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Move the hellfire hud to the laser module (#5503)
* Move the hellfire hud to the laser module * Fix example
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@ -1,6 +1,5 @@
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class EGVAR(missileguidance,AttackProfiles) {
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class hellfire {
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// LOBL and LOAL-DIR behaive the same
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class hellfire {
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name = "LOAL-DIR";
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nameLocked = "LOBL";
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functionName = QFUNC(attackProfile);
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@ -8,10 +7,12 @@ class EGVAR(missileguidance,AttackProfiles) {
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};
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class hellfire_hi: hellfire {
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name = "LOAL-HI";
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nameLocked = "LOAL-HI";
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GVAR(launchHeightClear) = 304.8; // clear 1000 ft by 1500m
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};
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class hellfire_lo: hellfire_hi {
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name = "LOAL-LO";
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nameLocked = "LOAL-LO";
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GVAR(launchHeightClear) = 91.5; // clear 300 ft by 600m
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};
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};
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@ -2,8 +2,9 @@ class CfgWeapons {
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class missiles_SCALPEL;
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class GVAR(launcher): missiles_SCALPEL {
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displayName = "AGM-114K Hellfire II";
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GVAR(enabled) = 1; // show attack profile / lock on hud
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GVAR(enabled) = 1; // handle adding interactions and adding Laser Designator
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EGVAR(laser,canSelect) = 1; // can ace_laser lock (allows switching laser code)
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EGVAR(laser,showHud) = 1; // show attack profile / lock on hud
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canLock = 0;
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weaponLockSystem = 0;
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magazines[] = {"6Rnd_ACE_Hellfire_AGM114K", "PylonMissile_1Rnd_ACE_Hellfire_AGM114K", "PylonRack_1Rnd_ACE_Hellfire_AGM114K", "PylonRack_3Rnd_ACE_Hellfire_AGM114K", "PylonRack_4Rnd_ACE_Hellfire_AGM114K"};
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@ -2,4 +2,3 @@ LOG("prep");
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PREP(attackProfile);
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PREP(getAttackProfileSettings);
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PREP(setupVehicle);
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PREP(showHud);
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@ -2,18 +2,16 @@
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if (!hasInterface) exitWith {};
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GVAR(pfID) = -1;
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["ace_settingsInitialized", {
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["turret", LINKFUNC(showHud), false] call CBA_fnc_addPlayerEventHandler;
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["vehicle", LINKFUNC(showHud), true] call CBA_fnc_addPlayerEventHandler; // only one of these needs the retro flag
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["turret", LINKFUNC(setupVehicle), false] call CBA_fnc_addPlayerEventHandler;
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["vehicle", LINKFUNC(setupVehicle), true] call CBA_fnc_addPlayerEventHandler; // only one of these needs the retro flag
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// Add UAV Control Compatibility
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["ACE_controlledUAV", {
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params ["_UAV", "_seatAI", "_turret", "_position"];
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TRACE_4("ACE_controlledUAV EH",_UAV,_seatAI,_turret,_position);
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if (!isNull _seatAI) then {
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[_seatAI] call FUNC(showHud);
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[_seatAI] call FUNC(setupVehicle);
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};
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}] call CBA_fnc_addEventHandler;
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}] call CBA_fnc_addEventHandler;
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@ -20,4 +20,3 @@ class CfgPatches {
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#include "CfgMagazines.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgWeapons.hpp"
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#include "RscTitles.hpp"
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@ -4,22 +4,42 @@
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* Also adds a Laser Designator if vehicle is configured for one.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Player's Turret Path <ARRAY>
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* 0: Player <OBJECT>
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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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* [(vehicle player), [0]] call ace_hellfire_fnc_setupVehicle
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* [player] call ace_hellfire_fnc_setupVehicle
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*
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* Public: No
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*/
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// #define DEBUG_MODE_FULL
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#include "script_component.hpp"
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params ["_vehicle", "_turretPath"];
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TRACE_2("setupVehicle",_vehicle,_turretPath);
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params ["_player"];
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// Note: player may be the currently controlled UAV's AI unit (so may be different from ace_player)
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TRACE_1("showHud",_player);
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private _enabled = false;
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private _vehicle = vehicle _player;
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private _turretPath = [-1];
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if ((alive _player) && {_player != _vehicle}) then {
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if (_player != (driver _vehicle)) then {
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_turretPath = _player call CBA_fnc_turretPath
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};
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{
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if ((getNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(enabled))) == 1) then {
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TRACE_1("enabled",_x);
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_enabled = true;
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};
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} forEach (_vehicle weaponsTurret _turretPath);
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};
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if (!_enabled) exitWith {TRACE_3("Not enabled",_enabled,_vehicle,_turretPath);};
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// Add laser if vehicle is configured for one:
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if ((getNumber (configFile >> "CfgVehicles" >> (typeOf _vehicle) >> QGVAR(addLaserDesignator))) == 1) then {
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@ -40,7 +60,7 @@ if ((getNumber (configFile >> "CfgVehicles" >> (typeOf _vehicle) >> QGVAR(addLas
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_vehicle addWeaponTurret ["Laserdesignator_mounted", _turretPath];
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_vehicle addMagazineTurret ["Laserbatteries", _turretPath];
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};
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}, _this, 1] call CBA_fnc_waitAndExecute; // Need to delay slightly for turret to become local (probably only needs a single frame)
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}, [_vehicle, _turretPath], 1] call CBA_fnc_waitAndExecute; // Need to delay slightly for turret to become local (probably only needs a single frame)
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};
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@ -20,8 +20,3 @@
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#define STAGE_SEEK_CRUISE 2
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#define STAGE_ATTACK_CRUISE 3
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#define STAGE_ATTACK_TERMINAL 4
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#define IDC_MODECONTROLGROUP 1000
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#define IDC_ATTACKMODE 1001
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#define IDC_LASERCODE 1002
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#define IDC_LASERICON 1003
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@ -1,9 +1,3 @@
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class RscControlsGroup;
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class VScrollbar;
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class HScrollbar;
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class RscText;
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class RscMapControl;
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class RscInGameUI {
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class RscOptics_LaserDesignator {
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idd = 300;
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@ -1,7 +1,3 @@
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class RscControlsGroupNoScrollbars;
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class RscPictureKeepAspect;
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class RscText;
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class RscTitles {
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class GVAR(modeDisplay) {
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idd = -1;
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@ -13,3 +13,4 @@ PREP(rotateVectLineGetMap);
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PREP(seekerFindLaserSpot);
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PREP(shootCone);
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PREP(shootRay);
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PREP(showVehicleHud);
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@ -1,7 +1,25 @@
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#include "script_component.hpp"
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if (hasInterface) then {
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#include "initKeybinds.sqf"
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GVAR(pfID) = -1;
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["ace_settingsInitialized", {
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["turret", LINKFUNC(showVehicleHud), false] call CBA_fnc_addPlayerEventHandler;
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["vehicle", LINKFUNC(showVehicleHud), true] call CBA_fnc_addPlayerEventHandler; // only one of these needs the retro flag
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// Add UAV Control Compatibility
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["ACE_controlledUAV", {
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params ["_UAV", "_seatAI", "_turret", "_position"];
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TRACE_4("ACE_controlledUAV EH",_UAV,_seatAI,_turret,_position);
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if (!isNull _seatAI) then {
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[_seatAI] call FUNC(showVehicleHud);
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};
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}] call CBA_fnc_addEventHandler;
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}] call CBA_fnc_addEventHandler;
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};
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// Global Laser EHs
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["ace_laserOn", {
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params ["_uuid", "_args"];
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@ -13,8 +13,19 @@ class CfgPatches {
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};
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};
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#include "ACE_Settings.hpp"
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#include "ACE_Settings.hpp"
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#include "CfgEventhandlers.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgWeapons.hpp"
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class RscControlsGroup;
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class VScrollbar;
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class HScrollbar;
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class RscText;
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class RscMapControl;
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class RscControlsGroupNoScrollbars;
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class RscPictureKeepAspect;
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#include "RscInGameUI.hpp"
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#include "RscTitles.hpp"
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@ -1,6 +1,6 @@
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/*
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* Author: PabstMirror
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* Shows the hellfire hud when vehicle is equiped with the weapon.
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* Shows the laser hud when vehicle is equiped with the weapon.
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* Shows laser code, fire mode and seeker status.
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*
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* Arguments:
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@ -10,7 +10,7 @@
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* Nothing
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*
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* Example:
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* [player] call ace_hellfire_fnc_showHud
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* [player] call ace_laser_fnc_showVehicleHud
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*
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* Public: No
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*/
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@ -28,8 +28,8 @@ if ((alive _player) && {_player != _vehicle}) then {
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_turretPath = _player call CBA_fnc_turretPath
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};
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{
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if ((getNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(enabled))) == 1) then {
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TRACE_1("enabled",_x);
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if ((getNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(showHud))) == 1) then {
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TRACE_1("showHud",_x);
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_enabled = true;
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};
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} forEach (_vehicle weaponsTurret _turretPath);
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@ -46,9 +46,7 @@ GVAR(pfID) = -1;
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if (!_enabled) exitWith {TRACE_2("Disabled - Now Off",_enabled,GVAR(pfID));};
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TRACE_2("Enabled - Adding actions and PFEH",_enabled,GVAR(pfID));
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[_vehicle, _turretPath] call FUNC(setupVehicle);
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TRACE_2("Enabled - Adding PFEH",_enabled,GVAR(pfID));
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private _adjustDown = false; // Flares display will block ours, if present just move ours down a bit
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{
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@ -77,7 +75,7 @@ GVAR(pfID) = [{
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};
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private _currentWeapon = _vehicle currentWeaponTurret _turretPath;
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private _showLockMode = (getNumber (configFile >> "CfgWeapons" >> _currentWeapon >> QGVAR(enabled))) == 1;
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private _showLockMode = (getNumber (configFile >> "CfgWeapons" >> _currentWeapon >> QGVAR(showHud))) == 1;
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private _ctrlGroup = (uiNamespace getVariable [QGVAR(display), displayNull]) displayCtrl 1000;
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@ -100,24 +98,13 @@ GVAR(pfID) = [{
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private _foundTargetPos = _laserResult select 0;
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private _haveLock = !isNil "_foundTargetPos";
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private _modeShort = "ERR";
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private _vehicleLockMode = _vehicle getVariable [QEGVAR(missileguidance,attackProfile), ""];
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private _defaultAttackProfile = getText (configFile >> "CfgAmmo" >> _ammo >> "ace_missileguidance" >> "defaultAttackProfile");
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private _vehicleLockMode = _vehicle getVariable [QEGVAR(missileguidance,attackProfile), _defaultAttackProfile];
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switch (_vehicleLockMode) do { // note: missileguidance is case sensitive
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case ("hellfire_hi"): {
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_modeShort = getText (configFile >> QEGVAR(missileguidance,AttackProfiles) >> _vehicleLockMode >> "name");
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};
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case ("hellfire_lo"): {
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_modeShort = getText (configFile >> QEGVAR(missileguidance,AttackProfiles) >> _vehicleLockMode >> "name");
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};
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default {
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_vehicleLockMode = "hellfire";
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_modeShort = if (_haveLock) then {
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getText (configFile >> QEGVAR(missileguidance,AttackProfiles) >> _vehicleLockMode >> "nameLocked");
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} else {
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getText (configFile >> QEGVAR(missileguidance,AttackProfiles) >> _vehicleLockMode >> "name");
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};
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};
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_modeShort = if (_haveLock) then {
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getText (configFile >> QEGVAR(missileguidance,AttackProfiles) >> _vehicleLockMode >> "nameLocked");
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} else {
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getText (configFile >> QEGVAR(missileguidance,AttackProfiles) >> _vehicleLockMode >> "name");
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};
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_ctrlIcon ctrlSetTextColor ([[0,0,0,0.25],[1,0,0,0.75]] select _haveLock);
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@ -23,3 +23,8 @@
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#define __LaserDesignatorIGUI_ACE_Distance (__LaserDesignatorIGUI displayCtrl 123002)
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#define __LaserDesignatorIGUI_CA_Distance (__LaserDesignatorIGUI displayCtrl 151)
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#define __LaserDesignatorIGUI_LaserOn (__LaserDesignatorIGUI displayCtrl 158)
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#define IDC_MODECONTROLGROUP 1000
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#define IDC_ATTACKMODE 1001
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#define IDC_LASERCODE 1002
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#define IDC_LASERICON 1003
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