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Add missile hiding for malyutka
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790faf1c21
commit
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@ -99,31 +99,14 @@ class CfgVehicles {
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};
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};
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};
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};
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class ThingX;
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class GVAR(plug): ThingX {
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displayName = QGVAR(plug);
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scope = 1;
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scopeCurator = 1;
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model = "\a3\Structures_F_Orange\VR\Helpers\Sign_sphere10cm_Geometry_F.p3d";
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destrType = "DestructNo";
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class ACE_Actions {
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class ACE_MainActions {
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displayName = CSTRING(plug);
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condition = "true";
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distance = 2;
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class GVAR(pickup) {
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displayName = CSTRING(pickupPlug);
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condition = QUOTE([ARR_2(_player,_target)] call FUNC(canPickupPlug));
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statement = QUOTE([ARR_2(_player,_target)] call FUNC(pickupPlug));
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};
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class GVAR(unattach) {
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displayName = CSTRING(unattachPlug);
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condition = QUOTE([ARR_2(_player,_target)] call FUNC(canUnattachPlug));
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statement = QUOTE([ARR_2(_player,_target)] call FUNC(unattachPlug));
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};
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class AnimationSources {
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class missile_hide {
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source = "user";
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animPeriod = 0.0001;
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initPhase = 0;
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maxValue = "1";
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minValue = "0";
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};
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};
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};
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@ -165,8 +148,8 @@ class CfgVehicles {
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optics = 1;
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turretInfoType = "RscWeaponEmpty";
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gunnerOpticsModel = "\a3\weapons_f_gamma\reticle\GMG_01_Optics_Gunner_F";
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minElev = 0;
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maxElev = 0;
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minElev = -30;
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maxElev = 20;
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weapons[] = { QGVAR(9s415_dummy_weapon) };
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magazines[] = { QGVAR(9s415_dummy) };
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@ -211,6 +194,34 @@ class CfgVehicles {
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class ACE_Actions: ACE_Actions {
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class ACE_MainActions: ACE_MainActions {
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displayName = CSTRING(9s415);
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selection = "center";
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};
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};
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};
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class ThingX;
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class GVAR(plug): ThingX {
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displayName = QGVAR(plug);
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scope = 1;
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scopeCurator = 1;
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model = "\a3\Structures_F_Orange\VR\Helpers\Sign_sphere10cm_Geometry_F.p3d";
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destrType = "DestructNo";
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class ACE_Actions {
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class ACE_MainActions {
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displayName = CSTRING(plug);
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condition = "true";
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distance = 2;
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class GVAR(pickup) {
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displayName = CSTRING(pickupPlug);
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condition = QUOTE([ARR_2(_player,_target)] call FUNC(canPickupPlug));
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statement = QUOTE([ARR_2(_player,_target)] call FUNC(pickupPlug));
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};
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class GVAR(unattach) {
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displayName = CSTRING(unattachPlug);
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condition = QUOTE([ARR_2(_player,_target)] call FUNC(canUnattachPlug));
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statement = QUOTE([ARR_2(_player,_target)] call FUNC(unattachPlug));
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};
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};
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};
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};
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@ -2,11 +2,20 @@ class CfgSkeletons {
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class Default {
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isDiscrete = 1;
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skeletonInherit = "";
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skeletonBones[] = {};
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skeletonBones[] = {
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"suitcase", "",
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"missile", "suitcase"
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};
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};
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class 9m14_skeleton: Default {};
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class 9m14_mount_skeleton: Default {};
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class 9m14_joystick_skeleton: Default {};
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class 9m14_joystick_skeleton: Default {
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skeletonBones[] = {
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"box", "",
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"periscope", "box",
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"view_pos", "periscope"
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};
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};
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};
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class CfgModels {
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class Default {
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@ -23,10 +32,50 @@ class CfgModels {
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sectionsInherit = "";
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sections[] = {};
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skeletonName = "9m14_mount_skeleton";
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class Animations {
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class missile_hide {
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type = "hide";
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source = "user";
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selection = "missile";
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animPeriod = 0.0001;
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minValue = 0;
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maxValue = 1;
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minPhase = 0;
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maxPhase = 1;
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hideValue = 0.99;
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};
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};
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};
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class 9m14_joystick: Default {
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sectionsInherit = "";
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sections[] = {};
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skeletonName = "9m14_joystick_skeleton";
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class Animations {
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class MainGun {
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type = "rotation";
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selection = "view_pos";
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sourceAddress = "clamp";
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source = "MainGun";
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axis = "elevation_axis";
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animPeriod = 0.01;
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initPhase = 0;
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maxValue = "rad 360";
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minValue = "rad -360";
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angle1 = "rad -360";
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angle0 = "rad +360";
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};
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class MainTurret {
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type = "rotation";
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source = "MainTurret";
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selection = "periscope";
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sourceAddress = "loop";
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axis = "rotation_axis";
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animPeriod = 0.005;
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minValue = "rad -360";
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maxValue = "rad +360";
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angle1 = "rad -360";
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angle0 = "rad +360";
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};
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};
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};
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};
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@ -28,6 +28,7 @@ private _statuses = _controlBox getVariable QGVAR(plugStatus);
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private _availableIndex = _statuses findIf { (_x isNotEqualTo objNull) && (someAmmo _x) };
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if (_availableIndex >= 0) then {
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private _malyutka = _statuses select _availableIndex;
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_malyutka animate ["missile_hide", 1];
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[_malyutka, QGVAR(9m14)] call BIS_fnc_fire;
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} else {
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// how did we get here?
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