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Medical - Support Magazine Treatment Items (#9816)
* count treatment items * getCountofItem Co-Authored-By: Blue <itzblueman@gmail.com> * getCountofItem fix Co-Authored-By: Blue <itzblueman@gmail.com> * convert painkillers to magazine * use isclass Co-Authored-By: johnb432 <58661205+johnb432@users.noreply.github.com> * forget to change variable * Update addons/medical_treatment/functions/fnc_hasItem.sqf Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * better magazine adjustment * Update addons/common/functions/fnc_adjustMagazineAmmo.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/medical_treatment/functions/fnc_medication.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/medical_treatment/functions/fnc_treatmentFailure.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update docs/wiki/framework/arsenal-framework.md Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> * Update addons/common/functions/fnc_adjustMagazineAmmo.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Header * use switch statement in fnc_useItem * Update addons/common/functions/fnc_adjustMagazineAmmo.sqf * Update addons/common/functions/fnc_adjustMagazineAmmo.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * only check adding to mags that are not full Co-Authored-By: LinkIsGrim <salluci.lovi@gmail.com> * Update addons/common/functions/fnc_adjustMagazineAmmo.sqf * Update fnc_getCountOfItem.sqf * Optimisations & header fix * Update addons/common/functions/fnc_adjustMagazineAmmo.sqf * Fixed vehicle implementation --------- Co-authored-by: Blue <itzblueman@gmail.com> Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com>
This commit is contained in:
parent
50978efa46
commit
3c5b46c42d
@ -66,7 +66,8 @@ _items = _items select {
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_x isKindOf ["CBA_MiscItem", _cfgWeapons] && {getNumber (_configItemInfo >> "type") in [TYPE_MUZZLE, TYPE_OPTICS, TYPE_FLASHLIGHT, TYPE_BIPOD]} ||
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{getNumber (_configItemInfo >> "type") in [TYPE_FIRST_AID_KIT, TYPE_MEDIKIT, TYPE_TOOLKIT]} ||
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{getText (_cfgWeapons >> _x >> "simulation") == "ItemMineDetector"} ||
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{getNumber (_cfgMagazines >> _x >> "ACE_isUnique") == 1}
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{getNumber (_cfgMagazines >> _x >> "ACE_isUnique") == 1} ||
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{getNumber (_cfgMagazines >> _x >> "ACE_asItem") == 1}
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};
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GVAR(customRightPanelButtons) set [_position, [_items apply {_x call EFUNC(common,getConfigName)}, _picture, _tooltip, _moveOnOverwrite]];
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@ -160,7 +160,7 @@ private _magazineMiscItems = createHashMap;
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{
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_magazineMiscItems set [configName _x, nil];
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} forEach ((toString {getNumber (_x >> "ACE_isUnique") == 1}) configClasses _cfgMagazines);
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} forEach ((toString {getNumber (_x >> "ACE_isUnique") == 1 || getNumber (_x >> "ACE_asItem") == 1}) configClasses _cfgMagazines);
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// Remove invalid/non-existent entries
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_grenadeList deleteAt "";
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@ -13,6 +13,7 @@ PREP(addLineToDebugDraw);
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PREP(addSwayFactor);
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PREP(addToInventory);
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PREP(addWeapon);
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PREP(adjustMagazineAmmo);
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PREP(assignedItemFix);
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PREP(assignObjectsInList);
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PREP(ambientBrightness);
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107
addons/common/functions/fnc_adjustMagazineAmmo.sqf
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107
addons/common/functions/fnc_adjustMagazineAmmo.sqf
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@ -0,0 +1,107 @@
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#include "..\script_component.hpp"
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/*
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* Author: Katalam, Blue, Brett Mayson, johnb43
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* Handle adjusting a magazine's ammo
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*
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* Arguments:
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* 0: Vehicle or Unit <OBJECT>
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* 1: Item <STRING>
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* 2: Ammo to adjust by <NUMBER> (default: -1)
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*
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* Return Value:
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* How much the ammo was adjusted by <NUMBER>
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*
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* Example:
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* [player, "30Rnd_556x45_Stanag", 1] call ace_common_fnc_adjustMagazineAmmo;
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*
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* Public: No
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*/
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params ["_unit", "_magazine", ["_count", -1]];
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if (_count == 0) exitWith {0};
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private _containers = if (_unit isKindOf "CAManBase") then {
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[uniformContainer _unit, vestContainer _unit, backpackContainer _unit]
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} else {
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[_unit]
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};
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scopeName "main";
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private _originalCount = _count;
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private _container = objNull;
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private _magazinesContainer = [];
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private _newAmmoCount = 0;
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private _removeAmmo = _count < 0;
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private _maxMagazineAmmo = getNumber (configFile >> "CfgMagazines" >> _magazine >> "count");
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{
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_container = _x;
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// Get all magazines of _magazine type
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_magazinesContainer = (magazinesAmmoCargo _container) select {_x select 0 == _magazine};
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// Get the ammo count, filter out magazines with 0 ammo
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_magazinesContainer = (_magazinesContainer apply {_x select 1}) select {_x != 0};
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// If there are none, skip to next container
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if (_magazinesContainer isEqualTo []) then {
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continue;
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};
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// Sort, smallest first when removing, largest first when adding
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_magazinesContainer sort _removeAmmo;
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if (_removeAmmo) then {
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{
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_count = _x + _count;
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_container addMagazineAmmoCargo [_magazine, -1, _x];
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if (_count >= 0) then {
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// Only add magazine back if it's not empty
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if (_count != 0) then {
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_container addMagazineAmmoCargo [_magazine, 1, _count];
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};
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_originalCount breakOut "main";
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};
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} forEach _magazinesContainer;
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} else {
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// This loop only fills up partially filled magazines
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{
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// Fill the magazine to either its max or until all ammo has been added
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_newAmmoCount = (_x + _count) min _maxMagazineAmmo;
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if (_newAmmoCount <= _maxMagazineAmmo) then {
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_container addMagazineAmmoCargo [_magazine, -1, _x];
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_container addMagazineAmmoCargo [_magazine, 1, _newAmmoCount];
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};
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// Remove the ammo that was added
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_count = _count - (_newAmmoCount - _x);
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if (_count <= 0) then {
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_originalCount breakOut "main";
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};
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} forEach (_magazinesContainer select {_x < _maxMagazineAmmo});
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};
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} forEach _containers;
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// If there is still remaining ammo to add, try add it after having iterated through all containers
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if (!_removeAmmo && _count > 0) then {
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{
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while {_count > 0 && {_x canAdd [_magazine, 1/* 2.18 , true*/]}} do {
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_x addMagazineAmmoCargo [_magazine, 1, _count];
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_count = _count - _maxMagazineAmmo;
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};
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} forEach _containers;
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if (_count <= 0) then {
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_originalCount breakOut "main";
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};
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};
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_originalCount - _count
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@ -1,6 +1,6 @@
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#include "..\script_component.hpp"
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/*
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* Author: Dedmen
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* Author: Dedmen, Blue, johnb43
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* Return how many items of type _itemType the player has in his containers (Uniform, Vest, Backpack)
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* Doesn't count assignedItems, weapons, weapon attachments, magazines in weapons
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*
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@ -19,13 +19,17 @@
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params ["_unit", "_itemType"];
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private _countItemsInContainer = {
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(getItemCargo _this) params ["_itemTypes", "_itemCounts"];
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private _count = 0;
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private _isMagazine = isClass (configFile >> "CfgMagazines" >> _itemType);
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private _index = _itemTypes find _itemType;
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_itemCounts param [_index, 0]
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};
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{
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(if (_isMagazine) then {
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getMagazineCargo _x
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} else {
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getItemCargo _x
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}) params ["_itemTypes", "_itemCounts"];
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((uniformContainer _unit) call _countItemsInContainer) +
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((vestContainer _unit) call _countItemsInContainer) +
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((backpackContainer _unit) call _countItemsInContainer)
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_count = _count + (_itemCounts param [_itemTypes find _itemType, 0]);
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} forEach [uniformContainer _unit, vestContainer _unit, backpackContainer _unit];
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_count
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@ -1,37 +1,84 @@
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#include "..\script_component.hpp"
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/*
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* Author: mharis001
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* Returns list of unique items in a unit's inventory.
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* Items are cached if unit is ACE_player.
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* Author: mharis001, Blue, Brett Mayson
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* Returns list of unique items in the target's inventory.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 0: Target <OBJECT>
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* 1: Include magazines <NUMBER>
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* 0: No (default)
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* 1: Yes
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* 2: Only magazines
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*
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* Return Value:
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* Items <ARRAY>
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*
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* Example:
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* [player] call ace_common_fnc_uniqueItems
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* [player, 2] call ace_common_fnc_uniqueItems
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*
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* Public: No
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*/
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params ["_unit"];
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params ["_target", ["_includeMagazines", 0]];
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private _fnc_getItems = {
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private _items = (getItemCargo uniformContainer _unit) select 0;
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_items append ((getItemCargo vestContainer _unit) select 0);
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_items append ((getItemCargo backpackContainer _unit) select 0);
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private _items = [];
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private _inventoryItems = (getItemCargo uniformContainer _target) select 0;
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_inventoryItems append ((getItemCargo vestContainer _target) select 0);
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_inventoryItems append ((getItemCargo backpackContainer _target) select 0);
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_items set [0, _inventoryItems];
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_items set [1, magazines _target];
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_items arrayIntersect _items
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};
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// Use cached items list if unit is ACE_player
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if (_unit isEqualTo ACE_player) then {
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// Cache items list if unit is ACE_player
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if (_target isEqualTo ACE_player) then {
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if (isNil QGVAR(uniqueItemsCache)) then {
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GVAR(uniqueItemsCache) = call _fnc_getItems;
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};
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+GVAR(uniqueItemsCache)
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switch (_includeMagazines) do {
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case 0: {
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GVAR(uniqueItemsCache) select 0
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};
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case 1: {
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(GVAR(uniqueItemsCache) select 1) + (GVAR(uniqueItemsCache) select 0)
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};
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case 2: {
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GVAR(uniqueItemsCache) select 1
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};
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};
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} else {
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call _fnc_getItems;
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if (_target isKindOf "CAManBase") then {
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private _items = call _fnc_getItems;
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switch (_includeMagazines) do {
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case 0: {
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_items select 0
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};
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case 1: {
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(_items select 1) + (_items select 0)
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};
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case 2: {
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_items select 1
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};
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};
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} else {
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private _items = switch (_includeMagazines) do {
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case 0: {
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itemCargo _target
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};
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case 1: {
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(magazineCargo _target) + (itemCargo _target)
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};
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case 2: {
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magazineCargo _target
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};
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};
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_items arrayIntersect _items
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};
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};
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if (!isNull _vehicle) then {
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_vehicleCount = 0;
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private _magazineItems = [];
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private _itemItems = [];
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{
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if (isClass (configFile >> "CfgMagazines" >> _x)) then {
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_magazineItems pushBack _x;
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} else {
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_itemItems pushBack _x;
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};
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} forEach _items;
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if (_magazineItems isNotEqualTo []) then {
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(getMagazineCargo _vehicle) params ["_itemTypes", "_itemCounts"];
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{
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_vehicleCount = _vehicleCount + (_itemCounts param [_itemTypes find _x, 0]);
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} forEach _magazineItems;
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};
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if (_itemItems isNotEqualTo []) then {
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(getItemCargo _vehicle) params ["_itemTypes", "_itemCounts"];
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{
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private _item = _x;
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private _index = _itemTypes find _item;
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_vehicleCount = _vehicleCount + (_itemCounts param [_index, 0]);
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} forEach _items;
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_vehicleCount = _vehicleCount + (_itemCounts param [_itemTypes find _x, 0]);
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} forEach _itemItems;
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};
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};
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[_medicCount, _patientCount, _vehicleCount]
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16
addons/medical_treatment/CfgMagazines.hpp
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16
addons/medical_treatment/CfgMagazines.hpp
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@ -0,0 +1,16 @@
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class CfgMagazines {
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class CA_Magazine;
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class ACE_painkillers: CA_Magazine {
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scope = 2;
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author = ECSTRING(common,ACETeam);
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displayName = CSTRING(painkillers_Display);
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model = "\A3\Structures_F_EPA\Items\Medical\PainKillers_F.p3d";
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picture = QPATHTOF(ui\painkillers_ca.paa);
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descriptionShort = CSTRING(painkillers_Desc_Short);
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descriptionUse = CSTRING(painkillers_Desc_Use);
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ACE_isMedicalItem = 1;
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ACE_asItem = 1;
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count = 10;
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mass = 1;
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};
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};
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@ -290,8 +290,8 @@ class CfgVehicles {
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displayName = CSTRING(painkillers_Display);
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author = "Alganthe";
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vehicleClass = "Items";
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class TransportItems {
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MACRO_ADDITEM(ACE_painkillers,1);
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class TransportMagazines {
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MACRO_ADDMAGAZINE(ACE_painkillers,1);
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};
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};
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@ -313,9 +313,11 @@ class CfgVehicles {
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model = QPATHTOF(data\ace_medcrate.p3d);
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editorPreview = QPATHTOF(data\ACE_medicalSupplyCrate.jpg);
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author = ECSTRING(common,ACETeam);
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class TransportMagazines {
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MACRO_ADDMAGAZINE(ACE_painkillers,25);
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};
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class TransportItems {
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MACRO_ADDITEM(ACE_fieldDressing,50);
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MACRO_ADDITEM(ACE_painkillers,25);
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MACRO_ADDITEM(ACE_morphine,25);
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MACRO_ADDITEM(ACE_epinephrine,25);
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MACRO_ADDITEM(ACE_bloodIV,15);
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@ -357,13 +359,15 @@ class CfgVehicles {
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};
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class ACE_medicalSupplyCrate_advanced: ACE_medicalSupplyCrate {
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displayName = CSTRING(medicalSupplyCrate_advanced);
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class TransportMagazines {
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MACRO_ADDMAGAZINE(ACE_painkillers,15);
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};
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class TransportItems {
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MACRO_ADDITEM(ACE_fieldDressing,25);
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MACRO_ADDITEM(ACE_packingBandage,25);
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MACRO_ADDITEM(ACE_elasticBandage,25);
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MACRO_ADDITEM(ACE_tourniquet,15);
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MACRO_ADDITEM(ACE_splint,15);
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MACRO_ADDITEM(ACE_painkillers,15);
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MACRO_ADDITEM(ACE_morphine,15);
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MACRO_ADDITEM(ACE_adenosine,15);
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MACRO_ADDITEM(ACE_epinephrine,15);
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@ -310,17 +310,4 @@ class CfgWeapons {
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hiddenSelectionsTextures[] = {QPATHTOF(data\bodybagItem_white_co.paa)};
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GVAR(bodyBagObject) = "ACE_bodyBagObject_white";
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};
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class ACE_painkillers: ACE_ItemCore {
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scope = 2;
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author = "Alganthe";
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displayName = CSTRING(painkillers_Display);
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model = "\A3\Structures_F_EPA\Items\Medical\PainKillers_F.p3d";
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picture = QPATHTOF(ui\painkillers_ca.paa);
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descriptionShort = CSTRING(painkillers_Desc_Short);
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descriptionUse = CSTRING(painkillers_Desc_Use);
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ACE_isMedicalItem = 1;
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class ItemInfo: CBA_MiscItem_ItemInfo {
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mass = 1;
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};
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};
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};
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@ -30,5 +30,6 @@ class CfgPatches {
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#include "CfgVehicles.hpp"
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#include "CfgWeapons.hpp"
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#include "Cfg3DEN.hpp"
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#include "CfgMagazines.hpp"
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#endif
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@ -25,10 +25,11 @@ params ["_medic", "_patient", "_items"];
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private _fnc_checkItems = {
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params ["_unit"];
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private _unitItems = _unit call EFUNC(common,uniqueItems);
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private _unitItems = [_unit, 1] call EFUNC(common,uniqueItems);
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private _unitVehicle = objectParent _unit;
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if (!isNull _unitVehicle) then {
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_unitItems append (itemCargo _unitVehicle);
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_unitItems append (magazineCargo _unitVehicle);
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};
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_items findIf {_x in _unitItems} != -1
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};
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@ -23,6 +23,7 @@
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params ["_medic", "_patient", "_bodyPart", "_classname", "", "_usedItem"];
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[_patient, _usedItem] call FUNC(addToTriageCard);
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[_patient, "activity", LSTRING(Activity_usedItem), [[_medic, false, true] call EFUNC(common,getName), getText (configFile >> "CfgWeapons" >> _usedItem >> "displayName")]] call FUNC(addToLog);
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private _cfg = ["CfgWeapons", "CfgMagazines"] select (isClass (configFile >> "CfgMagazines" >> _usedItem));
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[_patient, "activity", LSTRING(Activity_usedItem), [[_medic, false, true] call EFUNC(common,getName), getText (configFile >> _cfg >> _usedItem >> "displayName")]] call FUNC(addToLog);
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[QGVAR(medicationLocal), [_patient, _bodyPart, _classname], _patient] call CBA_fnc_targetEvent;
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||||
|
@ -23,7 +23,11 @@ _args params ["_medic", "_patient", "_bodyPart", "_classname", "_itemUser", "_us
|
||||
|
||||
// Return used item to user (if used)
|
||||
if (!isNull _itemUser) then {
|
||||
if (isClass (configFile >> "CfgMagazines" >> _usedItem)) then {
|
||||
[_itemUser, _usedItem, 1] call EFUNC(common,adjustMagazineAmmo);
|
||||
} else {
|
||||
[_itemUser, _usedItem] call EFUNC(common,addToInventory);
|
||||
};
|
||||
};
|
||||
|
||||
// Switch medic to end animation immediately
|
||||
|
@ -31,17 +31,30 @@ private _useOrder = [[_patient, _medic], [_medic, _patient], [_medic]] select GV
|
||||
{
|
||||
private _unit = _x;
|
||||
private _unitVehicle = objectParent _unit;
|
||||
private _unitItems = _x call EFUNC(common,uniqueItems);
|
||||
private _unitItems = [_x, 0] call EFUNC(common,uniqueItems);
|
||||
private _unitMagazines = [_x, 2] call EFUNC(common,uniqueItems);
|
||||
private _vehicleItems = itemCargo _unitVehicle; // [] for objNull
|
||||
private _vehicleMagazines = magazineCargo _unitVehicle; // same
|
||||
|
||||
{
|
||||
if (!isNull _unitVehicle && {_x in (itemCargo _unitVehicle)}) then {
|
||||
switch (true) do {
|
||||
case (_x in _vehicleItems): {
|
||||
_unitVehicle addItemCargoGlobal [_x, -1];
|
||||
[_unit, _x] breakOut "Main";
|
||||
};
|
||||
if (_x in _unitItems) then {
|
||||
case (_x in _vehicleMagazines): {
|
||||
[_unitVehicle, _x] call EFUNC(common,adjustMagazineAmmo);
|
||||
[_unit, _x] breakOut "Main";
|
||||
};
|
||||
case (_x in _unitItems): {
|
||||
_unit removeItem _x;
|
||||
[_unit, _x] breakOut "Main";
|
||||
};
|
||||
case (_x in _unitMagazines): {
|
||||
[_unit, _x] call EFUNC(common,adjustMagazineAmmo);
|
||||
[_unit, _x] breakOut "Main";
|
||||
};
|
||||
};
|
||||
} forEach _items;
|
||||
} forEach _useOrder;
|
||||
|
||||
|
@ -138,6 +138,7 @@ ACE Arsenal uses 2 existing config entries to sort and display items.
|
||||
|
||||
- `baseWeapon`: Class name that is used to display an item in the arsenal, used for weapon/attachment variants that are not normally shown to the player (AI variants, PIP optics, and so on). This property can be applied to any weapon or weapon attachment in `CfgWeapons`. Items using CBA or RHS' Scripted Optics systems, or CBA Switchable Attachments do not need this property explictly set, and will automatically use their player-accessible class.
|
||||
- `ACE_isUnique`: Classes in `CfgMagazines` with this property set to `1` will be treated and shown by the Arsenal as Misc. Items. Used for items with attached data that needs to be kept track of, such as Notepads or Spare Barrels.
|
||||
- `ACE_asItem`: Classes in `CfgMagazines` with this property set to `1` will be treated and shown by the Arsenal as Items. Used for magazines that are not meant to be used in a weapon, such as Painkillers.
|
||||
|
||||
### 3.2 New config entries
|
||||
|
||||
@ -159,7 +160,7 @@ ACE Medical Treatment and ACE Field Rations also add their own sub-categories, i
|
||||
- `ACE_isMedicalItem`: Items with this property set to `1` will be sorted to the ACE Medical Tab.
|
||||
- `ACE_isFieldRationItem`: Items with this property set to `1` will be sorted to the ACE Field Rations Tab.
|
||||
|
||||
Only Misc. Items will be checked for these properties. Magazines must have ACE_isUnique property.
|
||||
Only Misc. Items will be checked for these properties. Magazines must have `ACE_isUnique` or `ACE_asItem` property.
|
||||
|
||||
## 4. Default loadouts
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user