mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
commit
11dc3bd71a
@ -3,29 +3,29 @@ class CfgVehicles {
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class CAManBase: Man {
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class CAManBase: Man {
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class ACE_Actions {
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class ACE_Actions {
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class ACE_MainActions {
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class ACE_MainActions {
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class GVAR(WeapontoGunbag) {
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class GVAR(weaponTo) {
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displayName = CSTRING(toGunbag);
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displayName = CSTRING(ToGunbag);
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condition = QUOTE(([_target] call FUNC(hasGunbag)) && {[ARR_2(_player,_target)] call FUNC(canInteract) == 0});
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condition = QUOTE(([_target] call FUNC(hasGunbag)) && {[ARR_2(_player,_target)] call FUNC(canInteract) == 0});
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statement = QUOTE([ARR_2(_player,_target)] call FUNC(toGunbag));
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statement = QUOTE([ARR_2(_player,_target)] call FUNC(toGunbag));
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showDisabled = 0;
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showDisabled = 0;
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priority = 1;
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priority = 1;
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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};
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};
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class GVAR(WeaponoffGunbag) {
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class GVAR(weaponOff) {
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displayName = CSTRING(offGunbag);
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displayName = CSTRING(OffGunbag);
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condition = QUOTE(([_target] call FUNC(hasGunbag)) && {[ARR_2(_player,_target)] call FUNC(canInteract) == 1});
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condition = QUOTE(([_target] call FUNC(hasGunbag)) && {[ARR_2(_player,_target)] call FUNC(canInteract) == 1});
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statement = QUOTE([ARR_2(_player,_target)] call FUNC(offGunbag));
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statement = QUOTE([ARR_2(_player,_target)] call FUNC(offGunbag));
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showDisabled = 0;
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showDisabled = 0;
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priority = 1;
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priority = 1;
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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};
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};
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class GVAR(StatusGunbag) {
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class GVAR(status) {
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displayName = CSTRING(Status);
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displayName = CSTRING(Status);
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condition = QUOTE([_target] call FUNC(hasGunbag));
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condition = QUOTE([_target] call FUNC(hasGunbag));
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statement = QUOTE([_target] call FUNC(status));
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statement = QUOTE([_target] call FUNC(status));
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showDisabled = 0;
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showDisabled = 0;
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priority = 2;
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priority = 2;
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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};
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};
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};
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};
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};
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};
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@ -33,35 +33,35 @@ class CfgVehicles {
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class ACE_SelfActions {
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class ACE_SelfActions {
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class ACE_Equipment {
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class ACE_Equipment {
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class GVAR(actions) {
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class GVAR(actions) {
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displayName = CSTRING(displayname);
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displayName = CSTRING(Displayname);
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condition = QUOTE([_player] call FUNC(hasGunbag));
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condition = QUOTE([_player] call FUNC(hasGunbag));
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showDisabled = 0;
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showDisabled = 0;
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priority = 0.1;
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priority = 0.1;
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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class GVAR(WeapontoGunbag) {
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class GVAR(weaponTo) {
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displayName = CSTRING(toGunbag);
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displayName = CSTRING(ToGunbag);
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condition = QUOTE([ARR_2(_player,_player)] call FUNC(canInteract) == 0);
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condition = QUOTE([ARR_2(_player,_player)] call FUNC(canInteract) == 0);
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statement = QUOTE([ARR_2(_player,_player)] call FUNC(toGunbag));
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statement = QUOTE([ARR_2(_player,_player)] call FUNC(toGunbag));
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showDisabled = 0;
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showDisabled = 0;
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priority = 1;
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priority = 1;
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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};
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};
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class GVAR(WeaponoffGunbag) {
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class GVAR(weaponOff) {
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displayName = CSTRING(offGunbag);
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displayName = CSTRING(OffGunbag);
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condition = QUOTE([ARR_2(_player,_player)] call FUNC(canInteract) == 1);
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condition = QUOTE([ARR_2(_player,_player)] call FUNC(canInteract) == 1);
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statement = QUOTE([ARR_2(_player,_player)] call FUNC(offGunbag));
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statement = QUOTE([ARR_2(_player,_player)] call FUNC(offGunbag));
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showDisabled = 0;
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showDisabled = 0;
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priority = 1;
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priority = 1;
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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};
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};
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class GVAR(StatusGunbag) {
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class GVAR(status) {
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displayName = CSTRING(Status);
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displayName = CSTRING(Status);
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condition = QUOTE([_player] call FUNC(hasGunbag));
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condition = QUOTE([_player] call FUNC(hasGunbag));
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statement = QUOTE([_player] call FUNC(status));
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statement = QUOTE([_player] call FUNC(status));
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showDisabled = 0;
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showDisabled = 0;
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priority = 2;
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priority = 2;
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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};
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};
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};
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};
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};
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};
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@ -69,33 +69,33 @@ class CfgVehicles {
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};
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};
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class Bag_Base;
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class Bag_Base;
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class CLASSNAME: Bag_Base {
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class ADDON: Bag_Base {
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_generalMacro = QUOTE(CLASSNAME);
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_generalMacro = QUOTE(ADDON);
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author = "Ir0n1E";
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author = "Ir0n1E";
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scope = 2;
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scope = 2;
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displayName = CSTRING(Displayname);
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displayName = CSTRING(Displayname);
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model = PATHTOF(data\gunbag.p3d);
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model = QPATHTOF(data\ace_gunbag.p3d);
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picture = PATHTOF(ui\gunbag_ca.paa);
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picture = QPATHTOF(ui\gunbag_ca.paa);
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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hiddenSelections[] = {QUOTE(Camo),QUOTE(insignia)};
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hiddenSelections[] = {"Camo", "insignia"};
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hiddenSelectionsTextures[] = {PATHTOF(data\gunbag_co.paa)};
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hiddenSelectionsTextures[] = {QPATHTOF(data\gunbag_co.paa)};
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maximumLoad = 80;
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maximumLoad = 80;
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mass = 11;
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mass = 11;
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};
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};
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class DOUBLES(CLASSNAME,Tan): CLASSNAME {
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class GVAR(Tan): ADDON {
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_generalMacro = QUOTE(DOUBLES(CLASSNAME,Tan));
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_generalMacro = QGVAR(Tan);
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author = "Ir0n1E";
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author = "Ir0n1E";
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displayName = CSTRING(Displayname_Tan);
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displayName = CSTRING(Displayname_Tan);
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picture = PATHTOF(ui\gunbag_tan_ca.paa);
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picture = QPATHTOF(ui\gunbag_tan_ca.paa);
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hiddenSelectionsTextures[] = {PATHTOF(data\gunbag_tan_co.paa)};
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hiddenSelectionsTextures[] = {QPATHTOF(data\gunbag_tan_co.paa)};
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};
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};
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class Box_NATO_Support_F;
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class Box_NATO_Support_F;
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class ACE_Box_Misc: Box_NATO_Support_F {
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class ACE_Box_Misc: Box_NATO_Support_F {
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class TransportBackpacks {
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class TransportBackpacks {
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MACRO_ADDBACKPACK(CLASSNAME,3);
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MACRO_ADDBACKPACK(ADDON,3);
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MACRO_ADDBACKPACK(DOUBLES(CLASSNAME,Tan),3);
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MACRO_ADDBACKPACK(GVAR(Tan),3);
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};
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};
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};
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};
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};
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};
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@ -8,3 +8,4 @@ Adds a gunbag for DMRs.
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The people responsible for merging changes to this component or answering potential questions.
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The people responsible for merging changes to this component or answering potential questions.
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- [commy2](https://github.com/commy2)
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@ -2,11 +2,13 @@
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class CfgPatches {
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class CfgPatches {
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class ADDON {
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class ADDON {
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units[] = {CLASSNAME, DOUBLES(CLASSNAME,Tan)};
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units[] = {QUOTE(ADDON), QGVAR(Tan)};
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weapons[] = {};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_interaction", "ace_movement"};
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requiredAddons[] = {"ace_interaction", "ace_movement"};
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author[] = {"Ir0n1E"};
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author = ECSTRING(common,ACETeam);
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authors[] = {"Ir0n1E"};
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url = ECSTRING(main,URL);
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VERSION_CONFIG;
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VERSION_CONFIG;
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};
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};
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};
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};
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@ -1,148 +1,148 @@
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class CfgSkeletons {
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class CfgSkeletons {
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class Default {
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class Default {
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isDiscrete = 1;
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isDiscrete = 1;
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skeletonInherit = "";
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skeletonInherit = "";
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skeletonBones[] = {};
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skeletonBones[] = {};
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};
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class OFP2_ManSkeleton {
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isDiscrete = 0;
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skeletonInherit = "";
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skeletonBones[] = {
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"Pelvis","",
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"Spine","Pelvis",
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"Spine1","Spine",
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"Spine2","Spine1",
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"Spine3","Spine2",
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"Camera","Pelvis",
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"weapon","Spine1",
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"launcher","Spine1",
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//Head skeleton in hierarchy
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"neck","Spine3",
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"neck1","neck",
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"head","neck1",
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//New facial features
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"Face_Hub","head",
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"Face_Jawbone","Face_Hub",
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"Face_Jowl","Face_Jawbone",
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"Face_chopRight","Face_Jawbone",
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"Face_chopLeft","Face_Jawbone",
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"Face_LipLowerMiddle","Face_Jawbone",
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"Face_LipLowerLeft","Face_Jawbone",
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"Face_LipLowerRight","Face_Jawbone",
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"Face_Chin","Face_Jawbone",
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"Face_Tongue","Face_Jawbone",
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"Face_CornerRight","Face_Hub",
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"Face_CheekSideRight","Face_CornerRight",
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"Face_CornerLeft","Face_Hub",
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"Face_CheekSideLeft","Face_CornerLeft",
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"Face_CheekFrontRight","Face_Hub",
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"Face_CheekFrontLeft","Face_Hub",
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"Face_CheekUpperRight","Face_Hub",
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"Face_CheekUpperLeft","Face_Hub",
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"Face_LipUpperMiddle","Face_Hub",
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"Face_LipUpperRight","Face_Hub",
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"Face_LipUpperLeft","Face_Hub",
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"Face_NostrilRight","Face_Hub",
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"Face_NostrilLeft","Face_Hub",
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"Face_Forehead","Face_Hub",
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"Face_BrowFrontRight","Face_Forehead",
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"Face_BrowFrontLeft","Face_Forehead",
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"Face_BrowMiddle","Face_Forehead",
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"Face_BrowSideRight","Face_Forehead",
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"Face_BrowSideLeft","Face_Forehead",
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"Face_Eyelids","Face_Hub",
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"Face_EyelidUpperRight","Face_Hub",
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"Face_EyelidUpperLeft","Face_Hub",
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"Face_EyelidLowerRight","Face_Hub",
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"Face_EyelidLowerLeft","Face_Hub",
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"EyeLeft","Face_Hub",
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"EyeRight","Face_Hub",
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//Left upper side
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"LeftShoulder","Spine3",
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"LeftArm","LeftShoulder",
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"LeftArmRoll","LeftArm",
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"LeftForeArm","LeftArmRoll",
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"LeftForeArmRoll","LeftForeArm",
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"LeftHand","LeftForeArmRoll",
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"LeftHandRing","LeftHand",
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"LeftHandRing1","LeftHandRing",
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"LeftHandRing2","LeftHandRing1",
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"LeftHandRing3","LeftHandRing2",
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"LeftHandPinky1","LeftHandRing",
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"LeftHandPinky2","LeftHandPinky1",
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"LeftHandPinky3","LeftHandPinky2",
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"LeftHandMiddle1","LeftHand",
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"LeftHandMiddle2","LeftHandMiddle1",
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"LeftHandMiddle3","LeftHandMiddle2",
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"LeftHandIndex1","LeftHand",
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"LeftHandIndex2","LeftHandIndex1",
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"LeftHandIndex3","LeftHandIndex2",
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"LeftHandThumb1","LeftHand",
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"LeftHandThumb2","LeftHandThumb1",
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"LeftHandThumb3","LeftHandThumb2",
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//Right upper side
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"RightShoulder","Spine3",
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"RightArm","RightShoulder",
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"RightArmRoll","RightArm",
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"RightForeArm","RightArmRoll",
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"RightForeArmRoll","RightForeArm",
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"RightHand","RightForeArmRoll",
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"RightHandRing","RightHand",
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"RightHandRing1","RightHandRing",
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"RightHandRing2","RightHandRing1",
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"RightHandRing3","RightHandRing2",
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"RightHandPinky1","RightHandRing",
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"RightHandPinky2","RightHandPinky1",
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"RightHandPinky3","RightHandPinky2",
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"RightHandMiddle1","RightHand",
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"RightHandMiddle2","RightHandMiddle1",
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"RightHandMiddle3","RightHandMiddle2",
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"RightHandIndex1","RightHand",
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"RightHandIndex2","RightHandIndex1",
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"RightHandIndex3","RightHandIndex2",
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"RightHandThumb1","RightHand",
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"RightHandThumb2","RightHandThumb1",
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"RightHandThumb3","RightHandThumb2",
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//Left lower side
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"LeftUpLeg","Pelvis",
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"LeftUpLegRoll","LeftUpLeg",
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"LeftLeg","LeftUpLegRoll",
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"LeftLegRoll","LeftLeg",
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"LeftFoot","LeftLegRoll",
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"LeftToeBase","LeftFoot",
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//Right lower side
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"RightUpLeg","Pelvis",
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"RightUpLegRoll","RightUpLeg",
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"RightLeg","RightUpLegRoll",
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"RightLegRoll","RightLeg",
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"RightFoot","RightLegRoll",
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"RightToeBase","RightFoot"
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};
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};
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// location of pivot points (local axes) for hierarchical animation
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class OFP2_ManSkeleton {
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pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
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isDiscrete = 0;
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skeletonInherit = "";
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skeletonBones[] = {
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"Pelvis","",
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"Spine","Pelvis",
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"Spine1","Spine",
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"Spine2","Spine1",
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"Spine3","Spine2",
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"Camera","Pelvis",
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"weapon","Spine1",
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"launcher","Spine1",
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//Head skeleton in hierarchy
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"neck","Spine3",
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"neck1","neck",
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"head","neck1",
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//New facial features
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"Face_Hub","head",
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"Face_Jawbone","Face_Hub",
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"Face_Jowl","Face_Jawbone",
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"Face_chopRight","Face_Jawbone",
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"Face_chopLeft","Face_Jawbone",
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"Face_LipLowerMiddle","Face_Jawbone",
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"Face_LipLowerLeft","Face_Jawbone",
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"Face_LipLowerRight","Face_Jawbone",
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"Face_Chin","Face_Jawbone",
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"Face_Tongue","Face_Jawbone",
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"Face_CornerRight","Face_Hub",
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"Face_CheekSideRight","Face_CornerRight",
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"Face_CornerLeft","Face_Hub",
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"Face_CheekSideLeft","Face_CornerLeft",
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"Face_CheekFrontRight","Face_Hub",
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"Face_CheekFrontLeft","Face_Hub",
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"Face_CheekUpperRight","Face_Hub",
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"Face_CheekUpperLeft","Face_Hub",
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"Face_LipUpperMiddle","Face_Hub",
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"Face_LipUpperRight","Face_Hub",
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"Face_LipUpperLeft","Face_Hub",
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"Face_NostrilRight","Face_Hub",
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"Face_NostrilLeft","Face_Hub",
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"Face_Forehead","Face_Hub",
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"Face_BrowFrontRight","Face_Forehead",
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"Face_BrowFrontLeft","Face_Forehead",
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"Face_BrowMiddle","Face_Forehead",
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"Face_BrowSideRight","Face_Forehead",
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"Face_BrowSideLeft","Face_Forehead",
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"Face_Eyelids","Face_Hub",
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"Face_EyelidUpperRight","Face_Hub",
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"Face_EyelidUpperLeft","Face_Hub",
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"Face_EyelidLowerRight","Face_Hub",
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"Face_EyelidLowerLeft","Face_Hub",
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"EyeLeft","Face_Hub",
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"EyeRight","Face_Hub",
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//Left upper side
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"LeftShoulder","Spine3",
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"LeftArm","LeftShoulder",
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"LeftArmRoll","LeftArm",
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"LeftForeArm","LeftArmRoll",
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"LeftForeArmRoll","LeftForeArm",
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||||||
|
"LeftHand","LeftForeArmRoll",
|
||||||
|
"LeftHandRing","LeftHand",
|
||||||
|
"LeftHandRing1","LeftHandRing",
|
||||||
|
"LeftHandRing2","LeftHandRing1",
|
||||||
|
"LeftHandRing3","LeftHandRing2",
|
||||||
|
"LeftHandPinky1","LeftHandRing",
|
||||||
|
"LeftHandPinky2","LeftHandPinky1",
|
||||||
|
"LeftHandPinky3","LeftHandPinky2",
|
||||||
|
"LeftHandMiddle1","LeftHand",
|
||||||
|
"LeftHandMiddle2","LeftHandMiddle1",
|
||||||
|
"LeftHandMiddle3","LeftHandMiddle2",
|
||||||
|
"LeftHandIndex1","LeftHand",
|
||||||
|
"LeftHandIndex2","LeftHandIndex1",
|
||||||
|
"LeftHandIndex3","LeftHandIndex2",
|
||||||
|
"LeftHandThumb1","LeftHand",
|
||||||
|
"LeftHandThumb2","LeftHandThumb1",
|
||||||
|
"LeftHandThumb3","LeftHandThumb2",
|
||||||
|
//Right upper side
|
||||||
|
"RightShoulder","Spine3",
|
||||||
|
"RightArm","RightShoulder",
|
||||||
|
"RightArmRoll","RightArm",
|
||||||
|
"RightForeArm","RightArmRoll",
|
||||||
|
"RightForeArmRoll","RightForeArm",
|
||||||
|
"RightHand","RightForeArmRoll",
|
||||||
|
"RightHandRing","RightHand",
|
||||||
|
"RightHandRing1","RightHandRing",
|
||||||
|
"RightHandRing2","RightHandRing1",
|
||||||
|
"RightHandRing3","RightHandRing2",
|
||||||
|
"RightHandPinky1","RightHandRing",
|
||||||
|
"RightHandPinky2","RightHandPinky1",
|
||||||
|
"RightHandPinky3","RightHandPinky2",
|
||||||
|
"RightHandMiddle1","RightHand",
|
||||||
|
"RightHandMiddle2","RightHandMiddle1",
|
||||||
|
"RightHandMiddle3","RightHandMiddle2",
|
||||||
|
"RightHandIndex1","RightHand",
|
||||||
|
"RightHandIndex2","RightHandIndex1",
|
||||||
|
"RightHandIndex3","RightHandIndex2",
|
||||||
|
"RightHandThumb1","RightHand",
|
||||||
|
"RightHandThumb2","RightHandThumb1",
|
||||||
|
"RightHandThumb3","RightHandThumb2",
|
||||||
|
//Left lower side
|
||||||
|
"LeftUpLeg","Pelvis",
|
||||||
|
"LeftUpLegRoll","LeftUpLeg",
|
||||||
|
"LeftLeg","LeftUpLegRoll",
|
||||||
|
"LeftLegRoll","LeftLeg",
|
||||||
|
"LeftFoot","LeftLegRoll",
|
||||||
|
"LeftToeBase","LeftFoot",
|
||||||
|
//Right lower side
|
||||||
|
"RightUpLeg","Pelvis",
|
||||||
|
"RightUpLegRoll","RightUpLeg",
|
||||||
|
"RightLeg","RightUpLegRoll",
|
||||||
|
"RightLegRoll","RightLeg",
|
||||||
|
"RightFoot","RightLegRoll",
|
||||||
|
"RightToeBase","RightFoot"
|
||||||
|
};
|
||||||
|
// location of pivot points (local axes) for hierarchical animation
|
||||||
|
pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
class CfgModels {
|
class CfgModels {
|
||||||
class Default {
|
class Default {
|
||||||
sectionsInherit="";
|
sectionsInherit="";
|
||||||
sections[] = {};
|
sections[] = {};
|
||||||
skeletonName = "";
|
skeletonName = "";
|
||||||
};
|
|
||||||
class ArmaMan: Default {
|
|
||||||
htMin = 60; // Minimum half-cooling time (in seconds)
|
|
||||||
htMax = 1800; // Maximum half-cooling time (in seconds)
|
|
||||||
afMax = 30; // Maximum temperature in case the model is alive (in celsius)
|
|
||||||
mfMax = 0; // Maximum temperature when the model is moving (in celsius)
|
|
||||||
mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
|
|
||||||
tBody = 37; // Metabolism temperature of the model (in celsius)
|
|
||||||
|
|
||||||
sections[] = {
|
|
||||||
"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
|
|
||||||
"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia"
|
|
||||||
};
|
};
|
||||||
skeletonName = "OFP2_ManSkeleton";
|
class ArmaMan: Default {
|
||||||
};
|
htMin = 60; // Minimum half-cooling time (in seconds)
|
||||||
|
htMax = 1800; // Maximum half-cooling time (in seconds)
|
||||||
|
afMax = 30; // Maximum temperature in case the model is alive (in celsius)
|
||||||
|
mfMax = 0; // Maximum temperature when the model is moving (in celsius)
|
||||||
|
mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
|
||||||
|
tBody = 37; // Metabolism temperature of the model (in celsius)
|
||||||
|
|
||||||
class gunbag: ArmaMan {};
|
sections[] = {
|
||||||
|
"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
|
||||||
|
"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia"
|
||||||
|
};
|
||||||
|
skeletonName = "OFP2_ManSkeleton";
|
||||||
|
};
|
||||||
|
|
||||||
|
class ace_gunbag: ArmaMan {};
|
||||||
};
|
};
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
/*
|
/*
|
||||||
* Author: Ir0n1E
|
* Author: Ir0n1E
|
||||||
* calculate mass of weapon an items
|
* Calculate mass of weapon an items.
|
||||||
*
|
*
|
||||||
* Arguments:
|
* Arguments:
|
||||||
* 0: Weapon <STRING>
|
* 0: Weapon <STRING>
|
||||||
@ -10,6 +10,9 @@
|
|||||||
* Return Value:
|
* Return Value:
|
||||||
* Mass <NUMBER>
|
* Mass <NUMBER>
|
||||||
*
|
*
|
||||||
|
* Example:
|
||||||
|
* ["weapon", ["item1", "item2"], ["mag1", "mag2"]] call ace_gunbag_fnc_calculateMass
|
||||||
|
*
|
||||||
* Public: No
|
* Public: No
|
||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
/*
|
/*
|
||||||
* Author: Ir0n1E
|
* Author: Ir0n1E
|
||||||
* Check if client able to interact with gunbag
|
* Check if client able to interact with gunbag.
|
||||||
*
|
*
|
||||||
* Arguments:
|
* Arguments:
|
||||||
* 0: Unit <OBJECT>
|
* 0: Unit <OBJECT>
|
||||||
@ -9,6 +9,9 @@
|
|||||||
* Return Value:
|
* Return Value:
|
||||||
* <NUMBER> -1: can't interact 0: empty gunbag 1: full gunbag
|
* <NUMBER> -1: can't interact 0: empty gunbag 1: full gunbag
|
||||||
*
|
*
|
||||||
|
* Example:
|
||||||
|
* _canInteract = [player, target] call ace_gunbag_fnc_canInteract
|
||||||
|
*
|
||||||
* Public: No
|
* Public: No
|
||||||
*/
|
*/
|
||||||
#include "script_component.hpp"
|
#include "script_component.hpp"
|
||||||
|
@ -1,12 +1,15 @@
|
|||||||
/*
|
/*
|
||||||
* Author: Ir0n1E
|
* Author: Ir0n1E
|
||||||
* switches gunbag full/empty for mass calculation
|
* Switches gunbag full/empty for mass calculation.
|
||||||
*
|
*
|
||||||
* Arguments:
|
* Arguments:
|
||||||
* 0: Unit <OBJECT>
|
* 0: Unit <OBJECT>
|
||||||
*
|
*
|
||||||
* Return Value:
|
* Return Value:
|
||||||
* (BOOL)
|
* Has Gunbag <BOOL>
|
||||||
|
*
|
||||||
|
* Example:
|
||||||
|
* [player] call ace_gunbag_fnc_hasGunbag
|
||||||
*
|
*
|
||||||
* Public: No
|
* Public: No
|
||||||
*/
|
*/
|
||||||
@ -14,4 +17,4 @@
|
|||||||
|
|
||||||
params ["_unit"];
|
params ["_unit"];
|
||||||
|
|
||||||
backpackContainer _unit isKindOf QUOTE(CLASSNAME)
|
(backpackContainer _unit) isKindOf QUOTE(ADDON)
|
||||||
|
@ -1,13 +1,16 @@
|
|||||||
/*
|
/*
|
||||||
* Author: Ir0n1E
|
* Author: Ir0n1E
|
||||||
* get weapon out of gunbag
|
* Get weapon out of gunbag.
|
||||||
*
|
*
|
||||||
* Arguments:
|
* Arguments:
|
||||||
* 0: Unit <OBJECT>
|
* 0: Unit <OBJECT>
|
||||||
* 1: Target <OBJECT>
|
* 1: Target <OBJECT>
|
||||||
*
|
*
|
||||||
* Return Value:
|
* Return Value:
|
||||||
* Nothing
|
* None
|
||||||
|
*
|
||||||
|
* Example:
|
||||||
|
* [player, target] call ace_gunbag_fnc_toGunbag
|
||||||
*
|
*
|
||||||
* Public: No
|
* Public: No
|
||||||
*/
|
*/
|
||||||
@ -20,7 +23,7 @@ private _gunbag = backpackContainer _target;
|
|||||||
_unit call EFUNC(common,goKneeling);
|
_unit call EFUNC(common,goKneeling);
|
||||||
|
|
||||||
// play sound
|
// play sound
|
||||||
if (!isNil "ACE_Backpacks") then {
|
if (["ace_backpacks"] call EFUNC(common,isModLoaded)) then {
|
||||||
[_target, _gunbag] call EFUNC(backpacks,backpackOpened);
|
[_target, _gunbag] call EFUNC(backpacks,backpackOpened);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -1,13 +1,16 @@
|
|||||||
/*
|
/*
|
||||||
* Author: Ir0n1E
|
* Author: Ir0n1E
|
||||||
* get weapon out of gunbag
|
* Get weapon out of gunbag.
|
||||||
*
|
*
|
||||||
* Arguments:
|
* Arguments:
|
||||||
* 0: Unit <OBJECT>
|
* 0: Unit <OBJECT>
|
||||||
* 1: Target <OBJECT>
|
* 1: Target <OBJECT>
|
||||||
*
|
*
|
||||||
* Return Value:
|
* Return Value:
|
||||||
* Nothing
|
* None
|
||||||
|
*
|
||||||
|
* Example:
|
||||||
|
* [player, target] call ace_gunbag_fnc_offGunbagCallback
|
||||||
*
|
*
|
||||||
* Public: No
|
* Public: No
|
||||||
*/
|
*/
|
||||||
@ -43,6 +46,6 @@ private _mass = [_weapon, _items, _magazines] call FUNC(calculateMass);
|
|||||||
_gunbag setVariable [QGVAR(gunbagWeapon), [], true];
|
_gunbag setVariable [QGVAR(gunbagWeapon), [], true];
|
||||||
|
|
||||||
// play sound
|
// play sound
|
||||||
if (!isNil "ACE_Backpacks") then {
|
if (["ace_backpacks"] call EFUNC(common,isModLoaded)) then {
|
||||||
[_target, _gunbag] call EFUNC(backpacks,backpackOpened);
|
[_target, _gunbag] call EFUNC(backpacks,backpackOpened);
|
||||||
};
|
};
|
||||||
|
@ -1,12 +1,15 @@
|
|||||||
/*
|
/*
|
||||||
* Author: Ir0n1E
|
* Author: Ir0n1E
|
||||||
* check gunbag status full/empty
|
* Check gunbag status full/empty.
|
||||||
*
|
*
|
||||||
* Arguments:
|
* Arguments:
|
||||||
* 0: Unit <OBJECT>
|
* 0: Unit <OBJECT>
|
||||||
*
|
*
|
||||||
* Return Value:
|
* Return Value:
|
||||||
* Nothing
|
* None
|
||||||
|
*
|
||||||
|
* Example:
|
||||||
|
* [player] call ace_gunbag_fnc_status
|
||||||
*
|
*
|
||||||
* Public: No
|
* Public: No
|
||||||
*/
|
*/
|
||||||
|
@ -1,13 +1,16 @@
|
|||||||
/*
|
/*
|
||||||
* Author: Ir0n1E
|
* Author: Ir0n1E
|
||||||
* put weapon into gunbag
|
* Put weapon into gunbag.
|
||||||
*
|
*
|
||||||
* Arguments:
|
* Arguments:
|
||||||
* 0: Unit <OBJECT>
|
* 0: Unit <OBJECT>
|
||||||
* 1: Target <OBJECT>
|
* 1: Target <OBJECT>
|
||||||
*
|
*
|
||||||
* Return Value:
|
* Return Value:
|
||||||
* Nothing
|
* None
|
||||||
|
*
|
||||||
|
* Example:
|
||||||
|
* [player, target] call ace_gunbag_fnc_toGunbag
|
||||||
*
|
*
|
||||||
* Public: No
|
* Public: No
|
||||||
*/
|
*/
|
||||||
@ -20,7 +23,7 @@ private _gunbag = backpackContainer _target;
|
|||||||
_unit call EFUNC(common,goKneeling);
|
_unit call EFUNC(common,goKneeling);
|
||||||
|
|
||||||
// play sound
|
// play sound
|
||||||
if (!isNil "ACE_Backpacks") then {
|
if (["ace_backpacks"] call EFUNC(common,isModLoaded)) then {
|
||||||
[_target, _gunbag] call EFUNC(backpacks,backpackOpened);
|
[_target, _gunbag] call EFUNC(backpacks,backpackOpened);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -1,13 +1,16 @@
|
|||||||
/*
|
/*
|
||||||
* Author: Ir0n1E
|
* Author: Ir0n1E
|
||||||
* put weapon into gunbag
|
* Put weapon into gunbag.
|
||||||
*
|
*
|
||||||
* Arguments:
|
* Arguments:
|
||||||
* 0: Unit <OBJECT>
|
* 0: Unit <OBJECT>
|
||||||
* 1: Target <OBJECT>
|
* 1: Target <OBJECT>
|
||||||
*
|
*
|
||||||
* Return Value:
|
* Return Value:
|
||||||
* Nothing
|
* None
|
||||||
|
*
|
||||||
|
* Example:
|
||||||
|
* [player, target] call ace_gunbag_fnc_toGunbagCallback
|
||||||
*
|
*
|
||||||
* Public: No
|
* Public: No
|
||||||
*/
|
*/
|
||||||
@ -40,6 +43,6 @@ _unit removeWeapon _weapon;
|
|||||||
_gunbag setVariable [QGVAR(gunbagWeapon), [_weapon, _items, _magazines], true];
|
_gunbag setVariable [QGVAR(gunbagWeapon), [_weapon, _items, _magazines], true];
|
||||||
|
|
||||||
// play sound
|
// play sound
|
||||||
if (!isNil "ACE_Backpacks") then {
|
if (["ace_backpacks"] call EFUNC(common,isModLoaded)) then {
|
||||||
[_target, _gunbag] call EFUNC(backpacks,backpackOpened);
|
[_target, _gunbag] call EFUNC(backpacks,backpackOpened);
|
||||||
};
|
};
|
||||||
|
@ -16,5 +16,4 @@
|
|||||||
|
|
||||||
#include "\z\ace\addons\main\script_macros.hpp"
|
#include "\z\ace\addons\main\script_macros.hpp"
|
||||||
|
|
||||||
#define CLASSNAME ACE_Gunbag
|
|
||||||
#define PROGRESSBAR_TIME 5
|
#define PROGRESSBAR_TIME 5
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<Project name="ACE">
|
<Project name="ACE">
|
||||||
<Package name="gunbag">
|
<Package name="Gunbag">
|
||||||
<Key ID="STR_ACE_Gunbag_DisplayName">
|
<Key ID="STR_ACE_Gunbag_DisplayName">
|
||||||
<English>Gunbag</English>
|
<English>Gunbag</English>
|
||||||
<German>Waffentasche</German>
|
<German>Waffentasche</German>
|
||||||
@ -9,19 +9,19 @@
|
|||||||
<English>Gunbag (Tan)</English>
|
<English>Gunbag (Tan)</English>
|
||||||
<German>Waffentasche (Tan)</German>
|
<German>Waffentasche (Tan)</German>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Gunbag_toGunbag">
|
<Key ID="STR_ACE_Gunbag_ToGunbag">
|
||||||
<English>Put weapon into gunbag</English>
|
<English>Put weapon into gunbag</English>
|
||||||
<German>Lege Waffe in Waffentasche</German>
|
<German>Lege Waffe in Waffentasche</German>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Gunbag_offGunbag">
|
<Key ID="STR_ACE_Gunbag_OffGunbag">
|
||||||
<English>Get weapon out of gunbag</English>
|
<English>Get weapon out of gunbag</English>
|
||||||
<German>Hole Waffe aus Waffentasche</German>
|
<German>Hole Waffe aus Waffentasche</German>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Gunbag_Status">
|
<Key ID="STR_ACE_Gunbag_Status">
|
||||||
<English>Status Gunbag</English>
|
<English>Status</English>
|
||||||
<German>Status Waffentasche</German>
|
<German>Status</German>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_ACE_Gunbag_empty">
|
<Key ID="STR_ACE_Gunbag_Empty">
|
||||||
<English>Gunbag Empty</English>
|
<English>Gunbag Empty</English>
|
||||||
<German>Waffentasche leer</German>
|
<German>Waffentasche leer</German>
|
||||||
</Key>
|
</Key>
|
||||||
|
Loading…
Reference in New Issue
Block a user