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Added weapon resting & weapon jam sounds
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@ -3,4 +3,24 @@ class CfgSounds {
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sound[] = {QUOTE(PATHTOF(sounds\barrelswap.ogg)),5,1,200};
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sound[] = {QUOTE(PATHTOF(sounds\barrelswap.ogg)),5,1,200};
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titles[] = {};
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titles[] = {};
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};
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};
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class GVAR(jamming_rifle) {
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name=QGVAR(jamming_rifle);
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sound[]={QUOTE(PATHTOF(sounds\jamming_rifle.wav)),1,1};
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titles[]={};
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};
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class GVAR(jamming_pistol) {
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name=QGVAR(jamming_pistol);
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sound[]={QUOTE(PATHTOF(sounds\jamming_pistol.wav)),1,1};
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titles[]={};
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};
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class GVAR(fixing_rifle) {
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name=QGVAR(fixing_rifle);
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sound[]={QUOTE(PATHTOF(sounds\fixing_rifle.wav)),1,1};
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titles[]={};
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};
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class GVAR(fixing_pistol) {
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name= QGVAR(fixing_pistol);
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sound[]={QUOTE(PATHTOF(sounds\fixing_pistol.wav)),1,1};
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titles[]={};
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};
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};
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};
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@ -42,6 +42,12 @@ if (_weapon in _jammedWeapons) then {
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_unit playActionNow _clearJamAction;
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_unit playActionNow _clearJamAction;
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};
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};
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if (_weapon == primaryWeapon _unit) then {
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playSound QGVAR(fixing_rifle);
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} else {
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if (_weapon == secondaryWeapon _unit) then {
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playSound QGVAR(fixing_pistol);
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};
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};
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[localize "STR_ACE_Overheating_WeaponUnjammed"] call EFUNC(common,displayTextStructured);
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[localize "STR_ACE_Overheating_WeaponUnjammed"] call EFUNC(common,displayTextStructured);
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};
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};
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14
addons/resting/CfgSounds.hpp
Normal file
14
addons/resting/CfgSounds.hpp
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@ -0,0 +1,14 @@
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class CfgSounds {
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class GVAR(rest)
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{
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name=QGVAR(rest);
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sound[]={QUOTE(PATHTOF(sounds\weaponrest_rest.wav)),1,1};
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titles[]={};
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};
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class GVAR(unrest)
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{
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name=QGVAR(unrest);
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sound[]={QUOTE(PATHTOF(sounds\weaponrest_unrest.wav)),1,1};
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titles[]={};
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};
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};
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@ -17,3 +17,5 @@ class CfgPatches {
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#include "CfgWeapons.hpp"
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#include "CfgWeapons.hpp"
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#include "CfgMoves.hpp"
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#include "CfgMoves.hpp"
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#include "CfgSounds.hpp"
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@ -14,6 +14,8 @@
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EXPLODE_3_PVT(_this,_unit,_vehicle,_weapon);
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EXPLODE_3_PVT(_this,_unit,_vehicle,_weapon);
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systemChat format["restingWeapon %1", _this];
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if (_weapon != primaryWeapon _unit) exitWith {};
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if (_weapon != primaryWeapon _unit) exitWith {};
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if (_unit getVariable ["ACE_weaponRested", false]) exitWith {_this call FUNC(unRestWeapon)};
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if (_unit getVariable ["ACE_weaponRested", false]) exitWith {_this call FUNC(unRestWeapon)};
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@ -33,6 +35,8 @@ if (true in _intersects) then {
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// REST THE WEAPON
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// REST THE WEAPON
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addCamShake CAMSHAKE;
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addCamShake CAMSHAKE;
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playSound QGVAR(rest);
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// playSound3D [QUOTE(PATHTOF(sounds\weaponrest_rest.wav)), _unit];
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if ([_weapon] call FUNC(hasBipod) && {_intersects select 3}) then {
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if ([_weapon] call FUNC(hasBipod) && {_intersects select 3}) then {
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_unit setVariable ["ACE_bipodDeployed", true];
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_unit setVariable ["ACE_bipodDeployed", true];
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@ -43,6 +43,8 @@ if (_unit getVariable ["ACE_bipodDeployed", false]) then {
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_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize "STR_ACE_Resting_WeaponLifted", _picture] call EFUNC(common,displayTextPicture);
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[localize "STR_ACE_Resting_WeaponLifted", _picture] call EFUNC(common,displayTextPicture);
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};
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};
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playSound QGVAR(unrest);
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//playSound3D [QUOTE(PATHTOF(sounds\weaponrest_unrest.wav)), _unit];
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_unit setVariable ["ACE_weaponRested", false];
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_unit setVariable ["ACE_weaponRested", false];
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_unit setVariable ["ACE_bipodDeployed", false];
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_unit setVariable ["ACE_bipodDeployed", false];
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