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https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge branch 'master' of https://github.com/acemod/ACE3
This commit is contained in:
commit
1d93589ebc
@ -1,44 +1,28 @@
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE( call COMPILE_FILE(XEH_preInit) );
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init = QUOTE(call COMPILE_FILE(XEH_preInit));
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};
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};
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class Extended_PostInit_EventHandlers {
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class ADDON {
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clientInit = QUOTE( call COMPILE_FILE(XEH_postInitClient) );
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init = QUOTE(call COMPILE_FILE(XEH_postInit));
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};
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};
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class Extended_FiredBIS_EventHandlers {
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class CAManBase {
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class ADDON {
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firedBIS = QUOTE( _this call FUNC(replaceATWeapon) );
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firedBIS = QUOTE(_this call FUNC(replaceATWeapon));
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};
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};
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};
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// handle preloaded missile
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class Extended_Init_EventHandlers {
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class Extended_InitPost_EventHandlers {
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class CAManBase {
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class ADDON {
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init = QUOTE( _this call FUNC(takeLoadedATWeapon) );
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};
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};
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};
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class Extended_Take_EventHandlers {
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class CAManBase {
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class ADDON {
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take = QUOTE( _this call FUNC(takeLoadedATWeapon); [_this select 0] call FUNC(updateInventoryDisplay); );
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};
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};
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};
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class Extended_Put_EventHandlers {
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class CAManBase {
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class ADDON {
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put = QUOTE( [_this select 0] call FUNC(updateInventoryDisplay); );
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init = QUOTE([ARR_2(_this select 0, secondaryWeapon (_this select 0))] call FUNC(takeLoadedATWeapon); systemChat str [ARR_2(_this select 0, secondaryWeapon (_this select 0))]);
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};
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};
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};
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@ -3,6 +3,7 @@ class CfgMagazines {
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class ACE_PreloadedMissileDummy: NLAW_F { // The dummy magazine
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author = "$STR_ACE_Common_ACETeam";
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scope = 1;
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scopeArsenal = 1;
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displayName = "$STR_ACE_Disposable_PreloadedMissileDummy";
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picture = PATHTOEF(common,UI\blank_CO.paa);
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weaponPoolAvailable = 0;
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10
addons/disposable/XEH_postInit.sqf
Normal file
10
addons/disposable/XEH_postInit.sqf
Normal file
@ -0,0 +1,10 @@
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// by commy2
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#include "script_component.hpp"
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if (!hasInterface) exitWith {};
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["inventoryDisplayLoaded", {[ACE_player, _this select 0] call FUNC(updateInventoryDisplay)}] call EFUNC(common,addEventHandler);
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["playerInventoryChanged", {
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[_this select 0, _this select 1 select 11] call FUNC(takeLoadedATWeapon);
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[_this select 0] call FUNC(updateInventoryDisplay);
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}] call EFUNC(common,addEventHandler);
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@ -1,10 +0,0 @@
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// by commy2
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// The Arma InventoryOpened EH fires actually before the inventory dialog is opened (findDisplay 602 => displayNull).
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#include "script_component.hpp"
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["inventoryDisplayLoaded",{
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[ACE_player] call FUNC(takeLoadedATWeapon);
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[ACE_player, (_this select 0)] call FUNC(updateInventoryDisplay);
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}] call EFUNC(common,addEventHandler);
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@ -1,4 +1,3 @@
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_preInit));
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@ -1,12 +0,0 @@
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class CfgSounds {
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class ACE_Wirecutter_sound {
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name = "ACE_wirecutter_sound";
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sound[] = {QUOTE(PATHTOF(sound\wire_cut.ogg)), "db-0", 1};
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titles[] = {};
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};
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class ACE_Wirecutter_sound_long {
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name = "ACE_wirecutter_sound_long";
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sound[] = {QUOTE(PATHTOF(sound\wire_cut_long.ogg)), "db-0", 1};
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titles[] = {};
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};
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};
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8
addons/logistics_wirecutter/CfgVehicles.hpp
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8
addons/logistics_wirecutter/CfgVehicles.hpp
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@ -0,0 +1,8 @@
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class CfgVehicles {
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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 TransportItems {
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MACRO_ADDITEM(ACE_wirecutter,4);
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};
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};
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};
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@ -1,16 +1,16 @@
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class CfgWeapons {
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class InventoryItem_Base_F;
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class ACE_ItemCore;
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class InventoryItem_Base_F;
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class ACE_ItemCore;
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class ACE_wirecutter: ACE_ItemCore {
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author = "$STR_ACE_Common_ACETeam";
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displayName = "$STR_ACE_logistics_wirecutter_wirecutterName";
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descriptionShort = "$STR_ACE_logistics_wirecutter_wirecutterDescription";
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model = "\A3\weapons_F\ammo\mag_univ.p3d";
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picture = QUOTE(PATHTOF(ui\item_wirecutter_ca.paa));
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scope = 2;
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class ItemInfo: InventoryItem_Base_F {
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mass = 100;
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class ACE_wirecutter: ACE_ItemCore {
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author = "$STR_ACE_Common_ACETeam";
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displayName = "$STR_ACE_logistics_wirecutter_wirecutterName";
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descriptionShort = "$STR_ACE_logistics_wirecutter_wirecutterDescription";
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model = "\A3\weapons_F\ammo\mag_univ.p3d";
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picture = QUOTE(PATHTOF(ui\item_wirecutter_ca.paa));
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scope = 2;
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class ItemInfo: InventoryItem_Base_F {
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mass = 100;
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};
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};
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};
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};
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@ -3,7 +3,7 @@
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class CfgPatches {
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class ADDON {
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units[] = {};
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weapons[] = {};
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weapons[] = {"ACE_wirecutter"};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_interaction"};
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author[] = {"gpgpgpgp", "PabstMirror"};
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@ -13,5 +13,5 @@ class CfgPatches {
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};
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#include "CfgEventHandlers.hpp"
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#include "CfgSounds.hpp"
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#include "CfgWeapons.hpp"
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#include "CfgVehicles.hpp"
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@ -16,19 +16,26 @@
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*/
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#include "script_component.hpp"
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#define SOUND_CLIP_TIME_SPACEING 1.5
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private ["_timeToCut"];
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PARAMS_2(_unit,_fenceObject);
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if (_unit != ACE_player) exitWith {};
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_timeToCut = if ([ACE_player] call EFUNC(common,isEngineer)) then {5} else {10};
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_timeToCut = if ([ACE_player] call EFUNC(common,isEngineer)) then {7.5} else {11};
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[ACE_player, "AinvPknlMstpSnonWnonDr_medic5", 0] call EFUNC(common,doAnimation);
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if (_timeToCut > 5) then {
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playSound "ACE_wirecutter_sound_long";
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} else {
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playSound "ACE_wirecutter_sound";
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_progressCheck = {
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PARAMS_2(_args,_passedTime);
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EXPLODE_2_PVT(_args,_fenceObject,_lastSoundEffectTime);
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if (_passedTime > (_lastSoundEffectTime + SOUND_CLIP_TIME_SPACEING)) then {
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// playSound "ACE_wirecutter_sound";
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playSound3D [QUOTE(PATHTO_R(sound\wirecut.ogg)), objNull, false, (getPosASL ACE_player), 3, 1, 10];
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_args set [1, _passedTime];
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};
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((!isNull _fenceObject) && {(damage _fenceObject) < 1} && {("ACE_wirecutter" in (items ACE_player))})
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};
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[_timeToCut, [_fenceObject], {(_this select 0) call FUNC(cutDownFenceCallback)}, {(_this select 0) call FUNC(cutDownFenceAbort)}, localize "STR_ACE_logistics_wirecutter_CuttingFence"] call EFUNC(common,progressBar);
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[_timeToCut, [_fenceObject,0], {(_this select 0) call FUNC(cutDownFenceCallback)}, {(_this select 0) call FUNC(cutDownFenceAbort)}, localize "STR_ACE_logistics_wirecutter_CuttingFence", _progressCheck] call EFUNC(common,progressBar);
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@ -20,9 +20,9 @@ PARAMS_1(_unit);
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_nearestFence = objNull;
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{
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if ((isNull _nearestFence) && {[_x] call FUNC(isFence)}) then {
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_nearestFence = _x;
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};
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if ((isNull _nearestFence) && {[_x] call FUNC(isFence)}) then {
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_nearestFence = _x;
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};
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} forEach nearestObjects [_unit, [], 15];
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_nearestFence
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@ -35,7 +35,7 @@ if (!("ACE_wirecutter" in (items ace_player))) exitWith {};
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} else {
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// Prevent Rare Error when ending mission with interact key down:
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if (isNull ace_player) exitWith {};
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//If player moved >5 meters from last pos, then rescan
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if (((getPosASL ace_player) distance _setPosition) > 5) then {
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@ -17,11 +17,9 @@
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#include "script_component.hpp"
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//find is case sensitive, so keep everything lowercase
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#define FENCE_A3_TYPENAMES ["land_net_fence_4m_f", "land_net_fence_8m_f", "land_net_fenced_8m_f", "land_new_wiredfence_5m_f", "land_new_wiredfence_10m_dam_f", "land_new_wiredfence_10m_f", "land_pipe_fence_4m_f", "land_pipe_fence_4mnolc_f", "land_sportground_fence_f", "land_wired_fence_4m_f", "land_wired_fence_4md_f", "land_wired_fence_8m_f", "land_wired_fence_8md_f", "land_razorwire_f"]
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#define FENCE_A3_P3DS ["mil_wiredfence_f.p3d"]
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#define FENCE_TYPENAMES ["land_net_fence_4m_f", "land_net_fence_8m_f", "land_net_fenced_8m_f", "land_new_wiredfence_5m_f", "land_new_wiredfence_10m_dam_f", "land_new_wiredfence_10m_f", "land_pipe_fence_4m_f", "land_pipe_fence_4mnolc_f", "land_sportground_fence_f", "land_wired_fence_4m_f", "land_wired_fence_4md_f", "land_wired_fence_8m_f", "land_wired_fence_8md_f", "land_razorwire_f"]
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#define FENCE_AIA_TYPENAMES []
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#define FENCE_AIA_P3DS ["wall_indfnc_3.p3d", "wall_indfnc_9.p3d", "wall_indfnc_corner.p3d", "pletivo_wired.p3d", "wall_fen1_5.p3d"]
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#define FENCE_P3DS ["mil_wiredfence_f.p3d","wall_indfnc_3.p3d", "wall_indfnc_9.p3d", "wall_indfnc_corner.p3d", "pletivo_wired.p3d", "wall_fen1_5.p3d"]
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private ["_typeOf", "_returnValue"];
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PARAMS_1(_object);
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@ -30,14 +28,15 @@ _typeOf = toLower (typeOf _object);
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_returnValue = false;
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if (_typeOf != "") then {
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_returnValue = _typeOf in (FENCE_A3_TYPENAMES + FENCE_AIA_TYPENAMES);
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//If the fence has configEntry we can check it directly
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_returnValue = _typeOf in FENCE_TYPENAMES;
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} else {
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_typeOf = toLower (str _object); //something like "123201: wall_indfnc_9.p3d"
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{
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if ((_typeOf find _x) != -1) then {
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if ((_typeOf find _x) != -1) exitWith {
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_returnValue = true;
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};
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} forEach (FENCE_A3_P3DS + FENCE_AIA_P3DS);
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} forEach FENCE_P3DS;
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};
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_returnValue
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@ -14,12 +14,13 @@
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* Public: No
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*/
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#include "script_component.hpp"
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if (!hasInterface) exitWith {};
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["ACE3", QGVAR(showAltimeter), localize "STR_ACE_Parachute_showAltimeter",
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{
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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if !([ACE_player, objNull, ["isNotEscorting", "isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
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if (!('ACE_Altimeter' in assignedItems ace_player)) exitWith {false};
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if (!(missionNamespace getVariable [QGVAR(AltimeterActive), false])) then {
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[ace_player] call FUNC(showAltimeter);
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@ -40,5 +41,4 @@ GVAR(PFH) = false;
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}] call EFUNC(common,addEventHandler);
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// don't show speed and height when in expert mode
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["Parachute", {if (!cadetMode) then {_dlg = _this select 0; {(_dlg displayCtrl _x) ctrlShow false} forEach [121, 122, 1004, 1005, 1006, 1014];};}] call EFUNC(common,addInfoDisplayEventHandler); //@todo addEventHandler infoDisplayChanged with select 1 == "Parachute"
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["Soldier", {if (!cadetMode) then {_dlg = _this select 0; {_ctrl = (_dlg displayCtrl _x); _ctrl ctrlSetPosition [0,0,0,0]; _ctrl ctrlCommit 0;} forEach [380, 382]};}] call EFUNC(common,addInfoDisplayEventHandler); //@todo addEventHandler infoDisplayChanged with select 1 == "Soldier"
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["infoDisplayChanged", {_this call FUNC(handleInfoDisplayChanged)}] call EFUNC(common,addEventHandler);
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@ -18,6 +18,7 @@
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ADDON = false;
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PREP(doLanding);
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PREP(handleInfoDisplayChanged);
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PREP(hideAltimeter);
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PREP(onEachFrame);
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PREP(showAltimeter);
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41
addons/parachute/functions/fnc_handleInfoDisplayChanged.sqf
Normal file
41
addons/parachute/functions/fnc_handleInfoDisplayChanged.sqf
Normal file
@ -0,0 +1,41 @@
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/*
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* Author: commy2
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* Hides the height and velocity display while freefalling or parachuting on higher difficulties.
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*
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* Arguments:
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* Stuff from infoDisplayChanged eventhandler.
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*
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* Return Value:
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* None
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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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private ["_dialog", "_type"];
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_dialog = _this select 0;
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_type = _this select 1;
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// don't do anything in noob mode
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if (cadetMode) exitWith {};
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switch (_type) do {
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case ("Parachute"): {
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{
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(_dialog displayCtrl _x) ctrlShow false;
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} forEach [121, 122, 1004, 1005, 1006, 1014];
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};
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case ("Soldier"): {
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{
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private "_control";
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_control = (_dialog displayCtrl _x);
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// these reset ctrlShow every frame by the engine. Set height/width to 0 as work around.
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_control ctrlSetPosition [0,0,0,0];
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_control ctrlCommit 0;
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} forEach [380, 382];
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};
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};
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nil // switch might return true if no case was found. Just to make sure the return value matches
|
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