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updated isPlayer v2
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commit
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@ -6,16 +6,16 @@
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*
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*
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* Arguments:
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* Arguments:
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* 0: unit to be checked (object)
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* 0: unit to be checked (object)
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* 1: exclude curator controlled units (boolean)
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* 1: exclude remote controlled units (boolean)
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*
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*
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* Return Value:
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* Return Value:
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* Bool: is unit a player?
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* Bool: is unit a player?
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*/
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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private ["_unit", "_excludeRemote"];
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private ["_unit", "_excludeRemoteControlled"];
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_unit = [_this, 0] call BIS_fnc_param;
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_unit = _this select 0;
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_excludeRemote = [_this, 1, false] call BIS_fnc_param;
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_excludeRemoteControlled = if (count _this > 1) then {_this select 1} else {false};
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isPlayer _unit || (!_excludeRemote && {_unit == call FUNC(player)})
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isPlayer _unit || (!_excludeRemoteControlled && {_unit == call FUNC(player)})
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@ -59,6 +59,10 @@ class ACE_Settings {
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typeName = "SCALAR";
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typeName = "SCALAR";
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values[] = {"Disabled", "50/50", "Enabled"};
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values[] = {"Disabled", "50/50", "Enabled"};
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};
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};
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class GVAR(remoteControlledAI) {
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typeName = "BOOL";
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value = 1;
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};
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class GVAR(preventInstaDeath) {
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class GVAR(preventInstaDeath) {
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typeName = "BOOL";
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typeName = "BOOL";
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value = 0;
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value = 0;
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@ -106,6 +106,12 @@ class CfgVehicles {
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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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class remoteControlledAI {
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displayName = CSTRING(MedicalSettings_remoteControlledAI_DisplayName);
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description = CSTRING(MedicalSettings_remoteControlledAI_Description);
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typeName = "BOOL";
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defaultValue = 1;
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};
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class preventInstaDeath {
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class preventInstaDeath {
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displayName = CSTRING(MedicalSettings_preventInstaDeath_DisplayName);
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displayName = CSTRING(MedicalSettings_preventInstaDeath_DisplayName);
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description = CSTRING(MedicalSettings_preventInstaDeath_Description);
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description = CSTRING(MedicalSettings_preventInstaDeath_Description);
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@ -30,6 +30,7 @@ if !(_activated) exitWith {};
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[_logic, QGVAR(playerDamageThreshold), "playerDamageThreshold"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(playerDamageThreshold), "playerDamageThreshold"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(AIDamageThreshold), "AIDamageThreshold"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(AIDamageThreshold), "AIDamageThreshold"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(enableUnconsciousnessAI), "enableUnconsciousnessAI"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(enableUnconsciousnessAI), "enableUnconsciousnessAI"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(remoteControlledAI), "remoteControlledAI"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(preventInstaDeath), "preventInstaDeath"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(preventInstaDeath), "preventInstaDeath"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(bleedingCoefficient), "bleedingCoefficient"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(bleedingCoefficient), "bleedingCoefficient"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(painCoefficient), "painCoefficient"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(painCoefficient), "painCoefficient"] call EFUNC(common,readSettingFromModule);
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@ -47,7 +47,7 @@ if (_unit == ACE_player) then {
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};
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};
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// if we have unconsciousness for AI disabled, we will kill the unit instead
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// if we have unconsciousness for AI disabled, we will kill the unit instead
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if (!([_unit, true] call EFUNC(common,isPlayer)) && !_force) then {
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if (!([_unit, GVAR(remoteControlledAI)] call EFUNC(common,isPlayer)) && !_force) then {
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_enableUncon = _unit getVariable [QGVAR(enableUnconsciousnessAI), GVAR(enableUnconsciousnessAI)];
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_enableUncon = _unit getVariable [QGVAR(enableUnconsciousnessAI), GVAR(enableUnconsciousnessAI)];
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if (_enableUncon == 0 or {_enableUncon == 1 and (random 1) < 0.5}) exitWith {
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if (_enableUncon == 0 or {_enableUncon == 1 and (random 1) < 0.5}) exitWith {
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[_unit, true] call FUNC(setDead);
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[_unit, true] call FUNC(setDead);
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@ -2847,6 +2847,12 @@
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<Spanish>Permita a la IA caer inconsciente</Spanish>
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<Spanish>Permita a la IA caer inconsciente</Spanish>
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<German>KI kann bewusstlos werden</German>
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<German>KI kann bewusstlos werden</German>
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</Key>
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</Key>
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<Key ID="STR_ACE_Medical_MedicalSettings_remoteControlledAI_DisplayName">
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<English>Remote Controlled AI</English>
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</Key>
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<Key ID="STR_ACE_Medical_MedicalSettings_remoteControlledAI_Description">
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<English>Treat remote controlled units as AI not players?</English>
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</Key>
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<Key ID="STR_ACE_Medical_disabled">
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<Key ID="STR_ACE_Medical_disabled">
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<English>Disabled</English>
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<English>Disabled</English>
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<Russian>Отключено</Russian>
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<Russian>Отключено</Russian>
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