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Merge pull request #6 from KoffeinFlummi/agmSwitchUnitsPort
Looks good and CBA-ified all magical-like
This commit is contained in:
commit
20fce52f26
@ -1,140 +0,0 @@
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class CfgPatches {
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class AGM_SwitchUnits {
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units[] = {};
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weapons[] = {};
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requiredVersion = 0.60;
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requiredAddons[] = {AGM_Core};
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version = "0.95";
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versionStr = "0.95";
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versionAr[] = {0,95,0};
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author[] = {"bux578"};
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authorUrl = "https://github.com/bux578/";
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};
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};
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class CfgFunctions {
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class AGM_SwitchUnits {
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class AGM_SwitchUnits {
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file = "AGM_SwitchUnits\functions";
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class addMapFunction;
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class handleMapClick;
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class initPlayer;
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class isValidAi;
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class markAiOnMap;
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class module;
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class nearestPlayers;
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class switchBack;
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class switchUnit;
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};
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};
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};
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class Extended_PostInit_EventHandlers {
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class AGM_SwitchUnits {
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clientInit = "call compile preprocessFileLineNumbers '\AGM_SwitchUnits\clientInit.sqf'";
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};
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};
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class CfgVehicles {
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class Module_F;
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class AGM_ModuleSwitchUnits: Module_F {
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author = "AGM Team";
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category = "AGM";
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displayName = "SwitchUnits System";
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function = "AGM_SwitchUnits_fnc_module";
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scope = 2;
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isGlobal = 1;
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icon = "\AGM_SwitchUnits\UI\IconSwitchUnits_ca.paa";
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class Arguments {
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class SwitchToWest {
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displayName = "Switch to West?";
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description = "Allow switching to west units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class SwitchToEast {
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displayName = "Switch to East?";
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description = "Allow switching to east units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class SwitchToIndependent {
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displayName = "Switch to Independent?";
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description = "Allow switching to independent units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class SwitchToCivilian {
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displayName = "Switch to Civilian?";
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description = "Allow switching to civilian units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class EnableSafeZone {
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displayName = "Enable Safe Zone?";
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description = "Enable a safe zone around enemy units? Players can't switch to units inside of the safe zone.";
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typeName = "BOOL";
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class values {
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class Yes {default = 1; name = "Yes"; value = 1;};
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class No {name = "No"; value = 0;};
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};
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};
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class SafeZoneRadius {
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displayName = "Safe Zone Radius";
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description = "The safe zone around players from a different team. Default: 200";
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typeName = "NUMBER";
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defaultValue = 100;
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};
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/*
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class EnableSwitchUnits {
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displayName = "Enable SwitchUnits?";
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description = "Enable to switch to AI units? Default: No";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class SwitchUnitsAllowedForSide {
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displayName = "Allow for which side?";
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description = "Which side should be allowed to switch to AI units?";
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typeName = "NUMBER";
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class values {
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class West {name = "West"; value = 0;};
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class East {default = 1; name = "East"; value = 1;};
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class Independent {name = "Independent"; value = 2;};
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class Civilian {name = "Civilian"; value = 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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class AGM_Parameters_Numeric {
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AGM_SwitchUnits_SafeZoneRadius = 100;
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};
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class AGM_Parameters_Boolean {
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AGM_SwitchUnits_EnableSwitchUnits = 0;
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AGM_SwitchUnits_SwitchToWest = 0;
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AGM_SwitchUnits_SwitchToEast = 0;
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AGM_SwitchUnits_SwitchToIndependent = 0;
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AGM_SwitchUnits_SwitchToCivilian = 0;
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AGM_SwitchUnits_EnableSafeZone = 1;
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};
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@ -1,38 +0,0 @@
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/*
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Name: AGM_SwitchUnits_fnc_module
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Author(s):
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bux578
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Description:
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Initializes the SwitchUnits module
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Parameters:
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0: OBJECT - module logic
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1: ARRAY<OBJECT> - list of affected units
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2: BOOLEAN - isActivated
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Returns:
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BOOLEAN (Good practice to include one)
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*/
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if !(isServer) exitWith {};
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_logic = _this select 0;
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_activated = _this select 2;
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if !(_activated) exitWith {};
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AGM_SwitchUnits_Module = true;
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["AGM_SwitchUnits_EnableSwitchUnits", true] call AGM_Core_fnc_setParameter;
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[_logic, "AGM_SwitchUnits_SwitchToWest", "SwitchToWest"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, "AGM_SwitchUnits_SwitchToEast", "SwitchToEast"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, "AGM_SwitchUnits_SwitchToIndependent", "SwitchToIndependent"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, "AGM_SwitchUnits_SwitchToCivilian", "SwitchToCivilian"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, "AGM_SwitchUnits_EnableSafeZone", "EnableSafeZone"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, "AGM_SwitchUnits_SafeZoneRadius", "SafeZoneRadius"] call AGM_Core_fnc_readNumericParameterFromModule;
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diag_log text "[AGM]: SwitchUnits Module Initialized.";
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@ -1,79 +0,0 @@
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/*
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Name: AGM_SwitchUnits_fnc_switchUnit
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Author(s):
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bux578
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Description:
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Selects the new given player unit
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Parameters:
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0: OBJECT - the unit to switch to
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Returns:
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VOID
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*/
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private ["_newUnit"];
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_newUnit = _this select 1;
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// don't switch to original player units
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if (!([_newUnit] call AGM_SwitchUnits_fnc_isValidAi)) exitWith {};
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_newUnit spawn {
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private ["_unit", "_allNearestPlayers", "_oldUnit", "_respawnEhId", "_oldOwner", "_leave"];
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_unit = _this;
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_leave = false;
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if (AGM_SwitchUnits_EnableSafeZone) then {
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_allNearestPlayers = [position _unit, AGM_SwitchUnits_SafeZoneRadius] call AGM_SwitchUnits_fnc_nearestPlayers;
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_nearestEnemyPlayers = [_allNearestPlayers, {((side AGM_SwitchUnits_OriginalGroup) getFriend (side _this) < 0.6) && !(_this getVariable ["AGM_SwitchUnits_IsPlayerControlled", false])}] call AGM_Core_fnc_filter;
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if (count _nearestEnemyPlayers > 0) exitWith {
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_leave = true;
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};
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};
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// exitWith doesn't exit past the "if(EnableSafeZone)" block
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if (_leave) exitWith {
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[localize "STR_AGM_SwitchUnits_TooCloseToEnemy"] call AGM_Core_fnc_displayTextStructured;
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};
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// should switch locality
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// This doesn't work anymore, because one's now able to switch to units from a different side
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//[_unit] joinSilent group player;
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[[_unit, player], "{(_this select 0) setVariable ['AGM_SwitchUnits_OriginalOwner', owner (_this select 0), true]; (_this select 0) setOwner owner (_this select 1)}", 1] call AGM_Core_fnc_execRemoteFnc;
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_oldUnit = player;
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waitUntil {sleep 0.2; local _unit};
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_oldUnit setVariable ["AGM_SwitchUnits_IsPlayerControlled", false, true];
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_oldUnit setVariable ["AGM_SwitchUnits_PlayerControlledName", "", true];
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_respawnEhId = _unit getVariable ["AGM_SwitchUnits_RespawnEhId", -1];
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if (_respawnEhId != -1) then {
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_oldUnit removeEventHandler ["Respawn", _respawnEhId];
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};
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selectPlayer _unit;
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_unit setVariable ["AGM_SwitchUnits_IsPlayerControlled", true, true];
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_unit setVariable ["AGM_SwitchUnits_PlayerControlledName", AGM_SwitchUnits_OriginalName, true];
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_respawnEhId = _unit addEventHandler ["Respawn", {
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[AGM_SwitchUnits_OriginalUnit, _this select 0] spawn AGM_SwitchUnits_fnc_switchBack;
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}];
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_unit setVariable ["AGM_SwitchUnits_RespawnEhId", _respawnEhId, true];
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// set owner back to original owner
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_oldOwner = _oldUnit getVariable["AGM_SwitchUnits_OriginalOwner", -1];
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if (_oldOwner > -1) then {
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[[_oldUnit, _oldOwner], "{(_this select 0) setOwner (_this select 1)}", 1] call AGM_Core_fnc_execRemoteFnc;
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};
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[localize "STR_AGM_SwitchUnits_SwitchedUnit"] call AGM_Core_fnc_displayTextStructured;
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};
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11
addons/switchunits/CfgEventHandlers.hpp
Normal file
11
addons/switchunits/CfgEventHandlers.hpp
Normal file
@ -0,0 +1,11 @@
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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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};
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};
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class Extended_PostInit_EventHandlers {
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class ADDON {
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postInit = QUOTE(call COMPILE_FILE(XEH_postInit) );
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};
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};
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65
addons/switchunits/CfgVehicles.hpp
Normal file
65
addons/switchunits/CfgVehicles.hpp
Normal file
@ -0,0 +1,65 @@
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class CfgVehicles {
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class Module_F;
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class ACE_ModuleSwitchUnits: Module_F {
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author = "$STR_ACE_Core_ACETeam";
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category = "ACE";
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displayName = "SwitchUnits System";
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function = FUNC(module);
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scope = 2;
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isGlobal = 1;
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icon = PATHTOF(UI\IconSwitchUnits_ca.paa);
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class Arguments {
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class SwitchToWest {
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displayName = "Switch to West?";
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description = "Allow switching to west units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class SwitchToEast {
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displayName = "Switch to East?";
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description = "Allow switching to east units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class SwitchToIndependent {
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displayName = "Switch to Independent?";
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description = "Allow switching to independent units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class SwitchToCivilian {
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displayName = "Switch to Civilian?";
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description = "Allow switching to civilian units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class EnableSafeZone {
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displayName = "Enable Safe Zone?";
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description = "Enable a safe zone around enemy units? Players can't switch to units inside of the safe zone.";
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typeName = "BOOL";
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class values {
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class Yes {default = 1; name = "Yes"; value = 1;};
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class No {name = "No"; value = 0;};
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};
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};
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class SafeZoneRadius {
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displayName = "Safe Zone Radius";
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description = "The safe zone around players from a different team. Default: 200";
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typeName = "NUMBER";
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defaultValue = 100;
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};
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};
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};
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};
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11
addons/switchunits/XEH_preInit.sqf
Normal file
11
addons/switchunits/XEH_preInit.sqf
Normal file
@ -0,0 +1,11 @@
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#include "script_component.hpp"
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PREP(addMapFunction);
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PREP(handleMapClick);
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PREP(initPlayer);
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PREP(isValidAi);
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PREP(markAiOnMap);
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PREP(module);
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PREP(nearestPlayers);
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PREP(switchBack);
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PREP(switchUnit);
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31
addons/switchunits/config.cpp
Normal file
31
addons/switchunits/config.cpp
Normal file
@ -0,0 +1,31 @@
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#include "script_component.hpp"
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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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requiredVersion = 0.60;
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requiredAddons[] = {"ace_core"};
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version = QUOTE(VERSION);
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versionStr = QUOTE(VERSION);
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versionAr[] = {VERSION_AR};
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author[] = {"bux578"};
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authorUrl = "https://github.com/bux578/";
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};
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};
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#include "CfgEventHandlers.hpp"
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#include "CfgVehicles.hpp"
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class ACE_Parameters_Numeric {
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GVAR(SafeZoneRadius) = 100;
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};
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class ACE_Parameters_Boolean {
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GVAR(EnableSwitchUnits) = 0;
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GVAR(SwitchToWest) = 0;
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GVAR(SwitchToEast) = 0;
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GVAR(SwitchToIndependent) = 0;
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GVAR(SwitchToCivilian) = 0;
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GVAR(EnableSafeZone) = 1;
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};
|
@ -15,9 +15,11 @@
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VOID
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||||
*/
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#include "script_component.hpp"
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private ["_unit"];
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_unit = _this select 0;
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["theMapClick", "onMapSingleClick", {
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[_this, _pos, _shift, _alt] call AGM_SwitchUnits_fnc_handleMapClick;
|
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[_this, _pos, _shift, _alt] call FUNC(handleMapClick);
|
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}, [_unit, _sides]] call BIS_fnc_addStackedEventHandler;
|
@ -16,6 +16,8 @@
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||||
VOID
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_args", "_currentPlayerUnit", "_sides", "_pos", "_sideNearest"];
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||||
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||||
_currentPlayerUnit = (_this select 0) select 0;
|
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@ -25,7 +27,7 @@ _pos = _this select 1;
|
||||
_sideNearest = [];
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||||
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||||
{
|
||||
if ([_x] call AGM_SwitchUnits_fnc_isValidAi && (side group _x in _sides)) then {
|
||||
if ([_x] call FUNC(isValidAi) && (side group _x in _sides)) then {
|
||||
_sideNearest pushBack _x;
|
||||
};
|
||||
} forEach (nearestObjects [_pos, ["Man"], 20]);
|
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@ -35,7 +37,7 @@ if (count _sideNearest > 0) then {
|
||||
private ["_switchUnit"];
|
||||
|
||||
_switchUnit = _sideNearest select 0;
|
||||
[_currentPlayerUnit, _switchUnit] call AGM_SwitchUnits_fnc_switchUnit;
|
||||
[_currentPlayerUnit, _switchUnit] call FUNC(switchUnit);
|
||||
|
||||
openMap false;
|
||||
};
|
@ -15,6 +15,8 @@
|
||||
VOID
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_playerUnit", "_sides"];
|
||||
|
||||
_playerUnit = _this select 0;
|
||||
@ -22,14 +24,14 @@ _sides = _this select 1;
|
||||
|
||||
if (vehicle _playerUnit == _playerUnit) then {
|
||||
|
||||
[_sides] call AGM_SwitchUnits_fnc_markAiOnMap;
|
||||
[_sides] call FUNC(markAiOnMap);
|
||||
|
||||
_playerUnit setVariable ["AGM_SwitchUnits_IsPlayerUnit", true];
|
||||
_playerUnit setVariable [QGVAR(IsPlayerUnit), true];
|
||||
_playerUnit allowDamage false;
|
||||
|
||||
AGM_SwitchUnits_OriginalUnit = _playerUnit;
|
||||
AGM_SwitchUnits_OriginalName = [_playerUnit] call AGM_Core_fnc_getName;
|
||||
AGM_SwitchUnits_OriginalGroup = group _playerUnit;
|
||||
GVAR(OriginalUnit) = _playerUnit;
|
||||
GVAR(OriginalName) = [_playerUnit] call EFUNC(Core, getName);
|
||||
GVAR(OriginalGroup) = group _playerUnit;
|
||||
|
||||
// remove all starting gear of a player
|
||||
removeAllWeapons _playerUnit;
|
||||
@ -42,7 +44,7 @@ if (vehicle _playerUnit == _playerUnit) then {
|
||||
_playerUnit linkItem "ItemMap";
|
||||
removeUniform _playerUnit;
|
||||
|
||||
[_playerUnit, "AGM_SwitchUnits", true] call AGM_Core_fnc_setForceWalkStatus;
|
||||
[_playerUnit, "ACE_SwitchUnits", true] call EFUNC(Core, setForceWalkStatus);
|
||||
|
||||
[_playerUnit, _sides] call AGM_SwitchUnits_fnc_addMapFunction;
|
||||
[_playerUnit, _sides] call AFUNC(addMapFunction);
|
||||
};
|
@ -14,12 +14,14 @@
|
||||
VOID
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit"];
|
||||
|
||||
_unit = _this select 0;
|
||||
|
||||
!([_unit] call AGM_Core_fnc_isPlayer
|
||||
!([_unit] call EFUNC(Core, isPlayer)
|
||||
|| {_unit in playableUnits}
|
||||
|| {vehicle _unit != _unit}
|
||||
|| {_unit getVariable ["AGM_SwitchUnits_IsPlayerUnit", false]}
|
||||
|| {_unit getVariable ["AGM_SwitchUnits_IsPlayerControlled", false]})
|
||||
|| {_unit getVariable [QGVAR(IsPlayerUnit), false]}
|
||||
|| {_unit getVariable [QGVAR(IsPlayerControlled), false]})
|
@ -15,6 +15,8 @@
|
||||
VOID
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_sidesToShow"];
|
||||
_sidesToShow = _this select 0;
|
||||
|
||||
@ -34,10 +36,10 @@ _sidesToShow spawn {
|
||||
|
||||
// create markers
|
||||
{
|
||||
if (([_x] call AGM_SwitchUnits_fnc_isValidAi && (side group _x in _sides)) || (_x getVariable ["AGM_SwitchUnits_IsPlayerControlled", false])) then {
|
||||
if (([_x] call FUNC(isValidAi) && (side group _x in _sides)) || (_x getVariable [QGVAR(IsPlayerControlled), false])) then {
|
||||
private ["_markerName", "_marker", "_markerColor"];
|
||||
|
||||
//_markerName = format ["%1", [_x] call AGM_Core_fnc_getName];
|
||||
//_markerName = format ["%1", [_x] call EFUNC(Core, getName)];
|
||||
_markerName = str _x;
|
||||
|
||||
_marker = createMarkerLocal [_markerName, position _x];
|
||||
@ -49,9 +51,9 @@ _sidesToShow spawn {
|
||||
// commy's one liner magic
|
||||
_markerColor = format ["Color%1", side group _x];
|
||||
|
||||
if ((_x getVariable ["AGM_SwitchUnits_IsPlayerControlled", false])) then {
|
||||
if ((_x getVariable [QGVAR(IsPlayerControlled), false])) then {
|
||||
_markerName setMarkerColorLocal "ColorOrange";
|
||||
_markerName setMarkerTextLocal (_x getVariable ["AGM_SwitchUnits_PlayerControlledName",""]);
|
||||
_markerName setMarkerTextLocal (_x getVariable [QGVAR(PlayerControlledName),""]);
|
||||
} else {
|
||||
_markerName setMarkerColorLocal _markerColor;
|
||||
_markerName setMarkerTextLocal (getText (configFile >> "CfgVehicles" >> typeOf _x >> "displayName"));
|
40
addons/switchunits/functions/fnc_module.sqf
Normal file
40
addons/switchunits/functions/fnc_module.sqf
Normal file
@ -0,0 +1,40 @@
|
||||
/*
|
||||
Name: AGM_SwitchUnits_fnc_module
|
||||
|
||||
Author(s):
|
||||
bux578
|
||||
|
||||
Description:
|
||||
Initializes the SwitchUnits module
|
||||
|
||||
Parameters:
|
||||
0: OBJECT - module logic
|
||||
1: ARRAY<OBJECT> - list of affected units
|
||||
2: BOOLEAN - isActivated
|
||||
|
||||
Returns:
|
||||
BOOLEAN (Good practice to include one)
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
if !(isServer) exitWith {};
|
||||
|
||||
_logic = _this select 0;
|
||||
_activated = _this select 2;
|
||||
|
||||
if !(_activated) exitWith {};
|
||||
|
||||
GVAR(Module) = true;
|
||||
|
||||
[QGVAR(EnableSwitchUnits), true] call EFUNC(Core, setParameter);
|
||||
|
||||
[_logic, QGVAR(SwitchToWest), "SwitchToWest"] call EFUNC(Core, readBooleanParameterFromModule);
|
||||
[_logic, QGVAR(SwitchToEast), "SwitchToEast"] call EFUNC(Core, readBooleanParameterFromModule);
|
||||
[_logic, QGVAR(SwitchToIndependent), "SwitchToIndependent"] call EFUNC(Core, readBooleanParameterFromModule);
|
||||
[_logic, QGVAR(SwitchToCivilian), "SwitchToCivilian"] call EFUNC(Core, readBooleanParameterFromModule);
|
||||
|
||||
[_logic, QGVAR(EnableSafeZone), "EnableSafeZone"] call EFUNC(Core, readBooleanParameterFromModule);
|
||||
[_logic, QGVAR(SafeZoneRadius), "SafeZoneRadius"] call EFUNC(Core, readNumericParameterFromModule);
|
||||
|
||||
diag_log text "[ACE]: SwitchUnits Module Initialized.";
|
@ -15,6 +15,8 @@
|
||||
ARRAY<OBJECT> - Player units
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_position", "_radius", "_nearestPlayers"];
|
||||
|
||||
_position = _this select 0;
|
||||
@ -23,7 +25,7 @@ _radius = _this select 1;
|
||||
_nearestPlayers = [];
|
||||
|
||||
{
|
||||
if ([_x] call AGM_Core_fnc_isPlayer && {alive _x}) then {
|
||||
if ([_x] call EFUNC(Core, isPlayer) && {alive _x}) then {
|
||||
_nearestPlayers pushBack _x;
|
||||
};
|
||||
} forEach (nearestObjects [_position, ["Man"], _radius]);
|
@ -16,11 +16,13 @@
|
||||
VOID
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_originalPlayerUnit", "_currentUnit"];
|
||||
_originalPlayerUnit = _this select 0;
|
||||
_currentUnit = _this select 1;
|
||||
|
||||
[_originalPlayerUnit] joinSilent AGM_SwitchUnits_OriginalGroup;
|
||||
[_originalPlayerUnit] joinSilent GVAR(OriginalGroup);
|
||||
|
||||
waitUntil {local _originalPlayerUnit};
|
||||
|
81
addons/switchunits/functions/fnc_switchUnit.sqf
Normal file
81
addons/switchunits/functions/fnc_switchUnit.sqf
Normal file
@ -0,0 +1,81 @@
|
||||
/*
|
||||
Name: AGM_SwitchUnits_fnc_switchUnit
|
||||
|
||||
Author(s):
|
||||
bux578
|
||||
|
||||
Description:
|
||||
Selects the new given player unit
|
||||
|
||||
Parameters:
|
||||
0: OBJECT - the unit to switch to
|
||||
|
||||
Returns:
|
||||
VOID
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_newUnit"];
|
||||
|
||||
_newUnit = _this select 1;
|
||||
|
||||
// don't switch to original player units
|
||||
if (!([_newUnit] call FUNC(isValidAi))) exitWith {};
|
||||
|
||||
_newUnit spawn {
|
||||
private ["_unit", "_allNearestPlayers", "_oldUnit", "_respawnEhId", "_oldOwner", "_leave"];
|
||||
|
||||
_unit = _this;
|
||||
|
||||
_leave = false;
|
||||
|
||||
if (GVAR(EnableSafeZone)) then {
|
||||
|
||||
_allNearestPlayers = [position _unit, GVAR(SafeZoneRadius)] call FUNC(nearestPlayers);
|
||||
_nearestEnemyPlayers = [_allNearestPlayers, {((side GVAR(OriginalGroup)) getFriend (side _this) < 0.6) && !(_this getVariable [QGVAR(IsPlayerControlled), false])}] call EFUNC(Core, filter);
|
||||
|
||||
if (count _nearestEnemyPlayers > 0) exitWith {
|
||||
_leave = true;
|
||||
};
|
||||
};
|
||||
|
||||
// exitWith doesn't exit past the "if(EnableSafeZone)" block
|
||||
if (_leave) exitWith {
|
||||
[localize "STR_ACE_SwitchUnits_TooCloseToEnemy"] call EFUNC(Core, displayTextStructured);
|
||||
};
|
||||
|
||||
// should switch locality
|
||||
// This doesn't work anymore, because one's now able to switch to units from a different side
|
||||
//[_unit] joinSilent group player;
|
||||
[[_unit, player], QUOTE({(_this select 0) setVariable [QGVAR(OriginalOwner), owner (_this select 0), true]; (_this select 0) setOwner owner (_this select 1)}), 1] call EFUNC(Core, execRemoteFnc);
|
||||
|
||||
_oldUnit = player;
|
||||
waitUntil {sleep 0.2; local _unit};
|
||||
|
||||
_oldUnit setVariable [QGVAR(IsPlayerControlled), false, true];
|
||||
_oldUnit setVariable [QGVAR(PlayerControlledName), "", true];
|
||||
|
||||
_respawnEhId = _unit getVariable [QGVAR(RespawnEhId), -1];
|
||||
if (_respawnEhId != -1) then {
|
||||
_oldUnit removeEventHandler ["Respawn", _respawnEhId];
|
||||
};
|
||||
|
||||
selectPlayer _unit;
|
||||
|
||||
_unit setVariable [QGVAR(IsPlayerControlled), true, true];
|
||||
_unit setVariable [QGVAR(PlayerControlledName), GVAR(OriginalName), true];
|
||||
|
||||
_respawnEhId = _unit addEventHandler ["Respawn", {
|
||||
[GVAR(OriginalUnit), _this select 0] spawn FUNC(switchBack);
|
||||
}];
|
||||
_unit setVariable [QGVAR(RespawnEhId), _respawnEhId, true];
|
||||
|
||||
// set owner back to original owner
|
||||
_oldOwner = _oldUnit getVariable[QGVAR(OriginalOwner), -1];
|
||||
if (_oldOwner > -1) then {
|
||||
[[_oldUnit, _oldOwner], QUOTE({(_this select 0) setOwner (_this select 1)}), 1] call EFUNC(Core, execRemoteFnc);
|
||||
};
|
||||
|
||||
[localize "STR_ACE_SwitchUnits_SwitchedUnit"] call EFUNC(Core, displayTextStructured);
|
||||
};
|
12
addons/switchunits/script_component.hpp
Normal file
12
addons/switchunits/script_component.hpp
Normal file
@ -0,0 +1,12 @@
|
||||
#define COMPONENT SwitchUnits
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
#ifdef DEBUG_ENABLED_SwitchUnits
|
||||
#define DEBUG_MODE_FULL
|
||||
#endif
|
||||
|
||||
#ifdef DEBUG_SETTINGS_SwitchUnits
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_SwitchUnits
|
||||
#endif
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
Loading…
Reference in New Issue
Block a user