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Merge pull request #2783 from acemod/captivesStuff
Captives Fix duplicate animEH and add handcuffing module
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commit
10d17a8117
@ -153,16 +153,32 @@ class CfgVehicles {
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class GVAR(ModuleSurrender): Module_F {
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author = ECSTRING(common,ACETeam);
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category = "ACE";
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displayName = CSTRING(ModuleSurrender_DisplayName); //Make Unit Surrender
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displayName = CSTRING(ModuleSurrender_DisplayName);
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function = QFUNC(moduleSurrender);
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scope = 2; //show in editor
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isGlobal = 1; //run global
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isGlobal = 0; //run on server
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isTriggerActivated = 1; //Wait for triggers
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icon = QUOTE(PATHTOF(UI\Icon_Module_Make_Unit_Surrender_ca.paa));
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functionPriority = 0;
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class Arguments {};
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class ModuleDescription: ModuleDescription {
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description = CSTRING(ModuleSurrender_Description); //Sync a unit to make them surrender.<br/>Source: ace_captives
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description = CSTRING(ModuleSurrender_Description);
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sync[] = {"AnyAI"};
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};
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};
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class GVAR(ModuleHandcuffed): Module_F {
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author = ECSTRING(common,ACETeam);
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category = "ACE";
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displayName = CSTRING(ModuleHandcuffed_DisplayName);
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function = QFUNC(moduleHandcuffed);
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scope = 2; //show in editor
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isGlobal = 0; //run on server
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isTriggerActivated = 1; //Wait for triggers
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icon = QUOTE(PATHTOF(UI\Icon_Module_Make_Unit_Handcuffed_ca.paa));
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functionPriority = 0;
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class Arguments {};
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class ModuleDescription: ModuleDescription {
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description = CSTRING(ModuleHandcuffed_Description);
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sync[] = {"AnyAI"};
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};
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};
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BIN
addons/captives/UI/Icon_Module_Make_Unit_Handcuffed_ca.paa
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BIN
addons/captives/UI/Icon_Module_Make_Unit_Handcuffed_ca.paa
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@ -24,6 +24,7 @@ PREP(handlePlayerChanged);
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PREP(handleRespawn);
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PREP(handleUnitInitPost);
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PREP(handleZeusDisplayChanged);
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PREP(moduleHandcuffed);
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PREP(moduleSettings);
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PREP(moduleSurrender);
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PREP(setHandcuffed);
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@ -2,7 +2,7 @@
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class CfgPatches {
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class ADDON {
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units[] = {QGVAR(ModuleSettings), QGVAR(ModuleSurrender)};
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units[] = {QGVAR(ModuleSettings), QGVAR(ModuleSurrender), QGVAR(ModuleHandcuffed)};
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weapons[] = {"ACE_CableTie"};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ACE_Interaction"};
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@ -20,11 +20,12 @@ params ["_unit", "_target"];
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//Check sides, Player has cableTie, target is alive and not already handcuffed
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(GVAR(allowHandcuffOwnSide) || {(side _unit) != (side _target)}) &&
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("ACE_CableTie" in (items _unit)) &&
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{"ACE_CableTie" in (items _unit)} &&
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{alive _target} &&
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{!(_target getVariable [QGVAR(isHandcuffed), false])} &&
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{
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(_target getVariable ["ACE_isUnconscious", false]) || //isUnconscious
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{!([_target] call EFUNC(common,isPlayer))} || //is an AI (not a player)
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{GVAR(requireSurrender) == 0} || //or don't require surrendering
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{_target getVariable [QGVAR(isSurrendering), false]} || //or is surrendering
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{(GVAR(requireSurrender) == 2) && {(currentWeapon _target) == ""}} //or "SurrenderOrNoWeapon" and no weapon
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35
addons/captives/functions/fnc_moduleHandcuffed.sqf
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35
addons/captives/functions/fnc_moduleHandcuffed.sqf
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@ -0,0 +1,35 @@
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/*
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* Author: PabstMirror
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* Module Function to make a unit handcuffed (can be called from editor)
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*
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* Arguments:
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* 0: The Module Logic <OBJECT>
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* 1: synced objects <ARRAY>
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* 2: Activated <BOOL>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* Called from module
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_logic", "_units", "_activated"];
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TRACE_3("params",_logic,_units,_activated);
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if (!_activated) exitWith {};
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if (!isServer) exitWith {};
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//Modules run before postInit can instal the event handler, so we need to wait a little bit
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[{
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params ["_units"];
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{
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["SetHandcuffed", [_x], [_x, true]] call EFUNC(common,targetEvent);
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} forEach _units;
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}, [_units], 0.05] call EFUNC(common,waitAndExecute);
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deleteVehicle _logic;
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@ -1,9 +1,9 @@
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/*
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* Author: PabstMirror
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* Module Function to make a unit surrender (can be called from editor, or placed with zeus)
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* Module Function to make a unit surrender (can be called from editor)
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*
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* Arguments:
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* 0: The Module Logic Object <OBJECT>
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* 0: The Module Logic <OBJECT>
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* 1: synced objects <ARRAY>
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* 2: Activated <BOOL>
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*
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@ -17,20 +17,19 @@
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*/
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#include "script_component.hpp"
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private ["_bisMouseOver", "_mouseOverObject"];
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params ["_logic", "_units", "_activated"];
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TRACE_3("params",_logic,_units,_activated);
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if (!_activated) exitWith {};
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if (!isServer) exitWith {};
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if (local _logic) then {
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//Modules run before postInit can instal the event handler, so we need to wait a little bit
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[{
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params ["_units"];
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{
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["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
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} forEach _units;
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}, [_units], 0.05]call EFUNC(common,waitAndExecute);
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//Modules run before postInit can instal the event handler, so we need to wait a little bit
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[{
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params ["_units"];
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{
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["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
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} forEach _units;
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}, [_units], 0.05] call EFUNC(common,waitAndExecute);
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deleteVehicle _logic;
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};
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deleteVehicle _logic;
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@ -56,8 +56,11 @@ if (_state) then {
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//Adds an animation changed eh
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//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
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private "_animChangedEHID";
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local _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
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if (_animChangedEHID != -1) then {
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TRACE_1("removing animChanged EH",_animChangedEHID);
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_unit removeEventHandler ["AnimChanged", _animChangedEHID];
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};
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_animChangedEHID = _unit addEventHandler ["AnimChanged", {
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params ["_unit", "_newAnimation"];
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TRACE_2("AnimChanged",_unit,_newAnimation);
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@ -67,7 +70,6 @@ if (_state) then {
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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};
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} else {
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_turretPath = [];
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{
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_x params ["_xUnit", "", "", "_xTurretPath"];
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@ -90,8 +92,7 @@ if (_state) then {
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[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
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//remove AnimChanged EH
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private "_animChangedEHID";
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_animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
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local _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
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TRACE_1("removing animChanged EH",_animChangedEHID);
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_unit removeEventHandler ["AnimChanged", _animChangedEHID];
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_unit setVariable [QGVAR(handcuffAnimEHID), -1];
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@ -48,7 +48,11 @@ if (_state) then {
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if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
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//Adds an animation changed eh
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//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
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private "_animChangedEHID";
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local _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
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if (_animChangedEHID != -1) then {
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TRACE_1("removing animChanged EH",_animChangedEHID);
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_unit removeEventHandler ["AnimChanged", _animChangedEHID];
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};
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_animChangedEHID = _unit addEventHandler ["AnimChanged", {
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params ["_unit", "_newAnimation"];
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if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
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@ -64,8 +68,7 @@ if (_state) then {
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[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
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//remove AnimChanged EH
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private "_animChangedEHID";
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_animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
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local _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
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_unit removeEventHandler ["AnimChanged", _animChangedEHID];
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_unit setVariable [QGVAR(surrenderAnimEHID), -1];
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@ -179,6 +179,12 @@
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<Hungarian>Egység szinkronizálása, hogy kapituláljon.<br />Forrás: ace_captives</Hungarian>
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<Russian>Синхронизируйте с юнитами, чтобы сделать их пленными.<br />Источник: ace_captives</Russian>
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</Key>
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<Key ID="STR_ACE_Captives_ModuleHandcuffed_DisplayName">
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<English>Make Unit Handcuffed</English>
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</Key>
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<Key ID="STR_ACE_Captives_ModuleHandcuffed_Description">
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<English>Sync a unit to make them handcuffed.<br />Source: ace_captives</English>
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</Key>
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<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
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<English>Captives Settings</English>
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<Polish>Ustawienia więźniów</Polish>
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