;
|
||||
} else {
|
||||
_ttl = 0;
|
||||
};
|
||||
|
||||
if(HASH_HASKEY(GVAR(syncedEvents),_name)) exitWith {
|
||||
diag_log text format["[ACE] Error, duplicate synced event creation."];
|
||||
if (HASH_HASKEY(GVAR(syncedEvents),_name)) exitWith {
|
||||
ACE_LOGERROR("Duplicate synced event creation.");
|
||||
false
|
||||
};
|
||||
|
||||
private ["_eventId", "_data"];
|
||||
|
||||
_eventId = [_name, FUNC(_handleSyncedEvent)] call FUNC(addEventHandler);
|
||||
_data = [_handler,[],_ttl,_eventId];
|
||||
_data = [_handler, [], _ttl, _eventId];
|
||||
|
||||
HASH_SET(GVAR(syncedEvents),_name,_data);
|
@ -1,93 +1,141 @@
|
||||
/*
|
||||
* Author: Garth 'L-H' de Wet
|
||||
* Adds an item,weapon,magazine to the unit's inventory
|
||||
* or places it in a weaponHolder if no space.
|
||||
* Adds an item, weapon, or magazine to the unit's inventory or places it in a weaponHolder if no space.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: Classname <STRING>
|
||||
* 2: Container (uniform, vest, backpack) <STRING><OPTIONAL>
|
||||
* 3: Magazine Ammo Count <NUMBER><OPTIONAL>
|
||||
* 2: Container (uniform, vest, backpack) (default: "") <STRING>
|
||||
* 3: Magazine Ammo Count (default: -1) <NUMBER>
|
||||
*
|
||||
* Return Value:
|
||||
* Array:
|
||||
* 0: Added to player (Bool)
|
||||
* 1: weaponholder (OBJECT)
|
||||
* 0: Added to player <BOOL>
|
||||
* 1: weaponholder <OBJECT>
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
//#define DEBUG_MODE_FULL
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_classname);
|
||||
DEFAULT_PARAM(2,_container,"");
|
||||
DEFAULT_PARAM(3,_ammoCount,-1);
|
||||
params ["_unit", "_classname", ["_container", ""], ["_ammoCount", -1]];
|
||||
|
||||
private ["_addedToPlayer", "_canAdd", "_type", "_pos"];
|
||||
private ["_type", "_canAdd", "_addedToUnit"];
|
||||
|
||||
_canAdd = false;
|
||||
_addedToPlayer = true;
|
||||
|
||||
_type = [_classname] call EFUNC(common,getItemType);
|
||||
_type = [_classname] call FUNC(getItemType);
|
||||
|
||||
switch (_container) do {
|
||||
case "vest": { _canAdd = _unit canAddItemToVest _classname; };
|
||||
case "backpack": { _canAdd = _unit canAddItemToBackpack _classname; };
|
||||
case "uniform": { _canAdd = _unit canAddItemToUniform _classname; };
|
||||
default {_canAdd = _unit canAdd _classname;};
|
||||
case "vest": {
|
||||
_canAdd = _unit canAddItemToVest _classname;
|
||||
};
|
||||
case "backpack": {
|
||||
_canAdd = _unit canAddItemToBackpack _classname;
|
||||
};
|
||||
case "uniform": {
|
||||
_canAdd = _unit canAddItemToUniform _classname;
|
||||
};
|
||||
default {
|
||||
_canAdd = _unit canAdd _classname;
|
||||
};
|
||||
};
|
||||
|
||||
switch ((_type select 0)) do {
|
||||
switch (_type select 0) do {
|
||||
case "weapon": {
|
||||
if (_canAdd) then {
|
||||
_addedToUnit = true;
|
||||
|
||||
switch (_container) do {
|
||||
case "vest": { (vestContainer _unit) addWeaponCargoGlobal [_classname, 1]; };
|
||||
case "backpack": { (backpackContainer _unit) addWeaponCargoGlobal [_classname, 1]; };
|
||||
case "uniform": { (uniformContainer _unit) addWeaponCargoGlobal [_classname, 1]; };
|
||||
default { _unit addWeaponGlobal _classname; };
|
||||
case "vest": {
|
||||
(vestContainer _unit) addWeaponCargoGlobal [_classname, 1];
|
||||
};
|
||||
case "backpack": {
|
||||
(backpackContainer _unit) addWeaponCargoGlobal [_classname, 1];
|
||||
};
|
||||
case "uniform": {
|
||||
(uniformContainer _unit) addWeaponCargoGlobal [_classname, 1];
|
||||
};
|
||||
default {
|
||||
_unit addWeaponGlobal _classname;
|
||||
};
|
||||
};
|
||||
} else {
|
||||
_addedToPlayer = false;
|
||||
_addedToUnit = false;
|
||||
|
||||
private "_pos";
|
||||
_pos = _unit modelToWorldVisual [0,1,0.05];
|
||||
_unit = createVehicle ["WeaponHolder_Single_F",_pos,[],0,"NONE"];
|
||||
_unit addWeaponCargoGlobal [_classname,1];
|
||||
|
||||
_unit = createVehicle ["WeaponHolder_Single_F", _pos, [], 0, "NONE"];
|
||||
_unit addWeaponCargoGlobal [_classname, 1];
|
||||
_unit setPosATL _pos;
|
||||
};
|
||||
};
|
||||
|
||||
case "magazine": {
|
||||
if (_ammoCount == -1) then {_ammoCount = getNumber (configFile >> "CfgMagazines" >> _classname >> "count");};
|
||||
if (_ammoCount == -1) then {
|
||||
_ammoCount = getNumber (configFile >> "CfgMagazines" >> _classname >> "count");
|
||||
};
|
||||
|
||||
if (_canAdd) then {
|
||||
_addedToUnit = true;
|
||||
|
||||
switch (_container) do {
|
||||
case "vest": { (vestContainer _unit) addMagazineCargoGlobal [_classname, _ammoCount]; };
|
||||
case "backpack": { (backpackContainer _unit) addMagazineCargoGlobal [_classname, _ammoCount]; };
|
||||
case "uniform": { (uniformContainer _unit) addMagazineCargoGlobal [_classname, _ammoCount]; };
|
||||
default {_unit addMagazine [_classname, _ammoCount]; };
|
||||
case "vest": {
|
||||
(vestContainer _unit) addMagazineCargoGlobal [_classname, 1/*_ammoCount*/]; //@todo Bug! This isn't really the ammo, but magazine count. No such command.
|
||||
};
|
||||
case "backpack": {
|
||||
(backpackContainer _unit) addMagazineCargoGlobal [_classname, 1/*_ammoCount*/]; //@todo Bug! This isn't really the ammo, but magazine count. No such command.
|
||||
};
|
||||
case "uniform": {
|
||||
(uniformContainer _unit) addMagazineCargoGlobal [_classname, 1/*_ammoCount*/]; //@todo Bug! This isn't really the ammo, but magazine count. No such command.
|
||||
};
|
||||
default {
|
||||
_unit addMagazine [_classname, _ammoCount];
|
||||
};
|
||||
};
|
||||
} else {
|
||||
_addedToPlayer = false;
|
||||
_addedToUnit = false;
|
||||
|
||||
private "_pos";
|
||||
_pos = _unit modelToWorldVisual [0,1,0.05];
|
||||
_unit = createVehicle ["WeaponHolder_Single_F",_pos,[],0,"NONE"];
|
||||
_unit addMagazineCargoGlobal [_classname, _ammoCount];
|
||||
|
||||
_unit = createVehicle ["WeaponHolder_Single_F", _pos, [], 0, "NONE"];
|
||||
_unit addMagazineCargoGlobal [_classname, 1/*_ammoCount*/]; //@todo Bug! This isn't really the ammo, but magazine count. No such command.
|
||||
_unit setPosATL _pos;
|
||||
};
|
||||
};
|
||||
|
||||
case "item": {
|
||||
if (_canAdd) then {
|
||||
_addedToUnit = true;
|
||||
|
||||
switch (_container) do {
|
||||
case "vest": { _unit addItemToVest _classname; };
|
||||
case "backpack": { _unit addItemToBackpack _classname; };
|
||||
case "uniform": { _unit addItemToUniform _classname; };
|
||||
default { _unit addItem _classname; };
|
||||
case "vest": {
|
||||
_unit addItemToVest _classname;
|
||||
};
|
||||
case "backpack": {
|
||||
_unit addItemToBackpack _classname;
|
||||
};
|
||||
case "uniform": {
|
||||
_unit addItemToUniform _classname;
|
||||
};
|
||||
default {
|
||||
_unit addItem _classname;
|
||||
};
|
||||
};
|
||||
} else {
|
||||
_addedToPlayer = false;
|
||||
_addedToUnit = false;
|
||||
|
||||
private "_pos";
|
||||
_pos = _unit modelToWorldVisual [0,1,0.05];
|
||||
_unit = createVehicle ["WeaponHolder_Single_F",_pos,[],0,"NONE"];
|
||||
_unit addItemCargoGlobal [_classname,1];
|
||||
|
||||
_unit = createVehicle ["WeaponHolder_Single_F", _pos, [], 0, "NONE"];
|
||||
_unit addItemCargoGlobal [_classname, 1];
|
||||
_unit setPosATL _pos;
|
||||
};
|
||||
};
|
||||
default {diag_log format ["ACE: Incorrect item type passed to %1, passed: %2",QFUNC(AddToInventory),_type];};
|
||||
|
||||
default {
|
||||
_addedToUnit = false;
|
||||
ACE_LOGWARNING_2("Incorrect item type passed to %1, passed: %2",QFUNC(AddToInventory),_type);
|
||||
};
|
||||
};
|
||||
|
||||
[_addedToPlayer,_unit]
|
||||
[_addedToUnit, _unit]
|
||||
|
@ -1,14 +1,15 @@
|
||||
/*
|
||||
* Author: commy2, idea by Falke
|
||||
*
|
||||
* Returns a brightness value depending on the sun and moon state. Ranges from 0 to 1 (dark ... bright).
|
||||
*
|
||||
* Argument:
|
||||
* None.
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return value:
|
||||
* Ambient brightness (Number)
|
||||
* Return Value:
|
||||
* Ambient brightness <NUMBER>
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
(sunOrMoon * sunOrMoon * (1 - overcast * 0.25) + (moonIntensity/5) * (1 - overcast)) min 1
|
||||
(sunOrMoon * sunOrMoon * (1 - overcast * 0.25) + (moonIntensity / 5) * (1 - overcast)) min 1
|
||||
|
@ -1,25 +1,23 @@
|
||||
/*
|
||||
Name: FUNC(applyForceWalkStatus)
|
||||
|
||||
Author: Pabst Mirror
|
||||
|
||||
Description:
|
||||
Applys the forceWalk status of an unit. Called from Extended_InitPost_EventHandlers.
|
||||
|
||||
Parameters:
|
||||
0: OBJECT - Unit
|
||||
|
||||
Returns:
|
||||
None
|
||||
|
||||
Example:
|
||||
[ACE_Player] call FUNC(applyForceWalkStatus)
|
||||
*/
|
||||
* Author: Pabst Mirror
|
||||
* Applys the forceWalk status of an unit. Called from Extended_InitPost_EventHandlers.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [ACE_Player] call ace_common_fnc_applyForceWalkStatus
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_forceWalkNumber"];
|
||||
params ["_unit"];
|
||||
|
||||
PARAMS_1(_unit);
|
||||
private "_forceWalkNumber";
|
||||
_forceWalkNumber = _unit getVariable ["ACE_forceWalkStatusNumber", 0];
|
||||
|
||||
_unit forceWalk (_forceWalkNumber > 0);
|
||||
|
@ -4,47 +4,41 @@
|
||||
* Used by moduleAssign* within various parts of the ACE3 project.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: list <STRING>
|
||||
* 1: variableName <STRING>
|
||||
* 2: value <ANY>
|
||||
* 0: List <STRING>
|
||||
* 1: Variable Name <STRING>
|
||||
* 2: Value <ANY>
|
||||
* 3: Global <BOOL>
|
||||
* 4: Vehicle <BOOL> (default: false)
|
||||
*
|
||||
* Return Value:
|
||||
* None <NIL>
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* ["text", "variable", value, true] call ace_common_fnc_assignObjectsInList
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_splittedList", "_nilCheckPassedList"];
|
||||
params ["_list", "_variable", "_setting", "_global"];
|
||||
params ["_list", "_variable", "_setting", "_global", ["_vehicle", false]];
|
||||
|
||||
if (typeName _list == "STRING") then {
|
||||
_splittedList = [_list, ","] call BIS_fnc_splitString;
|
||||
_nilCheckPassedList = "";
|
||||
{
|
||||
_x = [_x] call FUNC(stringRemoveWhiteSpace);
|
||||
if !(isnil _x) then {
|
||||
if (_nilCheckPassedList == "") then {
|
||||
_nilCheckPassedList = _x;
|
||||
} else {
|
||||
_nilCheckPassedList = _nilCheckPassedList + ","+ _x;
|
||||
};
|
||||
};
|
||||
}foreach _splittedList;
|
||||
|
||||
_list = [] call compile format["[%1]",_nilCheckPassedList];
|
||||
_list = [_list, true, true] call FUNC(parseList);
|
||||
TRACE_1("Parsed",_list)
|
||||
};
|
||||
|
||||
{
|
||||
if (!isnil "_x") then {
|
||||
if (!isNil "_x") then {
|
||||
if (typeName _x == typeName objNull) then {
|
||||
if (local _x) then {
|
||||
_x setvariable [_variable, _setting, _global];
|
||||
if (_vehicle) then {
|
||||
(vehicle _x) setVariable [_variable, _setting, _global];
|
||||
TRACE_6("Set variable vehicle",_x,vehicle _x,typeOf (vehicle _x),_variable,_setting,_global);
|
||||
} else {
|
||||
_x setVariable [_variable, _setting, _global];
|
||||
TRACE_5("Set variable",_x,typeOf _x,_variable,_setting,_global);
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
}foreach _list;
|
||||
|
||||
true
|
||||
} count _list;
|
||||
|
75
addons/common/functions/fnc_assignedItemFix.sqf
Normal file
75
addons/common/functions/fnc_assignedItemFix.sqf
Normal file
@ -0,0 +1,75 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Initialized the assigned item fix.
|
||||
*
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public : No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private "_config";
|
||||
|
||||
ACE_isMapEnabled = call {_config = missionConfigFile >> "showMap"; !isNumber _config || {getNumber _config == 1}}; // default value is 1, so do isNumber check first
|
||||
ACE_isCompassEnabled = call {_config = missionConfigFile >> "showCompass"; !isNumber _config || {getNumber _config == 1}};
|
||||
ACE_isWatchEnabled = call {_config = missionConfigFile >> "showWatch"; !isNumber _config || {getNumber _config == 1}};
|
||||
ACE_isRadioEnabled = call {_config = missionConfigFile >> "showRadio"; !isNumber _config || {getNumber _config == 1}};
|
||||
ACE_isGPSEnabled = call {_config = missionConfigFile >> "showGPS"; !isNumber _config || {getNumber _config == 1}};
|
||||
|
||||
GVAR(AssignedItems) = [];
|
||||
GVAR(AssignedItemsInfo) = [];
|
||||
GVAR(AssignedItemsShownItems) = [
|
||||
ACE_isMapEnabled,
|
||||
ACE_isCompassEnabled,
|
||||
ACE_isWatchEnabled,
|
||||
ACE_isRadioEnabled,
|
||||
ACE_isGPSEnabled
|
||||
];
|
||||
|
||||
["playerInventoryChanged", {
|
||||
params ["_unit", "_assignedItems"];
|
||||
|
||||
_assignedItems = _assignedItems select 17;
|
||||
|
||||
GVAR(AssignedItemsShownItems) = [true, true, true, true, true];
|
||||
|
||||
{
|
||||
if !(_x in GVAR(AssignedItems)) then {
|
||||
GVAR(AssignedItems) pushBack _x;
|
||||
GVAR(AssignedItemsInfo) pushBack toLower getText (configFile >> "CfgWeapons" >> _x >> "ACE_hideItemType");
|
||||
};
|
||||
|
||||
switch (GVAR(AssignedItemsInfo) select (GVAR(AssignedItems) find _x)) do {
|
||||
case ("map"): {
|
||||
GVAR(AssignedItemsShownItems) set [0, false];
|
||||
};
|
||||
case ("compass"): {
|
||||
GVAR(AssignedItemsShownItems) set [1, false];
|
||||
};
|
||||
case ("watch"): {
|
||||
GVAR(AssignedItemsShownItems) set [2, false];
|
||||
};
|
||||
case ("radio"): {
|
||||
GVAR(AssignedItemsShownItems) set [3, false];
|
||||
};
|
||||
case ("gps"): {
|
||||
GVAR(AssignedItemsShownItems) set [4, false];
|
||||
};
|
||||
};
|
||||
false
|
||||
} count _assignedItems;
|
||||
|
||||
//systemChat str GVAR(AssignedItemsShownItems);
|
||||
|
||||
GVAR(AssignedItemsShownItems) params ["_showMap", "_showCompass", "_showWatch", "_showRadio", "_showGPS"];
|
||||
|
||||
showMap _showMap;
|
||||
showCompass _showCompass;
|
||||
showWatch _showWatch;
|
||||
showRadio _showRadio;
|
||||
showGPS (_showGPS || {cameraOn == getConnectedUAV _unit}); //If player is activly controling a UAV, showGPS controls showing the map (m key)
|
||||
}] call FUNC(addEventHandler);
|
@ -1,23 +1,23 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Get a binary equivalent of a decimal number.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Decimal Number (Number)
|
||||
* 1: Minimum length of the returned Array, note: returned array can be larger (Number, optional default 8)
|
||||
* Arguments:
|
||||
* 0: Decimal Number <NUMBER>
|
||||
* 1: Minimum length of the returned Array, note: returned array can be larger (default: 8) <NUMBER>
|
||||
*
|
||||
* Return value:
|
||||
* Booleans (Array)
|
||||
* Return Value:
|
||||
* Booleans <ARRAY>
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_number", "_minLength", "_array", "_index", "_rest"];
|
||||
params ["_number", ["_minLength", 8]];
|
||||
|
||||
_number = round (_this select 0);
|
||||
_minLength = _this select 1;
|
||||
_number = round _number;
|
||||
|
||||
if (isNil "_minLength") then {_minLength = 8};
|
||||
private ["_array", "_index", "_rest"];
|
||||
|
||||
_array = [];
|
||||
_array resize _minLength;
|
||||
@ -35,4 +35,5 @@ while {_number > 0} do {
|
||||
_array set [_index, _rest == 1];
|
||||
_index = _index + 1;
|
||||
};
|
||||
|
||||
_array
|
||||
|
40
addons/common/functions/fnc_binocularMagazine.sqf
Normal file
40
addons/common/functions/fnc_binocularMagazine.sqf
Normal file
@ -0,0 +1,40 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Returns the magazine of the units rangefinder.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Magazine of the units binocular <STRING>
|
||||
*
|
||||
* Example:
|
||||
* [player] call ace_common_fnc_binocularMagazine
|
||||
*
|
||||
* Public: Yes
|
||||
*
|
||||
* Note: Doesn't work on dead units
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_unit"];
|
||||
|
||||
private ["_binocular", "_muzzle", "_mode", "_magazine"];
|
||||
|
||||
_binocular = binocular _unit;
|
||||
|
||||
if (_binocular == "") exitWith {""};
|
||||
|
||||
_muzzle = currentMuzzle _unit;
|
||||
_mode = currentWeaponMode _unit;
|
||||
|
||||
_unit selectWeapon _binocular;
|
||||
|
||||
// didn't select the binocular (unit probably dead or not local). function won't work. quit with empty string
|
||||
if (currentWeapon _unit != _binocular) exitWith {""};
|
||||
|
||||
_magazine = currentMagazine _unit;
|
||||
|
||||
[_unit, _muzzle, _mode] call FUNC(selectWeaponMode);
|
||||
|
||||
_magazine
|
@ -1,28 +1,32 @@
|
||||
/**
|
||||
* fn_gui_blurScreen.sqf
|
||||
* @Descr:
|
||||
* @Author: Glowbal
|
||||
/*
|
||||
* Author: Glowbal
|
||||
*
|
||||
* @Arguments: []
|
||||
* @Return:
|
||||
* @PublicAPI: true
|
||||
* Arguments:
|
||||
* 0: ID <NUMBER>
|
||||
* 1: Show? <BOOL, NUMBER>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_show"];
|
||||
PARAMS_1(_id);
|
||||
_show = if (count _this > 1) then {_this select 1} else {false};
|
||||
if (!hasInterface) exitWith {};
|
||||
|
||||
params ["_id", ["_show", false]];
|
||||
|
||||
if (typeName _show == "SCALAR") then {
|
||||
_show = _show == 1;
|
||||
};
|
||||
|
||||
if (isNil QGVAR(SHOW_BLUR_SCREEN_COLLECTION)) then {
|
||||
GVAR(SHOW_BLUR_SCREEN_COLLECTION) = [];
|
||||
};
|
||||
if (typeName _show == typeName 0) then {
|
||||
_show = (_show == 1);
|
||||
};
|
||||
|
||||
if (_show) then {
|
||||
GVAR(SHOW_BLUR_SCREEN_COLLECTION) pushback _id;
|
||||
GVAR(SHOW_BLUR_SCREEN_COLLECTION) pushBack _id;
|
||||
|
||||
// show blur
|
||||
if (isnil QGVAR(MENU_ppHandle_GUI_BLUR_SCREEN)) then {
|
||||
GVAR(MENU_ppHandle_GUI_BLUR_SCREEN) = ppEffectCreate ["DynamicBlur", 102];
|
||||
@ -32,9 +36,10 @@ if (_show) then {
|
||||
};
|
||||
} else {
|
||||
GVAR(SHOW_BLUR_SCREEN_COLLECTION) = GVAR(SHOW_BLUR_SCREEN_COLLECTION) - [_id];
|
||||
|
||||
if (GVAR(SHOW_BLUR_SCREEN_COLLECTION) isEqualTo []) then {
|
||||
// hide blur
|
||||
if (!isnil QGVAR(MENU_ppHandle_GUI_BLUR_SCREEN)) then {
|
||||
if (!isNil QGVAR(MENU_ppHandle_GUI_BLUR_SCREEN)) then {
|
||||
ppEffectDestroy GVAR(MENU_ppHandle_GUI_BLUR_SCREEN);
|
||||
GVAR(MENU_ppHandle_GUI_BLUR_SCREEN) = nil;
|
||||
};
|
||||
|
@ -1,5 +1,5 @@
|
||||
/*
|
||||
* Author: esteldunedain and Jaynus
|
||||
* Author: esteldunedain, Jaynus
|
||||
* Returns the result of the function and caches it up to a given ACE_time or event
|
||||
*
|
||||
* Arguments:
|
||||
@ -8,7 +8,7 @@
|
||||
* 2: Namespace to store the cache on <NAMESPACE>
|
||||
* 3: Cache uid <STRING>
|
||||
* 4: Max duration of the cache <NUMBER>
|
||||
* 5: Event that clears the cache <STRING> (Optional)
|
||||
* 5: Event that clears the cache (default: nil) <STRING>
|
||||
*
|
||||
* Return Value:
|
||||
* Result of the function <ANY>
|
||||
@ -17,33 +17,31 @@
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_5(_params,_function,_namespace,_uid,_duration);
|
||||
params ["_params", "_function", "_namespace", "_uid", "_duration", "_event"];
|
||||
|
||||
//IGNORE_PRIVATE_WARNING("_eventName");
|
||||
|
||||
if (((_namespace getVariable [_uid, [-99999]]) select 0) < ACE_diagTime) then {
|
||||
if ((_namespace getVariable [_uid, [-99999]]) select 0 < ACE_diagTime) then {
|
||||
_namespace setVariable [_uid, [ACE_diagTime + _duration, _params call _function]];
|
||||
|
||||
// Does the cache needs to be cleared on an event?
|
||||
if (count _this > 5) then {
|
||||
private ["_event","_varName","_cacheList"];
|
||||
_event = _this select 5;
|
||||
_varName = format [QGVAR(clearCache_%1),_event];
|
||||
if (!isNil "_event") then {
|
||||
private ["_varName", "_cacheList"];
|
||||
|
||||
_varName = format [QGVAR(clearCache_%1), _event];
|
||||
_cacheList = missionNamespace getVariable _varName;
|
||||
|
||||
// If there was no EH to clear these caches, add one
|
||||
if (isNil {_cacheList}) then {
|
||||
if (isNil "_cacheList") then {
|
||||
_cacheList = [];
|
||||
missionNamespace setVariable [_varName, _cacheList];
|
||||
|
||||
[_event, {
|
||||
private ["_varName","_cacheList"];
|
||||
private ["_varName", "_cacheList"];
|
||||
// _eventName is defined on the function that calls the event
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
diag_log text format ["ACE: Clear cached variables on event: %1", _eventName];
|
||||
ACE_LOGINFO_1("Clear cached variables on event: %1",_eventName);
|
||||
#endif
|
||||
// Get the list of caches to clear
|
||||
_varName = format [QGVAR(clearCache_%1),_eventName];
|
||||
_varName = format [QGVAR(clearCache_%1), _eventName];
|
||||
_cacheList = missionNamespace getVariable [_varName, []];
|
||||
// Erase all the cached results
|
||||
{
|
||||
@ -57,11 +55,13 @@ if (((_namespace getVariable [_uid, [-99999]]) select 0) < ACE_diagTime) then {
|
||||
// Add this cache to the list of the event
|
||||
_cacheList pushBack [_namespace, _uid];
|
||||
};
|
||||
|
||||
#ifdef DEBUG_MODE_FULL
|
||||
diag_log format ["Calculated result: %1 %2", _namespace, _uid];
|
||||
ACE_LOGINFO_2("Calculated result: %1 %2",_namespace,_uid);
|
||||
} else {
|
||||
diag_log format ["Cached result : %1 %2", _namespace, _uid];
|
||||
ACE_LOGINFO_2("Cached result: %1 %2",_namespace,_uid);
|
||||
#endif
|
||||
|
||||
};
|
||||
|
||||
(_namespace getVariable _uid) select 1
|
||||
|
@ -1,35 +1,28 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Is the unit able to enter the vehicle in the given position?
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit to enter the vehicle (Object)
|
||||
* 1: The vehicle to be entered (Object)
|
||||
* 2: Position. Can be "Driver", "Pilot", "Gunner", "Commander", "Copilot", "Turret", "FFV", "Codriver" or "Cargo" (String)
|
||||
* 3: Check current distance to vehicles memory point? (Bool, optional default: false)
|
||||
* 0: Unit to enter the vehicle <OBJECT>
|
||||
* 1: The vehicle to be entered <OBJECT>
|
||||
* 2: Position. Can be "Driver", "Pilot", "Gunner", "Commander", "Copilot", "Turret", "FFV", "Codriver" or "Cargo" <STRING>
|
||||
* 3: Check current distance to vehicles memory point? (default: false) <BOOL>
|
||||
* 4: Index. "Turret", "FFV", "Codriver" and "Cargo" support this optional parameter. Which position should be taken.
|
||||
* Note: This index is diffrent from Armas "cargoIndex". (Number, optional default: next free index)
|
||||
* Note: This index is diffrent from Armas "cargoIndex". (default: next free index) <NUMBER>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
#define CANGETINDRIVER (isNull (driver _vehicle) || {!alive driver _vehicle}) && {!lockedDriver _vehicle} && {getNumber (_config >> "isUav") != 1}
|
||||
#define CANGETINTURRETINDEX (isNull (_vehicle turretUnit _turret) || {!alive (_vehicle turretUnit _turret)}) && {!(_vehicle lockedTurret _turret)} && {getNumber (_config >> "isUav") != 1}
|
||||
|
||||
private ["_position", "_checkDistance", "_index"];
|
||||
params ["_unit", "_vehicle", "_position", ["_checkDistance", false], ["_index", -1]];
|
||||
|
||||
_this resize 5;
|
||||
|
||||
PARAMS_2(_unit,_vehicle);
|
||||
_position = toLower (_this select 2);
|
||||
_checkDistance = _this select 3;
|
||||
_index = _this select 4; // optional, please don't use
|
||||
|
||||
if (isNil "_checkDistance") then {_checkDistance = false};
|
||||
if (isNil "_index") then {_index = -1};
|
||||
_position = toLower _position;
|
||||
|
||||
// general
|
||||
if (!alive _vehicle || {locked _vehicle > 1}) exitWith {false};
|
||||
|
@ -1,14 +0,0 @@
|
||||
/**
|
||||
* fn_canInteract.sqf
|
||||
* @Descr: Check if unit can interact with enviroment. Unit has to be awake and not be in arrested state.
|
||||
* @Author: Glowbal
|
||||
*
|
||||
* @Arguments: [unit OBJECT]
|
||||
* @Return: BOOL True if unit can interact with enviroment.
|
||||
* @PublicAPI: true
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_1(_unit);
|
||||
|
||||
(((_unit getvariable [QGVAR(canInteract),0]) < 1) && ([_unit] call FUNC(isAwake)) && !([_unit] call FUNC(isArrested)))
|
@ -5,45 +5,33 @@
|
||||
* Arguments:
|
||||
* 0: The player. <OBJECT>
|
||||
* 1: The interaction target. objNull to ignore. <OBJECT>
|
||||
* 2: Exceptions. What general conditions are to skip? <ARRAY> (Optional)
|
||||
* 2: Exceptions. What general conditions are to skip? (default: []) <ARRAY>
|
||||
*
|
||||
* Return Value:
|
||||
* Unit can interact?
|
||||
*
|
||||
* Public: No
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_exceptions"];
|
||||
|
||||
PARAMS_2(_unit,_target);
|
||||
|
||||
_exceptions = if (count _this > 2) then {
|
||||
_this select 2;
|
||||
} else {
|
||||
[];
|
||||
};
|
||||
params ["_unit", "_target", ["_exceptions", []]];
|
||||
|
||||
_exceptions = [_exceptions, {toLower _this}] call FUNC(map);
|
||||
|
||||
// exit if the target is not free to interact
|
||||
private "_owner";
|
||||
_owner = _target getVariable [QGVAR(owner), objNull];
|
||||
|
||||
// exit if the target is not free to interact
|
||||
if (!isNull _owner && {_unit != _owner}) exitWith {false};
|
||||
|
||||
// check general conditions
|
||||
|
||||
private ["_conditions", "_conditionNames", "_conditionFuncs"];
|
||||
private ["_conditions", "_canInteract"];
|
||||
|
||||
_conditions = missionNamespace getVariable [QGVAR(InteractionConditions), [[],[]]];
|
||||
|
||||
_conditionNames = _conditions select 0;
|
||||
_conditionFuncs = _conditions select 1;
|
||||
_conditions params ["_conditionNames", "_conditionFuncs"];
|
||||
|
||||
private "_canInteract";
|
||||
_canInteract = true;
|
||||
|
||||
{
|
||||
if (!(_x in _exceptions) && {!([_unit, _target] call (_conditionFuncs select _forEachIndex))}) exitWith {
|
||||
_canInteract = false;
|
||||
|
@ -1,14 +1,23 @@
|
||||
// by commy2
|
||||
/*
|
||||
* Author: commy2
|
||||
* Check if the unit can use a Weapon.
|
||||
* Returns true if the unit is on foot or in a FFV position.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The Unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Can the Unit use Weapons <BOOL>
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
// returns true if the unit is on foot or in a ffv position
|
||||
|
||||
private ["_config"];
|
||||
|
||||
PARAMS_1(_unit);
|
||||
params ["_unit"];
|
||||
|
||||
if (_unit == vehicle _unit) exitWith {true};
|
||||
|
||||
private "_config";
|
||||
_config = configFile >> "CfgMovesMaleSdr" >> "States" >> animationState _unit;
|
||||
|
||||
isClass _config
|
||||
|
@ -1,30 +1,23 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Adjust a projectiles velocity and dir + up vector.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Projectile (Object, CfgAmmo)
|
||||
* 1: Adjust azimuth this much. (Number)
|
||||
* 2: Adjust inclination this much. (Number)
|
||||
* 3: Adjust projectile speed this much. In m/s. (Number, optional default: 0 m/s)
|
||||
* Arguments:
|
||||
* 0: Projectile <OBJECT>
|
||||
* 1: Adjust azimuth this much. <NUMBER>
|
||||
* 2: Adjust inclination this much. <NUMBER>
|
||||
* 3: Adjust projectile speed this much. In m/s. (optional: 0) <NUMBER>
|
||||
*
|
||||
* Return value:
|
||||
* None.
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_adjustSpeed", "_vdir", "_dir", "_up", "_vup", "_vel", "_vlat"];
|
||||
params ["_projectile", "_adjustDir", "_adjustUp", ["_adjustSpeed",0]];
|
||||
|
||||
PARAMS_3(_projectile,_adjustDir,_adjustUp);
|
||||
|
||||
_adjustSpeed = if (count _this > 3) then {
|
||||
_this select 3
|
||||
} else {
|
||||
0
|
||||
};
|
||||
|
||||
["CPD", [_fnc_scriptNameParent, _adjustDir, _adjustUp, _adjustSpeed], nil, false] call FUNC(log);
|
||||
private ["_vdir", "_dir", "_up", "_vlat", "_vup", "_vel"];
|
||||
|
||||
// get old direction vector
|
||||
_vdir = vectorNormalized velocity _projectile;
|
||||
|
@ -1,13 +1,14 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Compares version numbers of PBOs and DLLs.
|
||||
*
|
||||
* Argument:
|
||||
* None.
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return value:
|
||||
* None.
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
@ -17,7 +18,7 @@
|
||||
private "_version";
|
||||
_version = getText (configFile >> "CfgPatches" >> "ace_main" >> "versionStr");
|
||||
|
||||
diag_log text format ["[ACE]: ACE is version %1.", _version];
|
||||
ACE_LOGINFO_1("ACE is version %1.",_version);
|
||||
|
||||
private "_addons";
|
||||
//_addons = activatedAddons; // broken with High-Command module, see #2134
|
||||
@ -30,37 +31,45 @@ _addons = [_addons, {_this find "ace_" == 0}] call FUNC(filter);
|
||||
private "_errorMsg";
|
||||
_errorMsg = format ["File %1.pbo is outdated.", _x];
|
||||
|
||||
diag_log text format ["[ACE] ERROR: %1", _errorMsg];
|
||||
ACE_LOGERROR(_errorMsg);
|
||||
|
||||
if (hasInterface) then {
|
||||
["[ACE] ERROR", _errorMsg, {findDisplay 46 closeDisplay 0}] call FUNC(errorMessage);
|
||||
};
|
||||
};
|
||||
} forEach _addons;
|
||||
false
|
||||
} count _addons;
|
||||
|
||||
///////////////
|
||||
// check dlls
|
||||
///////////////
|
||||
{
|
||||
if (_x callExtension "version" == "") then {
|
||||
private "_versionEx";
|
||||
_versionEx = _x callExtension "version";
|
||||
|
||||
if (_versionEx == "") then {
|
||||
private "_errorMsg";
|
||||
_errorMsg = format ["Extension %1.dll not installed.", _x];
|
||||
|
||||
diag_log text format ["[ACE] ERROR: %1", _errorMsg];
|
||||
ACE_LOGERROR(_errorMsg);
|
||||
|
||||
if (hasInterface) then {
|
||||
["[ACE] ERROR", _errorMsg, {findDisplay 46 closeDisplay 0}] call FUNC(errorMessage);
|
||||
};
|
||||
} else {
|
||||
// Print the current extension version
|
||||
diag_log text format ["[ACE] Extension version: %1: %2", _x, (_x callExtension "version")];
|
||||
ACE_LOGINFO_2("Extension version: %1: %2",_x,_versionEx);
|
||||
};
|
||||
} forEach getArray (configFile >> "ACE_Extensions" >> "extensions");
|
||||
false
|
||||
} count getArray (configFile >> "ACE_Extensions" >> "extensions");
|
||||
|
||||
///////////////
|
||||
// check server version/addons
|
||||
///////////////
|
||||
if (isMultiplayer) then {
|
||||
// don't check optional addons
|
||||
_addons = [_addons, {getNumber (configFile >> "CfgPatches" >> _this >> "ACE_isOptional") != 1}] call FUNC(filter);
|
||||
|
||||
if (isServer) then {
|
||||
// send servers version of ACE to all clients
|
||||
GVAR(ServerVersion) = _version;
|
||||
@ -72,15 +81,13 @@ if (isMultiplayer) then {
|
||||
[{
|
||||
if (isNil QGVAR(ServerVersion) || isNil QGVAR(ServerAddons)) exitWith {};
|
||||
|
||||
private ["_version","_addons"];
|
||||
_version = (_this select 0) select 0;
|
||||
_addons = (_this select 0) select 1;
|
||||
(_this select 0) params ["_version", "_addons"];
|
||||
|
||||
if (_version != GVAR(ServerVersion)) then {
|
||||
private "_errorMsg";
|
||||
_errorMsg = format ["Client/Server Version Mismatch. Server: %1, Client: %2.", GVAR(ServerVersion), _version];
|
||||
|
||||
diag_log text format ["[ACE] ERROR: %1", _errorMsg];
|
||||
ACE_LOGERROR(_errorMsg);
|
||||
|
||||
if (hasInterface) then {
|
||||
["[ACE] ERROR", _errorMsg, {findDisplay 46 closeDisplay 0}] call FUNC(errorMessage);
|
||||
@ -91,7 +98,7 @@ if (isMultiplayer) then {
|
||||
if !(_addons isEqualTo []) then {
|
||||
_errorMsg = format ["Client/Server Addon Mismatch. Client has extra addons: %1.",_addons];
|
||||
|
||||
diag_log text format ["[ACE] ERROR: %1", _errorMsg];
|
||||
ACE_LOGERROR(_errorMsg);
|
||||
|
||||
if (hasInterface) then {
|
||||
["[ACE] ERROR", _errorMsg, {findDisplay 46 closeDisplay 0}] call FUNC(errorMessage);
|
||||
|
@ -5,22 +5,20 @@
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Mode <NUMBER>
|
||||
* 0: Warn once
|
||||
* 1: Warn permanently
|
||||
* 2: Kick
|
||||
* 1: Check all PBOs? <BOOL> (Optional - default: false)
|
||||
* 2: Whitelist <STRING> (Optinal - default: "[]")
|
||||
* 0 = Warn once
|
||||
* 1 = Warn permanently
|
||||
* 2 = Kick
|
||||
* 1: Check all PBOs? (default: false) <BOOL>
|
||||
* 2: Whitelist (default: "[]") <STRING>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_mode", "_checkAll", "_whitelist"];
|
||||
|
||||
_mode = _this select 0;
|
||||
_checkAll = if (count _this > 1) then {_this select 1} else {false};
|
||||
_whitelist = if (count _this > 2) then {_this select 2} else {"[]"};
|
||||
params ["_mode", ["_checkAll", false], ["_whitelist", "[]"]];
|
||||
|
||||
_whitelist = [_whitelist, {toLower _this}] call FUNC(map);
|
||||
|
||||
@ -30,22 +28,17 @@ ACE_Version_Whitelist = _whitelist;
|
||||
if (!_checkAll) exitWith {}; //ACE is checked by FUNC(checkFiles)
|
||||
|
||||
if (!isServer) then {
|
||||
[_mode, _checkAll, _whitelist] spawn {
|
||||
private ["_missingAddon", "_missingAddonServer", "_oldVersionClient", "_oldVersionServer", "_text", "_error", "_rscLayer", "_ctrlHint"];
|
||||
PARAMS_3(_mode,_checkAll,_whitelist);
|
||||
[{
|
||||
if (isNil "ACE_Version_ClientErrors") exitWith {};
|
||||
|
||||
waitUntil {
|
||||
sleep 1;
|
||||
!isNil "ACE_Version_ClientErrors"
|
||||
};
|
||||
ACE_Version_ClientErrors params ["_missingAddon", "_missingAddonServer", "_oldVersionClient", "_oldVersionServer"];
|
||||
|
||||
_missingAddon = ACE_Version_ClientErrors select 0;
|
||||
_missingAddonServer = ACE_Version_ClientErrors select 1;
|
||||
_oldVersionClient = ACE_Version_ClientErrors select 2;
|
||||
_oldVersionServer = ACE_Version_ClientErrors select 3;
|
||||
(_this select 0) params ["_mode", "_checkAll", "_whitelist"];
|
||||
|
||||
// Display error message.
|
||||
if (_missingAddon || {_missingAddonServer} || {_oldVersionClient} || {_oldVersionServer}) then {
|
||||
private ["_text", "_error"];
|
||||
|
||||
_text = "[ACE] Version mismatch:<br/><br/>";
|
||||
_error = format ["ACE version mismatch: %1: ", profileName];
|
||||
|
||||
@ -67,11 +60,13 @@ if (!isServer) then {
|
||||
};
|
||||
|
||||
//[_error, "{systemChat _this}"] call FUNC(execRemoteFnc);
|
||||
diag_log text _error;
|
||||
ACE_LOGERROR(_error);
|
||||
|
||||
if (_mode < 2) then {
|
||||
_text = composeText [lineBreak, parseText format ["<t align='center'>%1</t>", _text]];
|
||||
|
||||
private ["_rscLayer", "_ctrlHint"];
|
||||
|
||||
_rscLayer = "ACE_RscErrorHint" call BIS_fnc_rscLayer;
|
||||
_rscLayer cutRsc ["ACE_RscErrorHint", "PLAIN", 0, true];
|
||||
|
||||
@ -91,9 +86,11 @@ if (!isServer) then {
|
||||
["[ACE] ERROR", _text, {findDisplay 46 closeDisplay 0}] call FUNC(errorMessage);
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
}, 1, [_mode, _checkAll, _whitelist]] call CBA_fnc_addPerFrameHandler;
|
||||
};
|
||||
|
||||
if (_checkAll) then {
|
||||
0 spawn COMPILE_FILE(scripts\Version\checkVersionNumber);
|
||||
0 spawn COMPILE_FILE(scripts\checkVersionNumber); // @todo
|
||||
};
|
||||
|
@ -1,28 +1,26 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Unit claims the ownership over an object. This is used to prevent multiple players from draging the same ammo box or using up the same wheel when repairing etc.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit that claims another object. ObjNull to remove claim. (Object)
|
||||
* 1: The object that gets claimed. (Object)
|
||||
* 2: Lock the claimed object aswell? (Bool)
|
||||
* 0: Unit that claims another object. ObjNull to remove claim. <OBJECT>
|
||||
* 1: The object that gets claimed. <OBJECT>
|
||||
* 2: Lock the claimed object aswell? (optional: false) <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* NONE
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_3(_unit,_target,_lockTarget);
|
||||
|
||||
if (isNil "_lockTarget") then {_lockTarget = false};
|
||||
params ["_unit", "_target", ["_lockTarget", false]];
|
||||
|
||||
private "_owner";
|
||||
_owner = _target getVariable [QGVAR(owner), objNull];
|
||||
|
||||
if (!isNull _owner && {!isNull _unit} && {_unit != _owner}) then {
|
||||
diag_log text "[ACE] ERROR: Claiming already owned object.";
|
||||
ACE_LOGERROR("Claiming already owned object.");
|
||||
};
|
||||
|
||||
// transfer this immediately
|
||||
|
@ -1,49 +0,0 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Closes the current dialog if the target moves, changes vehicle etc.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Target unit
|
||||
* 1: Ignore the unit being dead? (Optional, default: No)
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
_this spawn {
|
||||
PARAMS_2(_target,_ignoreDead);
|
||||
private["_inVehicle", "_position", "_vehiclePlayer", "_vehicleTarget"];
|
||||
|
||||
if (isNil "_ignoreDead") then {_ignoreDead = false};
|
||||
|
||||
_vehicleTarget = vehicle _target;
|
||||
_vehiclePlayer = vehicle ACE_player;
|
||||
_inVehicle = _target != _vehicleTarget;
|
||||
|
||||
_position = getPosASL _target;
|
||||
|
||||
_fnc_check = {
|
||||
// either unit changed vehicles
|
||||
if (_vehiclePlayer != vehicle ACE_player) exitWith {True};
|
||||
if (_vehicleTarget != vehicle _target) exitWith {True};
|
||||
|
||||
// target died
|
||||
if (!alive _target && {!_ignoreDead}) exitWith {True};
|
||||
|
||||
// player fell unconscious
|
||||
if (ACE_player getVariable ["ACE_isUnconscious", False]) exitWith {True};
|
||||
|
||||
// target moved (outside of vehicle)
|
||||
(!_inVehicle && {getPosASL _target distanceSqr _position > 1})
|
||||
};
|
||||
|
||||
waitUntil {
|
||||
if (call _fnc_check) then {
|
||||
closeDialog 0;
|
||||
call EFUNC(interaction,hideMenu);
|
||||
};
|
||||
(isNil QEGVAR(interaction,MainButton) && !dialog) || {!isNull (uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull])} //Exit loop if DisableMouse dialog open
|
||||
};
|
||||
};
|
@ -1,4 +1,19 @@
|
||||
// by commy2
|
||||
/*
|
||||
* Author: commy2
|
||||
* Converts some keys to an Arma Dik Code.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Key <STRING>
|
||||
*
|
||||
* Return Value:
|
||||
* Dik Code <NUMBER>
|
||||
*
|
||||
* Public: Yes
|
||||
*
|
||||
* Deprecated
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
ACE_DEPRECATED("ace_common_fnc_codeToLetter","3.5.0","-");
|
||||
|
||||
["", "1", "2", "3", "4", "5", "6", "7", "8", "9", "0", "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"] select ([2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 30, 48, 46, 32, 18, 33, 34, 35, 23, 36, 37, 38, 50, 49, 24, 25, 16, 19, 31, 20, 22, 47, 17, 45, 44, 21] find (_this select 0)) + 1
|
||||
|
@ -1,22 +1,23 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Removes the brackets around a code and returns the code as a string. It does nothing if the code is already a string.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Code (Code or String)
|
||||
* Arguments:
|
||||
* 0: Code <CODE, STRING>
|
||||
*
|
||||
* Return value:
|
||||
* Code (String)
|
||||
* Code <STRING>
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_1(_function);
|
||||
params ["_function"];
|
||||
|
||||
if (typeName _function == "STRING") exitWith {_function};
|
||||
|
||||
_function = toArray str _function;
|
||||
_function set [0, -1];
|
||||
_function set [count _function - 1, -1];
|
||||
_function = toString (_function - [-1]);
|
||||
_function
|
||||
_function deleteAt 0;
|
||||
_function deleteAt (count _function - 1);
|
||||
|
||||
toString _function // return
|
||||
|
@ -1,27 +0,0 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Get a key code used in ACE key input eh.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Arma DIK code (Number)
|
||||
* 1: Key state for shift left and shift right key (Bool)
|
||||
* 2: Key state for ctrl left and ctrl right key (Bool)
|
||||
* 3: Key state for alt and alt gr key (Bool)
|
||||
*
|
||||
* Return value:
|
||||
* Key code (Number)
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
#define KEY_MODIFIERS [42, 54, 29, 157, 56, 184]
|
||||
|
||||
PARAMS_1(_key);
|
||||
|
||||
if (_key in KEY_MODIFIERS) exitWith {_key};
|
||||
|
||||
if (_this select 1) then {_key = _key + 0.1};
|
||||
if (_this select 2) then {_key = _key + 0.2};
|
||||
if (_this select 3) then {_key = _key + 0.4};
|
||||
|
||||
_key
|
@ -1,19 +1,21 @@
|
||||
/*
|
||||
* Author: esteldunedain
|
||||
*
|
||||
* Returns a orthonormal system of reference aligned with the supplied vector
|
||||
*
|
||||
* Argument:
|
||||
* Vector to align the coordinate system with (Array)
|
||||
* Arguments:
|
||||
* Vector to align the coordinate system with <ARRAY>
|
||||
*
|
||||
* Return value:
|
||||
* 0: v1 (Array)
|
||||
* 1: v2 (Array)
|
||||
* 2: v3 (Array)
|
||||
* Return Value:
|
||||
* 0: Vector Normalized <ARRAY>
|
||||
* 1: Normalized Cross Product Vector <ARRAY>
|
||||
* 2: Vector Cross Product <ARRAY>
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_v1","_v2","_v3"];
|
||||
private ["_v1", "_v2", "_v3"];
|
||||
|
||||
_v1 = vectorNormalized _this;
|
||||
_v2 = vectorNormalized (_v1 vectorCrossProduct [0,0,1]);
|
||||
_v3 = _v2 vectorCrossProduct _v1;
|
||||
|
@ -1,13 +1,14 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Returns the current radio / chat / marker channel.
|
||||
*
|
||||
* Argument:
|
||||
* NONE.
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return value:
|
||||
* The current channel. Can be "group", "side", "global", "command", "vehicle", "direct" or "custom_X" (String)
|
||||
* Return Value:
|
||||
* The current channel ("group", "side", "global", "command", "vehicle", "direct", "custom_X") <STRING>
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
|
@ -1,58 +1,44 @@
|
||||
/**
|
||||
* fn_debug.sqf
|
||||
* @Descr: Print logging messages through the ACE framework.
|
||||
* @Author: Glowbal
|
||||
/*
|
||||
* Author: Glowbal
|
||||
* Print logging messages through the ACE framework.
|
||||
*
|
||||
* @Arguments: [message ANY, level NUMBER (Optional)]
|
||||
* @Return: BOOL True if message has been printed
|
||||
* @PublicAPI: true
|
||||
* Arguments:
|
||||
* 0: Message <ANY>
|
||||
* 1: Level (default: 2) <NUMBER>
|
||||
*
|
||||
* Return Value:
|
||||
* Message is Printed <BOOL>
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
#define DEFAULT_LOGGING_LEVEL -1
|
||||
#define DEFAULT_TEXT_DISPLAY -1
|
||||
|
||||
private ["_level", "_prefix", "_defaultLoglevel","_defaultLogDisplayLevel", "_message"];
|
||||
PARAMS_1(_msg);
|
||||
_level = if (count _this > 1) then {_this select 1} else { 2 };
|
||||
params ["_msg", ["_level", 2, [0]]];
|
||||
|
||||
if (typeName _level != "NUMBER") then {
|
||||
_level = 2;
|
||||
};
|
||||
private ["_defaultLoglevel", "_defaultLogDisplayLevel"];
|
||||
|
||||
_defaultLoglevel = if (isNil QGVAR(LOGLEVEL)) then {
|
||||
DEFAULT_LOGGING_LEVEL;
|
||||
} else {
|
||||
GVAR(LOGLEVEL);
|
||||
};
|
||||
_defaultLoglevel = [GVAR(LOGLEVEL), DEFAULT_LOGGING_LEVEL] select isNil QGVAR(LOGLEVEL);
|
||||
|
||||
if (_defaultLoglevel < 0) exitwith {
|
||||
false
|
||||
};
|
||||
if (_defaultLoglevel < 0) exitwith {false};
|
||||
|
||||
_defaultLogDisplayLevel = if (isnil QGVAR(LOGDISPLAY_LEVEL)) then {
|
||||
DEFAULT_TEXT_DISPLAY;
|
||||
} else {
|
||||
GVAR(LOGDISPLAY_LEVEL);
|
||||
};
|
||||
_defaultLogDisplayLevel = [GVAR(LOGDISPLAY_LEVEL), DEFAULT_TEXT_DISPLAY] select isNil QGVAR(LOGDISPLAY_LEVEL);
|
||||
|
||||
if (_level <= _defaultLoglevel) then {
|
||||
private ["_prefix", "_message"];
|
||||
|
||||
_prefix = switch (_level) do {
|
||||
case 0: { "ACE Error" };
|
||||
case 1: { "ACE Warn" };
|
||||
case 2: { "ACE Debug" };
|
||||
case 3: { "ACE Info" };
|
||||
default { "ACE Unknown" };
|
||||
};
|
||||
_message = format["[%1] %2",_prefix,_msg];
|
||||
_prefix = ["Unknown", "Error", "Warn", "Debug", "Info"] select ([0, 1, 2, 3] find _level + 1);
|
||||
|
||||
_message = format ["[ACE %1] %2", _prefix, _msg];
|
||||
|
||||
if (_level <= _defaultLogDisplayLevel) then {
|
||||
systemChat _message;
|
||||
};
|
||||
diag_log _message;
|
||||
|
||||
// pass it onwards to the log function:
|
||||
// [0, [], compile format["%1",_msg], true] call FUNC(log);
|
||||
|
||||
};
|
||||
|
||||
true
|
@ -1,16 +1,18 @@
|
||||
/**
|
||||
* fn_debugModule.sqf
|
||||
* @Descr: N/A
|
||||
* @Author: Glowbal
|
||||
/*
|
||||
* Author: Glowbal
|
||||
* ?
|
||||
*
|
||||
* @Arguments: []
|
||||
* @Return:
|
||||
* @PublicAPI: false
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_1(_entity);
|
||||
params ["_entity"];
|
||||
|
||||
GVAR(LOGDISPLAY_LEVEL) = call compile (_entity getvariable ["logDisplayLevel","4"]);
|
||||
GVAR(LOGLEVEL) = call compile (_entity getvariable ["logLevel","4"]);
|
||||
|
@ -1,38 +1,34 @@
|
||||
/**
|
||||
* fn_defineVariable.sqf
|
||||
* @Descr: Define a variable for the ACE variable framework
|
||||
* @Author: Glowbal
|
||||
/*
|
||||
* Author: Glowbal
|
||||
* Define a variable for the ACE variable framework
|
||||
*
|
||||
* @Arguments: [name STRING, defaultValue ANY, publicFlag BOOL, category STRING, type NUMBER, persistentFlag BOOL]
|
||||
* @Return:
|
||||
* @PublicAPI: true
|
||||
* Arguments:
|
||||
* 0: Name <STRING>
|
||||
* 1: defaultValue <ANY>
|
||||
* 2: publicFlag <BOOL>
|
||||
* 3: category <STRING>
|
||||
* 4: type (default: 0) <NUMBER>
|
||||
* 5: persistentFlag (default: false) <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_code","_persistent"];
|
||||
params ["_name", "_value", "_defaultGlobal", "_category", ["_code", 0], ["_persistent", false]];
|
||||
|
||||
PARAMS_4(_name,_value,_defaultGlobal,_catagory);
|
||||
if (isNil "_defaultGlobal") exitWith {};
|
||||
|
||||
_code = 0;
|
||||
_persistent = false;
|
||||
|
||||
if (count _this < 3) exitwith {};
|
||||
if (count _this > 4) then {
|
||||
_code = _this select 4;
|
||||
if (count _this > 5) then {
|
||||
_persistent = _this select 5;
|
||||
};
|
||||
if (typeName _name != "STRING") exitwith {
|
||||
[format ["Tried to the deinfe a variable with an invalid name: %1 Arguments: %2", _name, _this]] call FUNC(debug);
|
||||
};
|
||||
|
||||
if (typeName _name != typeName "") exitwith {
|
||||
[format["Tried to the deinfe a variable with an invalid name: %1 Arguments: %2", _name, _this]] call FUNC(debug);
|
||||
};
|
||||
|
||||
if (isnil QGVAR(OBJECT_VARIABLES_STORAGE)) then {
|
||||
if (isNil QGVAR(OBJECT_VARIABLES_STORAGE)) then {
|
||||
GVAR(OBJECT_VARIABLES_STORAGE) = [];
|
||||
};
|
||||
|
||||
GVAR(OBJECT_VARIABLES_STORAGE) pushback [_name,_value,_defaultGlobal,_catagory,_code, _persistent];
|
||||
|
||||
missionNamespace setvariable [QGVAR(OBJECT_VARIABLES_STORAGE_) + _name, [_name,_value,_defaultGlobal,_catagory,_code, _persistent]];
|
||||
GVAR(OBJECT_VARIABLES_STORAGE) pushBack [_name, _value, _defaultGlobal, _category, _code, _persistent];
|
||||
|
||||
missionNamespace setVariable [QGVAR(OBJECT_VARIABLES_STORAGE_) + _name, [_name, _value, _defaultGlobal, _category, _code, _persistent]];
|
||||
|
@ -3,7 +3,7 @@
|
||||
* Finds next valid index for the device array.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Offset from currentIndex (use 1 to find next valid after current) or a displayName string <STRING>or<NUMBER><OPTIONAL>
|
||||
* 0: Offset from currentIndex (use 1 to find next valid after current) or a displayName string (default: 0)<STRING, NUMBER>
|
||||
*
|
||||
* Return Value:
|
||||
* The new index (-1 if no valid) <NUMBER>
|
||||
@ -16,23 +16,25 @@
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
DEFAULT_PARAM(0,_searchOffsetOrName,0);
|
||||
params [["_searchOffsetOrName", 0]];
|
||||
|
||||
private ["_validIndex", "_offsetBy", "_realIndex", "_offset"];
|
||||
private ["_validIndex", "_realIndex"];
|
||||
|
||||
_validIndex = -1;
|
||||
|
||||
if ((typeName _searchOffsetOrName) == "STRING") then {
|
||||
if (typeName _searchOffsetOrName == "STRING") then {
|
||||
{
|
||||
if ((_x select 0) == _searchOffsetOrName) exitWith {
|
||||
if (_x select 0 == _searchOffsetOrName) exitWith {
|
||||
_validIndex = _forEachIndex;
|
||||
};
|
||||
} forEach GVAR(deviceKeyHandlingArray);
|
||||
} else {
|
||||
if ((count GVAR(deviceKeyHandlingArray)) > 0) then {
|
||||
_baseIndex = if (GVAR(deviceKeyCurrentIndex) == -1) then {0} else {GVAR(deviceKeyCurrentIndex) + _searchOffsetOrName};
|
||||
for "_offset" from _baseIndex to ((count GVAR(deviceKeyHandlingArray)) - 1 + _baseIndex) do {
|
||||
if (count GVAR(deviceKeyHandlingArray) > 0) then {
|
||||
_baseIndex = [GVAR(deviceKeyCurrentIndex) + _searchOffsetOrName, 0] select (GVAR(deviceKeyCurrentIndex) == -1);
|
||||
|
||||
for "_offset" from _baseIndex to (count GVAR(deviceKeyHandlingArray) - 1 + _baseIndex) do {
|
||||
_realIndex = _offset % (count GVAR(deviceKeyHandlingArray));
|
||||
|
||||
if ([] call ((GVAR(deviceKeyHandlingArray) select _realIndex) select 2)) exitWith {
|
||||
_validIndex = _realIndex;
|
||||
};
|
||||
|
@ -10,7 +10,7 @@
|
||||
* 4: Close Code (on ctrl-home press) <CODE>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [(localize "STR_ACE_microdagr_itemName"), QUOTE(PATHTOF(images\microDAGR_item.paa)), _conditionCode, _toggleCode, _closeCode] call ace_common_fnc_deviceKeyRegisterNew
|
||||
@ -19,7 +19,8 @@
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_5(_displayName,_iconImage,_conditionCode,_toggleCode,_closeCode);
|
||||
params ["_displayName", "_iconImage", "_conditionCode", "_toggleCode", "_closeCode"];
|
||||
|
||||
GVAR(deviceKeyHandlingArray) pushBack [_displayName, _iconImage, _conditionCode, _toggleCode, _closeCode];
|
||||
|
||||
GVAR(deviceKeyHandlingArray) pushBack [_displayName,_iconImage,_conditionCode,_toggleCode,_closeCode];
|
||||
[] call FUNC(deviceKeyFindValidIndex);
|
||||
|
@ -10,15 +10,17 @@
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [bob, true] call ace_common_fnc_disableAI;
|
||||
* [bob, true] call ace_common_fnc_disableAI
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_disable);
|
||||
params ["_unit", "_disable"];
|
||||
|
||||
if ((local _unit) && {!([_unit] call EFUNC(common,isPlayer))}) then {
|
||||
if (!local _unit) exitWith {};
|
||||
|
||||
if !([_unit] call EFUNC(common,isPlayer)) then {
|
||||
if (_disable) then {
|
||||
_unit disableAI "MOVE";
|
||||
_unit disableAI "TARGET";
|
||||
@ -27,7 +29,10 @@ if ((local _unit) && {!([_unit] call EFUNC(common,isPlayer))}) then {
|
||||
_unit disableConversation true;
|
||||
} else {
|
||||
//Sanity check to make sure we don't enable unconsious AI
|
||||
if (_unit getVariable ["ace_isunconscious", false] && alive _unit) exitWith {ERROR("Enabling AI for unconsious unit");};
|
||||
if (_unit getVariable ["ace_isunconscious", false] && alive _unit) exitWith {
|
||||
ERROR("Enabling AI for unconsious unit");
|
||||
};
|
||||
|
||||
_unit enableAI "MOVE";
|
||||
_unit enableAI "TARGET";
|
||||
_unit enableAI "AUTOTARGET";
|
||||
|
@ -5,23 +5,20 @@
|
||||
* Arguments:
|
||||
* 0: True to disable key inputs, false to re-enable them <BOOL>
|
||||
*
|
||||
* Return value:
|
||||
* Nothing
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: Yes
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_dlg"];
|
||||
|
||||
PARAMS_1(_state);
|
||||
params ["_state"];
|
||||
|
||||
if (_state) then {
|
||||
disableSerialization;
|
||||
|
||||
if (!isNull (uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull])) exitWith {};
|
||||
if ("ACE_DisableUserInput" in ([BIS_stackedEventHandlers_onEachFrame, {_this select 0}] call FUNC(map))) exitWith {};
|
||||
if (!isNil QGVAR(disableInputPFH)) exitWith {};
|
||||
|
||||
// end TFAR and ACRE2 radio transmissions
|
||||
call FUNC(endRadioTransmission);
|
||||
@ -34,21 +31,20 @@ if (_state) then {
|
||||
closeDialog 0;
|
||||
createDialog QGVAR(DisableMouse_Dialog);
|
||||
|
||||
private "_dlg";
|
||||
_dlg = uiNamespace getVariable QGVAR(dlgDisableMouse);
|
||||
|
||||
_dlg displayAddEventHandler ["KeyDown", {
|
||||
private ["_key", "_dlg", "_ctrl", "_config", "_acc", "_index"];
|
||||
_key = _this select 1;
|
||||
params ["", "_key"];
|
||||
|
||||
if (_key == 1 && {alive player}) then {
|
||||
createDialog (["RscDisplayInterrupt", "RscDisplayMPInterrupt"] select isMultiplayer);
|
||||
|
||||
disableSerialization;
|
||||
_dlg = finddisplay 49;
|
||||
_dlg displayAddEventHandler ["KeyDown", {
|
||||
_key = _this select 1;
|
||||
!(_key == 1)
|
||||
}];
|
||||
|
||||
private ["_dlg", "_ctrl"];
|
||||
|
||||
_dlg = findDisplay 49;
|
||||
|
||||
for "_index" from 100 to 2000 do {
|
||||
(_dlg displayCtrl _index) ctrlEnable false;
|
||||
@ -62,19 +58,21 @@ if (_state) then {
|
||||
|
||||
_ctrl = _dlg displayctrl ([104, 1010] select isMultiplayer);
|
||||
_ctrl ctrlSetEventHandler ["buttonClick", QUOTE(closeDialog 0; player setDamage 1; [false] call DFUNC(disableUserInput);)];
|
||||
_ctrl ctrlEnable (call {_config = missionConfigFile >> "respawnButton"; !isNumber _config || {getNumber _config == 1}});
|
||||
_ctrl ctrlEnable (call {private "_config"; _config = missionConfigFile >> "respawnButton"; !isNumber _config || {getNumber _config == 1}});
|
||||
_ctrl ctrlSetText "RESPAWN";
|
||||
_ctrl ctrlSetTooltip "Respawn.";
|
||||
};
|
||||
|
||||
if (_key in actionKeys "TeamSwitch" && {teamSwitchEnabled}) then {
|
||||
(uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull]) closeDisplay 0;
|
||||
|
||||
private "_acc";
|
||||
_acc = accTime;
|
||||
teamSwitch;
|
||||
setAccTime _acc;
|
||||
};
|
||||
|
||||
if (_key in actionKeys "CuratorInterface" && {getAssignedCuratorLogic player in allCurators}) then {
|
||||
if (_key in actionKeys "CuratorInterface" && {getAssignedCuratorLogic player in allCurators}) then {
|
||||
(uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull]) closeDisplay 0;
|
||||
openCuratorInterface;
|
||||
};
|
||||
@ -95,16 +93,17 @@ if (_state) then {
|
||||
|
||||
_dlg displayAddEventHandler ["KeyUp", {true}];
|
||||
|
||||
["ACE_DisableUserInput", "onEachFrame", {
|
||||
GVAR(disableInputPFH) = [{
|
||||
if (isNull (uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull]) && {!visibleMap && isNull findDisplay 49 && isNull findDisplay 312 && isNull findDisplay 632}) then {
|
||||
["ACE_DisableUserInput", "onEachFrame"] call BIS_fnc_removeStackedEventHandler;
|
||||
[GVAR(disableInputPFH)] call CBA_fnc_removePerFrameHandler;
|
||||
GVAR(disableInputPFH) = nil;
|
||||
[true] call FUNC(disableUserInput);
|
||||
};
|
||||
}] call BIS_fnc_addStackedEventHandler;
|
||||
|
||||
}, 0, []] call CBA_fnc_addPerFrameHandler;
|
||||
} else {
|
||||
if ("ACE_DisableUserInput" in ([BIS_stackedEventHandlers_onEachFrame, {_this select 0}] call FUNC(map))) then {
|
||||
["ACE_DisableUserInput", "onEachFrame"] call BIS_fnc_removeStackedEventHandler;
|
||||
if (!isNil QGVAR(disableInputPFH)) then {
|
||||
[GVAR(disableInputPFH)] call CBA_fnc_removePerFrameHandler;
|
||||
GVAR(disableInputPFH) = nil;
|
||||
};
|
||||
|
||||
(uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull]) closeDisplay 0;
|
||||
|
@ -1,24 +1,23 @@
|
||||
/*
|
||||
* Author: Glowbal
|
||||
*
|
||||
* Draw progress bar and execute given function if succesful.
|
||||
* Finish/Failure/Conditional are all passed [args, elapsedTime, totalTime, errorCode]
|
||||
*
|
||||
* Argument:
|
||||
* 0: icon ID <STRING>
|
||||
* 1: show <BOOL>
|
||||
* 2: Icon Path <STRING>
|
||||
* 3: Icon color <ARRAY>
|
||||
* 4: timeAlive. -1 = forever <NUMBER> <OPTIONAL>
|
||||
*
|
||||
* Return value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* ["myID", true, QUOTE(PATHTOF(data\icon_group.paa)), [1,1,1,1], 0] call ace_gui_fnc_displayIcon;
|
||||
*/
|
||||
|
||||
|
||||
* Author: Glowbal
|
||||
* Draw progress bar and execute given function if succesful.
|
||||
* Finish/Failure/Conditional are all passed [args, elapsedTime, totalTime, errorCode]
|
||||
*
|
||||
* Arguments:
|
||||
* 0: icon ID <STRING>
|
||||
* 1: show <BOOL>
|
||||
* 2: Icon Path <STRING>
|
||||
* 3: Icon color <ARRAY>
|
||||
* 4: timeAlive. -1 = forever (default: 6) <NUMBER>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* ["myID", true, QUOTE(PATHTOF(data\icon_group.paa)), [1,1,1,1], 0] call ace_gui_fnc_displayIcon;
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
// positions for the icon UI
|
||||
@ -42,31 +41,37 @@
|
||||
// other constants
|
||||
#define DEFAULT_TIME 6
|
||||
|
||||
private ["_allControls", "_refresh", "_timeAlive", "_list"];
|
||||
|
||||
PARAMS_4(_iconId,_show,_icon,_color);
|
||||
|
||||
_timeAlive = if (count _this > 4) then {_this select 4} else {DEFAULT_TIME};
|
||||
|
||||
disableSerialization;
|
||||
_list = missionNamespace getvariable [QGVAR(displayIconList),[]];
|
||||
|
||||
params ["_iconId", "_show", "_icon", "_color", ["_timeAlive", DEFAULT_TIME]];
|
||||
|
||||
private ["_list", "_refresh"];
|
||||
|
||||
_list = missionNamespace getVariable [QGVAR(displayIconList), []];
|
||||
|
||||
_refresh = {
|
||||
private ["_allControls"];
|
||||
// Refreshing of all icons..
|
||||
_allControls = missionNamespace getvariable [QGVAR(displayIconListControls), []];
|
||||
private "_allControls";
|
||||
_allControls = missionNamespace getVariable [QGVAR(displayIconListControls), []];
|
||||
|
||||
{
|
||||
ctrlDelete _x;
|
||||
}foreach _allControls;
|
||||
false
|
||||
} count _allControls;
|
||||
|
||||
_allControls = [];
|
||||
|
||||
private ["_ctrl", "_setting", "_position"];
|
||||
_setting = missionNamespace getvariable[QGVAR(settingFeedbackIcons), 0];
|
||||
private ["_setting", "_ctrl", "_position"];
|
||||
|
||||
_setting = missionNamespace getVariable [QGVAR(settingFeedbackIcons), 0];
|
||||
|
||||
if (_setting > 0) then {
|
||||
{
|
||||
_x params ["", "_xicon", "_xcolor"];
|
||||
|
||||
// +19000 because we want to make certain we are using free IDCs..
|
||||
_ctrl = ((findDisplay 46) ctrlCreate ["RscPicture", _foreachIndex + 19000]);
|
||||
_ctrl = (findDisplay 46) ctrlCreate ["RscPicture", _forEachIndex + 19000];
|
||||
|
||||
_position = switch (_setting) do {
|
||||
case TOP_RIGHT_DOWN: {[X_POS_ICONS, Y_POS_ICONS + (_foreachIndex * DIFFERENCE_ICONS), ICON_WIDTH, ICON_WIDTH]};
|
||||
case TOP_RIGHT_LEFT: {[X_POS_ICONS_SECOND - ((_foreachIndex+3) * DIFFERENCE_ICONS), Y_POS_ICONS_SECOND - (ICON_WIDTH / 2), ICON_WIDTH, ICON_WIDTH]};
|
||||
@ -74,46 +79,53 @@ _refresh = {
|
||||
case TOP_LEFT_RIGHT: {[LEFT_SIDE + (0.5 * ICON_WIDTH) - ((_foreachIndex+3) * DIFFERENCE_ICONS), Y_POS_ICONS_SECOND, ICON_WIDTH, ICON_WIDTH]};
|
||||
default {[X_POS_ICONS, Y_POS_ICONS + (_foreachIndex * DIFFERENCE_ICONS), ICON_WIDTH, ICON_WIDTH]};
|
||||
};
|
||||
|
||||
_ctrl ctrlSetPosition _position;
|
||||
_ctrl ctrlsetText (_x select 1);
|
||||
_ctrl ctrlSetTextColor (_x select 2);
|
||||
_ctrl ctrlSetText _xicon;
|
||||
_ctrl ctrlSetTextColor _xcolor;
|
||||
_ctrl ctrlCommit 0;
|
||||
_allControls pushback _ctrl;
|
||||
}foreach (missionNamespace getvariable [QGVAR(displayIconList),[]]);
|
||||
_allControls pushBack _ctrl;
|
||||
false
|
||||
} forEach (missionNamespace getVariable [QGVAR(displayIconList),[]]);
|
||||
};
|
||||
missionNamespace setvariable [QGVAR(displayIconListControls), _allControls];
|
||||
|
||||
missionNamespace setVariable [QGVAR(displayIconListControls), _allControls];
|
||||
};
|
||||
|
||||
if (_show) then {
|
||||
if ({(_x select 0 == _iconId)} count _list == 0) then {
|
||||
_list pushback [_iconId, _icon, _color, ACE_time];
|
||||
if ({_x select 0 == _iconId} count _list == 0) then {
|
||||
_list pushBack [_iconId, _icon, _color, ACE_time];
|
||||
} else {
|
||||
{
|
||||
if (_x select 0 == _iconId) exitwith {
|
||||
_list set [_foreachIndex, [_iconId, _icon, _color, ACE_time]];
|
||||
_list set [_forEachIndex, [_iconId, _icon, _color, ACE_time]];
|
||||
};
|
||||
} forEach _list;
|
||||
};
|
||||
missionNamespace setvariable [QGVAR(displayIconList), _list];
|
||||
|
||||
missionNamespace setVariable [QGVAR(displayIconList), _list];
|
||||
call _refresh;
|
||||
|
||||
if (_timeAlive >= 0) then {
|
||||
[{
|
||||
[_this select 0, false, "", [0,0,0], 0] call FUNC(displayIcon);
|
||||
}, [_iconId], _timeAlive, _timeAlive] call EFUNC(common,waitAndExecute);
|
||||
[_this select 0, false, "", [0,0,0], 0] call FUNC(displayIcon);
|
||||
}, [_iconId], _timeAlive, _timeAlive] call FUNC(waitAndExecute);
|
||||
};
|
||||
|
||||
} else {
|
||||
if ({(_x select 0 == _iconId)} count _list == 1) then {
|
||||
|
||||
if ({_x select 0 == _iconId} count _list == 1) then {
|
||||
private "_newList";
|
||||
_newList = [];
|
||||
|
||||
{
|
||||
if (_x select 0 != _iconId) then {
|
||||
_newList pushback _x;
|
||||
_newList pushBack _x;
|
||||
};
|
||||
} forEach _list;
|
||||
false
|
||||
} count _list;
|
||||
|
||||
missionNamespace setvariable [QGVAR(displayIconList), _newList];
|
||||
missionNamespace setVariable [QGVAR(displayIconList), _newList];
|
||||
call _refresh;
|
||||
};
|
||||
};
|
||||
|
@ -1,42 +1,35 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Display a message.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Message (String)
|
||||
* 1: Play a clicking sound (Bool, optional default: false)
|
||||
* 2: How long before hiding the message in seconds (Number, optional default: 2 sec)
|
||||
* 3: Priority, higher priority messages will override lesser important ones (Number, optional default: 0)
|
||||
* Arguments:
|
||||
* 0: Message <STRING>
|
||||
* 1: Play a clicking sound (default: false) <BOOL>
|
||||
* 2: How long before hiding the message in seconds (default: 2) <NUMBER>
|
||||
* 3: Priority, higher priority messages will override lesser important ones (default: 0) <NUMBER>
|
||||
*
|
||||
* Return value:
|
||||
* Nothing
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
#define DEFAULT_PLAY_SOUND false
|
||||
#define DEFAULT_DELAY 2
|
||||
#define DEFAULT_PRIORITY 0
|
||||
|
||||
_this resize 4;
|
||||
|
||||
private ["_lastHintTime", "_lastHintPriority", "_time"];
|
||||
|
||||
PARAMS_4(_text,_sound,_delay,_priority);
|
||||
params ["_text", ["_sound", false], ["_delay", 2], ["_priority", 0]];
|
||||
|
||||
if (isNil QGVAR(lastHint)) then {
|
||||
GVAR(lastHint) = [0, 0];
|
||||
};
|
||||
|
||||
if !(typeName _text in ["STRING", "TEXT"]) then {_text = str _text};
|
||||
|
||||
private ["_lastHintTime", "_lastHintPriority", "_time"];
|
||||
|
||||
_lastHintTime = GVAR(lastHint) select 0;
|
||||
_lastHintPriority = GVAR(lastHint) select 1;
|
||||
|
||||
if !(typeName _text in ["STRING", "TEXT"]) then {_text = str _text};
|
||||
if (isNil "_sound") then {_sound = DEFAULT_PLAY_SOUND};
|
||||
if (isNil "_delay") then {_delay = DEFAULT_DELAY};
|
||||
if (isNil "_priority") then {_priority = DEFAULT_PRIORITY};
|
||||
|
||||
_time = ACE_time;
|
||||
|
||||
if (_time > _lastHintTime + _delay || {_priority >= _lastHintPriority}) then {
|
||||
hintSilent _text;
|
||||
if (_sound) then {playSound "ACE_Sound_Click"};
|
||||
|
@ -1,25 +1,21 @@
|
||||
/*
|
||||
* Author: commy2, Glowbal
|
||||
*
|
||||
* Display a structured text with image.
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Text <ANY>
|
||||
* 1: Image <STRING>
|
||||
* 2: Image color <ARRAY> <OPTIONAL>
|
||||
* 3: Target Unit. Will only display if target is the player controlled object <OBJECT> <OPTIONAL>
|
||||
* 2: Image color (default: [0, 0, 0, 0]) <ARRAY>
|
||||
* 3: Target Unit. Will only display if target is the player controlled object (default: ACE_player) <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Nothing
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_imageColor", "_target"];
|
||||
PARAMS_2(_text,_image);
|
||||
_imageColor = if (count _this > 2) then {_this select 2} else {[1,1,1]};
|
||||
_imageColor resize 3;
|
||||
_target = if (count _this > 3) then {_this select 3} else {ACE_player};
|
||||
params ["_text", "_image", ["_imageColor", [1,1,1]], ["_target", ACE_player]];
|
||||
|
||||
if (_target != ACE_player) exitWith {};
|
||||
|
||||
@ -28,16 +24,21 @@ if (typeName _text != "TEXT") then {
|
||||
if (count _text > 0) then {
|
||||
{
|
||||
if (typeName _x == "STRING" && {isLocalized _x}) then {
|
||||
_text set [_foreachIndex, localize _x];
|
||||
_text set [_forEachIndex, localize _x];
|
||||
};
|
||||
}foreach _text;
|
||||
} forEach _text;
|
||||
|
||||
_text = format _text;
|
||||
};
|
||||
};
|
||||
|
||||
if (typeName _text == "STRING" && {isLocalized _text}) then {
|
||||
_text = localize _text;
|
||||
};
|
||||
|
||||
_text = parseText format ["<t align='center'>%1</t>", _text];
|
||||
};
|
||||
|
||||
_text = composeText [parseText format ["<img size='2' align='center' color='%2' image='%1'/>", _image, _imageColor call BIS_fnc_colorRGBtoHTML], lineBreak, _text];
|
||||
|
||||
[_text, 2] call FUNC(displayTextStructured);
|
||||
|
@ -1,23 +1,20 @@
|
||||
/*
|
||||
* Author: commy2, Glowbal
|
||||
*
|
||||
* Display a structured text.
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Text <ANY>
|
||||
* 1: Size of the textbox <NUMBER> <OPTIONAL>
|
||||
* 2: Target Unit. Will only display if target is the player controlled object <OBJECT> <OPTIONAL>
|
||||
* 1: Size of the textbox (default: 1.5) <NUMBER>
|
||||
* 2: Target Unit. Will only display if target is the player controlled object (default: ACE_player) <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Nothing
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_text", "_size", "_isShown", "_ctrlHint", "_yPos", "_xPos", "_wPos", "_hPos", "_position", "_target"];
|
||||
_text = _this select 0;
|
||||
_size = if (count _this > 1) then {_this select 1} else {1.5;};
|
||||
_target = if (count _this > 2) then {_this select 2} else {ACE_player};
|
||||
params ["_text", ["_size", 1.5], ["_target", ACE_player]];
|
||||
|
||||
if (_target != ACE_player) exitWith {};
|
||||
|
||||
@ -38,6 +35,8 @@ if (typeName _text != "TEXT") then {
|
||||
_text = composeText [lineBreak, parseText format ["<t align='center'>%1</t>", _text]];
|
||||
};
|
||||
|
||||
private ["_isShown", "_ctrlHint", "_xPos", "_yPos", "_wPos", "_hPos", "_position"];
|
||||
|
||||
_isShown = ctrlShown (uiNamespace getVariable ["ACE_ctrlHint", controlNull]);
|
||||
|
||||
("ACE_RscHint" call BIS_fnc_rscLayer) cutRsc ["ACE_RscHint", "PLAIN", 0, true];
|
||||
@ -60,8 +59,8 @@ _yPos = safeZoneY + 0.175 * safezoneH;
|
||||
_wPos = (10 *(((safezoneW / safezoneH) min 1.2) / 40));
|
||||
_hPos = (2 *((((safezoneW / safezoneH) min 1.2) / 1.2) / 25));
|
||||
|
||||
//Zeus Interface Open and Display would be under the "CREATE" list
|
||||
if (!isnull curatorCamera) then {
|
||||
// Zeus Interface Open and Display would be under the "CREATE" list
|
||||
if (!isNull curatorCamera) then {
|
||||
_xPos = _xPos min ((safezoneX + safezoneW - 12.5 * (((safezoneW / safezoneH) min 1.2) / 40)) - _wPos);
|
||||
};
|
||||
|
||||
|
@ -3,35 +3,22 @@
|
||||
*
|
||||
* Execute an animation. This is used to not break things like the unconsciousness animation.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Unit (Object)
|
||||
* 1: Animation (String)
|
||||
* 2: Priority of the animation. (Number, optional default: 0)
|
||||
* 0: PlayMove
|
||||
* 1: PlayMoveNow
|
||||
* 2: SwitchMove (no transitional animation, doesn't overwrite priority 1)
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: Animation <STRING>
|
||||
* 2: Priority of the animation. (default: 0) <NUMBER>
|
||||
* 0 = PlayMove
|
||||
* 1 = PlayMoveNow
|
||||
* 2 = SwitchMove (no transitional animation, doesn't overwrite priority 1)
|
||||
*
|
||||
* Return value:
|
||||
* Nothing
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_force"];
|
||||
|
||||
PARAMS_3(_unit,_animation,_priority);
|
||||
_force = False;
|
||||
|
||||
// no animation given
|
||||
if (isNil "_animation") exitWith {
|
||||
diag_log format ["[ACE] ERROR: No animation specified in %1", _fnc_scriptNameParent];
|
||||
};
|
||||
|
||||
if (isNil "_priority") then {
|
||||
_priority = 0;
|
||||
};
|
||||
if (count _this > 3) then {
|
||||
_force = _this select 3;
|
||||
};
|
||||
params ["_unit", "_animation", ["_priority", 0], ["_force", false]];
|
||||
|
||||
// don't overwrite more important animations
|
||||
if (_unit getVariable ["ACE_isUnconscious", false] && {(_animation != "Unconscious")} && {!_force}) exitWith {};
|
||||
@ -44,8 +31,10 @@ if (_animation == "") then {
|
||||
_animation = [_unit] call FUNC(getDefaultAnim);
|
||||
};
|
||||
|
||||
//if (_animation == animationState _unit) exitWith {};
|
||||
|
||||
switch (_priority) do {
|
||||
case 0 : {
|
||||
case 0: {
|
||||
if (_unit == vehicle _unit) then {
|
||||
[_unit, format ["{_this playMove '%1'}", _animation], _unit] call FUNC(execRemoteFnc);
|
||||
} else {
|
||||
@ -53,7 +42,7 @@ switch (_priority) do {
|
||||
[_unit, format ["{_this playMove '%1'}", _animation]] call FUNC(execRemoteFnc);
|
||||
};
|
||||
};
|
||||
case 1 : {
|
||||
case 1: {
|
||||
if (_unit == vehicle _unit) then {
|
||||
[_unit, format ["{_this playMoveNow '%1'}", _animation], _unit] call FUNC(execRemoteFnc);
|
||||
} else {
|
||||
@ -61,11 +50,20 @@ switch (_priority) do {
|
||||
[_unit, format ["{_this playMoveNow '%1'}", _animation]] call FUNC(execRemoteFnc);
|
||||
};
|
||||
};
|
||||
case 2 : {
|
||||
// Execute on all machines. SwitchMove has local effects.
|
||||
[_unit, format ["{_this switchMove '%1'}", _animation]] call FUNC(execRemoteFnc);
|
||||
case 2: {
|
||||
// try playMoveNow first
|
||||
if (_unit == vehicle _unit) then {
|
||||
[_unit, format ["{_this playMoveNow '%1'}", _animation], _unit] call FUNC(execRemoteFnc);
|
||||
} else {
|
||||
// Execute on all machines. PlayMove and PlayMoveNow are bugged: They have no global effects when executed on remote machines inside vehicles.
|
||||
[_unit, format ["{_this playMoveNow '%1'}", _animation]] call FUNC(execRemoteFnc);
|
||||
};
|
||||
|
||||
// if animation doesn't respond, do switchMove
|
||||
if (animationState _unit != _animation) then {
|
||||
// Execute on all machines. SwitchMove has local effects.
|
||||
[_unit, format ["{_this switchMove '%1'}", _animation]] call FUNC(execRemoteFnc);
|
||||
};
|
||||
};
|
||||
default {};
|
||||
};
|
||||
|
||||
["Anim", [_priority, _animation]] call FUNC(log);
|
||||
|
@ -1,30 +1,24 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Drops a backback. Also returns the ground wepaon holder object of the dropped backpack.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Unit that has a backpack (Object)
|
||||
* Arguments:
|
||||
* 0: Unit that has a backpack <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Ground wepaon holder with backpack (Object)
|
||||
* Ground wepaon holder with backpack <OBJECT>
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_1(_unit);
|
||||
params ["_unit"];
|
||||
|
||||
private ["_backpackObject","_holder"];
|
||||
private ["_backpackObject", "_holder"];
|
||||
|
||||
_backpackObject = backpackContainer _unit;
|
||||
_unit addBackpack "Bag_Base";
|
||||
|
||||
_unit addBackpack "ACE_FakeBackpack";
|
||||
removeBackpack _unit;
|
||||
_holder = objNull;
|
||||
|
||||
{
|
||||
if (_backpackObject in everyBackpack _x) exitWith {
|
||||
_holder = _x;
|
||||
};
|
||||
} forEach (position _unit nearObjects ["WeaponHolder", 5]);
|
||||
|
||||
_holder
|
||||
objectParent _backpackObject // return
|
||||
|
@ -1,11 +1,24 @@
|
||||
//fnc_dumpArray.sqf
|
||||
/*
|
||||
* Author: ?
|
||||
* Dumps an array to the RPT, showing the depth of each element.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Array to be dumped <ARRAY>
|
||||
* 1: Depth <NUMBER><OPTIONAL>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [[0, [1,2], [[3]]]] call ace_common_fnc_dumpArray
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_pad", "_i", "_x"];
|
||||
params ["_var", ["_depth", 0, [0]]];
|
||||
|
||||
PARAMS_2(_var,_depth);
|
||||
|
||||
_pad = "";
|
||||
local _pad = "";
|
||||
|
||||
for "_i" from 0 to _depth do {
|
||||
_pad = _pad + toString [9];
|
||||
@ -14,15 +27,18 @@ for "_i" from 0 to _depth do {
|
||||
_depth = _depth + 1;
|
||||
|
||||
if (IS_ARRAY(_var)) then {
|
||||
if ((count _var) > 0) then {
|
||||
diag_log text format["%1[", _pad];
|
||||
if (_var isEqualTo []) then {
|
||||
diag_log text format ["%1[],", _pad];
|
||||
} else {
|
||||
diag_log text format ["%1[", _pad];
|
||||
|
||||
{
|
||||
[_x, _depth] call FUNC(dumpArray);
|
||||
} forEach _var;
|
||||
diag_log text format["%1],", _pad];
|
||||
} else {
|
||||
diag_log text format["%1[],", _pad];
|
||||
false
|
||||
} count _var;
|
||||
|
||||
diag_log text format ["%1],", _pad];
|
||||
};
|
||||
} else {
|
||||
diag_log text format["%1%2", _pad, [_var] call FUNC(formatVar)];
|
||||
diag_log text format ["%1%2", _pad, _var];
|
||||
};
|
||||
|
@ -1,49 +1,68 @@
|
||||
//fnc_dumpPerformanceCounters.sqf
|
||||
#define DEBUG_MODE_FULL
|
||||
/*
|
||||
* Author: ?
|
||||
* Dumps performance counter statistics into Logs.
|
||||
*
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
diag_log text format ["REGISTERED ACE PFH HANDLERS"];
|
||||
diag_log text format ["-------------------------------------------"];
|
||||
|
||||
diag_log text format["REGISTERED ACE PFH HANDLERS"];
|
||||
diag_log text format["-------------------------------------------"];
|
||||
if (!isNil "ACE_PFH_COUNTER") then {
|
||||
{
|
||||
private ["_isActive"];
|
||||
_x params ["_pfh", "_parameters"];
|
||||
_isActive = if (!isNil {cba_common_PFHhandles select (_pfh select 0)}) then {"ACTIVE"} else {"REMOVED"};
|
||||
diag_log text format["Registered PFH: id=%1 [%2, delay %3], %4:%5", (_pfh select 0), (_isActive), (_parameters select 1), (_pfh select 1), (_pfh select 2) ];
|
||||
} forEach ACE_PFH_COUNTER;
|
||||
|
||||
private "_isActive";
|
||||
_isActive = ["ACTIVE", "REMOVED"] select isNil {CBA_common_PFHhandles select (_pfh select 0)};
|
||||
|
||||
diag_log text format ["Registered PFH: id=%1 [%2, delay %3], %4:%5", _pfh select 0, _isActive, _parameters select 1, _pfh select 1, _pfh select 2];
|
||||
false
|
||||
} count ACE_PFH_COUNTER;
|
||||
};
|
||||
|
||||
diag_log text format["ACE COUNTER RESULTS"];
|
||||
diag_log text format["-------------------------------------------"];
|
||||
diag_log text format ["ACE COUNTER RESULTS"];
|
||||
diag_log text format ["-------------------------------------------"];
|
||||
|
||||
{
|
||||
private ["_counterEntry", "_iter", "_total", "_count", "_delta", "_averageResult"];
|
||||
private ["_counterEntry", "_iter", "_total", "_count", "_averageResult", "_delta"];
|
||||
|
||||
_counterEntry = _x;
|
||||
_iter = 0;
|
||||
_total = 0;
|
||||
_count = 0;
|
||||
_averageResult = 0;
|
||||
if( (count _counterEntry) > 3) then {
|
||||
|
||||
if (count _counterEntry > 3) then {
|
||||
// calc
|
||||
{
|
||||
if(_iter > 2) then {
|
||||
if (_iter > 2) then {
|
||||
_count = _count + 1;
|
||||
_delta = (_x select 1) - (_x select 0);
|
||||
|
||||
_total = _total + _delta;
|
||||
};
|
||||
|
||||
_iter = _iter + 1;
|
||||
} forEach _counterEntry;
|
||||
false
|
||||
} count _counterEntry;
|
||||
|
||||
// results
|
||||
_averageResult = (_total / _count) * 1000;
|
||||
|
||||
// dump results
|
||||
diag_log text format["%1: Average: %2s / %3 = %4ms", (_counterEntry select 0), _total, _count, _averageResult];
|
||||
diag_log text format ["%1: Average: %2s / %3 = %4ms", _counterEntry select 0, _total, _count, _averageResult];
|
||||
} else {
|
||||
diag_log text format["%1: No results", (_counterEntry select 0) ];
|
||||
diag_log text format ["%1: No results", _counterEntry select 0];
|
||||
};
|
||||
} forEach ACE_COUNTERS;
|
||||
false
|
||||
} count ACE_COUNTERS;
|
||||
|
||||
/*
|
||||
// Dump PFH Trackers
|
||||
|
@ -4,11 +4,12 @@
|
||||
* End radio transmissions of addons TFAR and ACRE2. TFAR v0.9.7, ACRE Public Beta 2.0.3.571
|
||||
*
|
||||
* Arguments:
|
||||
* None.
|
||||
* None
|
||||
*
|
||||
* Return Value:
|
||||
* None.
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
|
@ -13,6 +13,6 @@
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_namespace,_uid);
|
||||
params ["_namespace", "_uid"];
|
||||
|
||||
_namespace setVariable [_uid, nil];
|
||||
|
@ -29,11 +29,7 @@ if (isNull (call BIS_fnc_displayMission)) exitWith {
|
||||
}, 1, _this] call CBA_fnc_addPerFrameHandler;
|
||||
};
|
||||
|
||||
private ["_onOK", "_onCancel"];
|
||||
|
||||
PARAMS_2(_textHeader,_textMessage);
|
||||
_onOK = ARR_SELECT(_this,2,{});
|
||||
_onCancel = ARR_SELECT(_this,3,{});
|
||||
params ["_textHeader", "_textMessage", ["_onOK", {}], ["_onCancel", {}]];
|
||||
|
||||
if (typeName _textMessage == "STRING") then {
|
||||
_textMessage = parseText _textMessage;
|
||||
|
@ -1,18 +1,19 @@
|
||||
/*
|
||||
* Author: esteldunedain
|
||||
*
|
||||
* Executes a code on the next frame
|
||||
*
|
||||
* Argument:
|
||||
* 0: Code to execute (Code)
|
||||
* 1: Parameters to run the code with (Array)
|
||||
* Arguments:
|
||||
* 0: Code to execute <CODE>
|
||||
* 1: Parameters to run the code with <ARRAY>
|
||||
*
|
||||
* Return value:
|
||||
* PFH handler ID
|
||||
* Return Value:
|
||||
* PFH handler ID <NUMBER>
|
||||
*
|
||||
* Public: Yes
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_func,_params);
|
||||
params ["_func", "_params"];
|
||||
|
||||
if (diag_frameno != GVAR(nextFrameNo)) then {
|
||||
GVAR(nextFrameBufferA) pushBack [_params, _func];
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user