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Added captive hotkey (#5529)
* added captive hotkey * Removed toggling + distance check * adjusts player -> ace_player interact check stringtable adjust * Update XEH_postInit.sqf * Update XEH_postInit.sqf * Removed dots * Removed comment * Use targetEvent
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@ -1,4 +1,5 @@
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#include "script_component.hpp"
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#include "\a3\editor_f\Data\Scripts\dikCodes.h"
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["ace_settingsInitialized", {
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// Hold on a little bit longer to ensure anims will work
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@ -35,6 +36,21 @@ if (isServer) then {
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if (!hasInterface) exitWith {};
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["ACE3 Common", QGVAR(captives), [(localize LSTRING(SetCaptive)), (localize LSTRING(KeyComb_description))],
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{
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private _target = cursorObject;
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if !([ACE_player, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
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if !(_target isKindOf "CAManBase" || {(_target distance ACE_player) > getNumber (configFile >> "CfgVehicles" >> "CAManBase" >> "ACE_Actions" >> "ACE_ApplyHandcuffs" >> "distance")}) exitWith {false};
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if ([ACE_player, _target] call FUNC(canApplyHandcuffs)) exitWith {
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[QGVAR(setHandcuffed), [_target, true], _target] call CBA_fnc_targetEvent;
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true
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};
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false
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},
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{false},
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[DIK_F1, [true, false, false]], true] call CBA_fnc_addKeybind; // Shift + F1
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["isNotEscorting", {!(GETVAR(_this select 0,GVAR(isEscorting),false))}] call EFUNC(common,addCanInteractWithCondition);
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["isNotHandcuffed", {!(GETVAR(_this select 0,GVAR(isHandcuffed),false))}] call EFUNC(common,addCanInteractWithCondition);
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["isNotSurrendering", {!(GETVAR(_this select 0,GVAR(isSurrendering),false))}] call EFUNC(common,addCanInteractWithCondition);
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@ -427,6 +427,10 @@
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<Chinese>投降或無武器狀態</Chinese>
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<Chinesesimp>投降或无武器状态</Chinesesimp>
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</Key>
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<Key ID="STR_ACE_Captives_KeyComb_Description">
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<English>Sets the unit under the cursor captive.</English>
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<German>Nimmt die Einheit vor dem Cursor fest.</German>
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</Key>
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<Key ID="STR_ACE_Captives_ModuleSettings_requireSurrenderAi_name">
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<English>Require AI surrendering</English>
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<German>Benötigt AI Kapitulation</German>
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