mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Updated sitting-framework, added unfinished note
This commit is contained in:
parent
3b74cc4f47
commit
1019450c30
@ -1,28 +1,27 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Scopes framework
|
||||
description:
|
||||
title: Scopes Framework
|
||||
description: Explains how to set-up scopes with ACE3 scope adjustment system.
|
||||
group: framework
|
||||
order: 5
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## 1. Adding scope adjustement support
|
||||
## 1. Adding scope adjustment support
|
||||
|
||||
```c++
|
||||
class CfgWeapons {
|
||||
class ItemCore;
|
||||
class InventoryOpticsItem_Base_F;
|
||||
class InventoryOpticsItem_Base_F; // ItemInfo base class
|
||||
|
||||
class yourHighPoweredScope : ItemCore {
|
||||
ACE_ScopeAdjust_Vertical[] = { -4, 30 }; // max vertical adjustement limits
|
||||
ACE_ScopeAdjust_Horizontal[] = { -6, 6 }; // max horizontal adjustement limits
|
||||
ACE_ScopeAdjust_VerticalIncrement = 0.1; // vertical incrementation
|
||||
ACE_ScopeAdjust_HorizontalIncrement = 0.1; // horizontal incrementation
|
||||
class ItemInfo : InventoryOpticsItem_Base_F {
|
||||
class YourScope {
|
||||
ace_scopeAdjust_vertical[] = {-4, 30}; // Maxmimum vertical adjustment limits
|
||||
ace_scopeAdjust_horizontal[] = {-6, 6}; // Maximum horizontal adjustment limits
|
||||
ace_scopeAdjust_verticalIncrement = 0.1; // Vertical increment
|
||||
ace_scopeAdjust_horizontalIncrement = 0.1; // Horizontal increment
|
||||
class ItemInfo: InventoryOpticsItem_Base_F {
|
||||
class OpticsModes {
|
||||
class Snip {
|
||||
discreteDistance[] = { 100 };
|
||||
discreteDistance[] = {100};
|
||||
discreteDistanceInitIndex = 0;
|
||||
};
|
||||
};
|
||||
|
@ -1,47 +1,26 @@
|
||||
---
|
||||
layout: wiki
|
||||
title: Sitting framework
|
||||
description:
|
||||
title: Sitting Framework
|
||||
description: Explains how to set-up sitting furniture with ACE3 sitting system.
|
||||
group: framework
|
||||
order: 5
|
||||
parent: wiki
|
||||
---
|
||||
|
||||
## 1. adding sitting support to a chair
|
||||
## 1. Adding sitting support to a chair
|
||||
|
||||
<div class="panel callout">
|
||||
<h5>Note:</h5>
|
||||
<p>Unfinished! What you see below will not work in ACE 3.2.1</p>
|
||||
</div>
|
||||
|
||||
```c++
|
||||
class CfgVehicles {
|
||||
|
||||
#define MACRO_SEAT_ACTION \ // better use a macro, nobody wants to type this two times or more, right ?
|
||||
class ACE_Actions { \
|
||||
class ACE_MainActions { \
|
||||
displayName = "$STR_ACE_Interaction_MainAction"; \
|
||||
selection = ""; \
|
||||
distance = 1.5; \
|
||||
condition = "true"; \
|
||||
class ACE_sitting_Sit { \
|
||||
displayName = "$STR_ACE_Sitting_Sit"; \
|
||||
condition = "_this call ace_sitting_fnc_canSit"; \
|
||||
statement = "_this call ace_sitting_fnc_sit"; \
|
||||
showDisabled = 0; \
|
||||
priority = 0; \
|
||||
icon = "z\ace\sitting\UI\sit_ca.paa"; \
|
||||
}; \
|
||||
}; \
|
||||
};
|
||||
|
||||
class ThingX; // base class for objects
|
||||
|
||||
class yourChair: ThingX { // your chair class
|
||||
XEH_ENABLED; // enable XEH on that object class
|
||||
MACRO_SEAT_ACTION // add the interaction
|
||||
ACE_sitting_canSit = 1; // enable sitting
|
||||
ACE_sitting_sitDirection = 180; // sitting direction in degrees
|
||||
ACE_sitting_sitPosition[] = {0, -0.1, -0.45}; // sitting position in a X Y Z plane
|
||||
ACE_sitting_sitRotation = 10; // maximum rotation possible in degrees, left and right.
|
||||
class MyChair {
|
||||
ace_sitting_canSit = 1; // Enable sitting (0-disabled, 1-enabled)
|
||||
ace_sitting_sitDirection = 180; // Initial sitting direction (in degrees)
|
||||
ace_sitting_sitPosition[] = {0, -0.1, -0.45}; // Sitting position in model space
|
||||
ace_sitting_sitRotation = 10; // Maximum rotation possible in degrees, left and right.
|
||||
};
|
||||
};
|
||||
```
|
||||
|
||||
- No escape possible here, you'll have to fiddle with the position direction and rotation to have a normal pose.
|
||||
- For the sitRotation 10 is use for chairs with arms, 45 for the ones without.
|
||||
|
Loading…
Reference in New Issue
Block a user