mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge branch 'master' into explosiveInteraction
This commit is contained in:
commit
3ff1bff2bf
@ -1,7 +1,7 @@
|
||||
root = true
|
||||
|
||||
[*]
|
||||
end_of_line = lf
|
||||
end_of_line = crlf
|
||||
insert_final_newline = true
|
||||
charset = utf-8
|
||||
indent_style = space
|
||||
|
@ -4,14 +4,8 @@
|
||||
_fnc = {
|
||||
_this call FUNC(render);
|
||||
};
|
||||
// [_fnc, 0, []] call cba_fnc_addPerFrameHandler;
|
||||
addMissionEventHandler ["Draw3D", _fnc];
|
||||
|
||||
_fnc = {
|
||||
_this call FUNC(probe);
|
||||
};
|
||||
[_fnc, 0.5, []] call cba_fnc_addPerFrameHandler;
|
||||
|
||||
["ACE3",
|
||||
"Interact Key",
|
||||
{_this call FUNC(keyDown)},
|
||||
|
@ -9,15 +9,13 @@ PREP(keyDown);
|
||||
PREP(keyDownSelfAction);
|
||||
PREP(keyUp);
|
||||
PREP(keyUpSelfAction);
|
||||
PREP(probe);
|
||||
PREP(removeAction);
|
||||
PREP(render);
|
||||
PREP(renderIcon);
|
||||
PREP(renderMenu);
|
||||
PREP(rotateVectLine);
|
||||
PREP(rotateVectLineGetMap);
|
||||
|
||||
GVAR(toRender) = [];
|
||||
PREP(updateVecLineMap);
|
||||
|
||||
GVAR(keyDown) = false;
|
||||
GVAR(keyDownSelfAction) = false;
|
||||
@ -30,11 +28,7 @@ GVAR(selectedAction) = {};
|
||||
GVAR(actionSelected) = false;
|
||||
GVAR(selectedTarget) = objNull;
|
||||
|
||||
GVAR(filter) = [];
|
||||
|
||||
GVAR(menuDepthPath) = [];
|
||||
GVAR(renderDepth) = 0;
|
||||
GVAR(lastRenderDepth) = 0;
|
||||
GVAR(vecLineMap) = [];
|
||||
GVAR(lastPos) = [0,0,0];
|
||||
|
||||
@ -44,13 +38,10 @@ GVAR(lastPath) = [];
|
||||
|
||||
GVAR(expanded) = false;
|
||||
|
||||
GVAR(maxRenderDepth) = 0;
|
||||
GVAR(startHoverTime) = diag_tickTime;
|
||||
GVAR(iconCtrls) = [];
|
||||
GVAR(iconCount) = 0;
|
||||
|
||||
GVAR(objectActionsHash) = HASH_CREATE;
|
||||
|
||||
GVAR(uidCounter) = 0;
|
||||
|
||||
ADDON = true;
|
||||
|
@ -1,39 +1,40 @@
|
||||
/*
|
||||
* Author: commy2 and NouberNou
|
||||
* Add an ACE action to an object or inside a parent action. Note: This function is NOT global.
|
||||
* Author: commy2, NouberNou and CAA-Picard
|
||||
* Add an ACE action to an object, under a certain config path
|
||||
* Note: This function is NOT global.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Object the action should be assigned to or parent action <OBJECT> or <ARRAY>
|
||||
* 1: Name of the action shown in the menu <STRING>
|
||||
* 2: Icon <STRING>
|
||||
* 3: Position (Position or Selection Name) <POSITION> or <STRING>
|
||||
* 4: Statement <CODE>
|
||||
* 5: Condition <CODE>
|
||||
* 6: Distance <NUMBER>
|
||||
* 0: Object the action should be assigned to <OBJECT>
|
||||
* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
|
||||
* 2: Full path of the new action <ARRAY>
|
||||
* 3: Name of the action shown in the menu <STRING>
|
||||
* 4: Icon <STRING>
|
||||
* 5: Position (Position or Selection Name) <POSITION> or <STRING>
|
||||
* 6: Statement <CODE>
|
||||
* 7: Condition <CODE>
|
||||
* 8: Distance <NUMBER>
|
||||
*
|
||||
* Return value:
|
||||
* The entry array, which can be used to remove the entry, or add children entries <ARRAY>.
|
||||
* The entry full path, which can be used to remove the entry, or add children entries <ARRAY>.
|
||||
*
|
||||
* Example:
|
||||
* [cursorTarget,0,["ACE_TapShoulderRight","VulcanPinch"],"Vulcan Pinch","",[0,0,0],{_target setDamage 1;},{true},100] call ace_interact_menu_fnc_addAction;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
EXPLODE_7_PVT(_this,_object,_displayName,_icon,_position,_statement,_condition,_distance);
|
||||
EXPLODE_9_PVT(_this,_object,_typeNum,_fullPath,_displayName,_icon,_position,_statement,_condition,_distance);
|
||||
|
||||
private ["_varName","_actions"];
|
||||
|
||||
private ["_actions","_entry"];
|
||||
_actions = [];
|
||||
if(IS_OBJECT(_object)) then {
|
||||
_actions = _object getVariable [QUOTE(GVAR(actionData)), []];
|
||||
if((count _actions) == 0) then {
|
||||
_object setVariable [QUOTE(GVAR(actionData)), _actions]
|
||||
};
|
||||
} else {
|
||||
if(IS_ARRAY(_object)) then {
|
||||
_actions = _object select 6;
|
||||
};
|
||||
_varName = [QGVAR(actions),QGVAR(selfActions)] select _typeNum;
|
||||
_actions = _object getVariable [_varName, []];
|
||||
if((count _actions) == 0) then {
|
||||
_object setVariable [_varName, _actions];
|
||||
};
|
||||
|
||||
private "_entry";
|
||||
_entry = [
|
||||
_displayName,
|
||||
_icon,
|
||||
@ -42,8 +43,11 @@ _entry = [
|
||||
_condition,
|
||||
_distance,
|
||||
[],
|
||||
GVAR(uidCounter)
|
||||
GVAR(uidCounter),
|
||||
+ _fullPath
|
||||
];
|
||||
GVAR(uidCounter) = GVAR(uidCounter) + 1;
|
||||
|
||||
_actions pushBack _entry;
|
||||
_entry;
|
||||
|
||||
_fullPath
|
||||
|
@ -1,6 +1,6 @@
|
||||
/*
|
||||
* Author: NouberNou
|
||||
* Compile the action menu from config for a given object.
|
||||
* Author: NouberNou and CAA-Picard
|
||||
* Compile the action menu from config for an object's class
|
||||
*
|
||||
* Argument:
|
||||
* 0: Object <OBJECT>
|
||||
@ -14,31 +14,21 @@
|
||||
|
||||
EXPLODE_1_PVT(_this,_object);
|
||||
|
||||
/*
|
||||
[
|
||||
[
|
||||
"Launch",
|
||||
"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
|
||||
[0,0,0],
|
||||
{ (_this select 0) setVelocity [0,0,10]; },
|
||||
{ true },
|
||||
1,
|
||||
[]
|
||||
]
|
||||
]
|
||||
*/
|
||||
|
||||
private ["_objectType","_recurseFnc","_actions"];
|
||||
private ["_objectType","_actionsVarName"];
|
||||
_objectType = typeOf _object;
|
||||
_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_Actions";
|
||||
_actionsVarName = format [QGVAR(Act_%1), _objectType];
|
||||
|
||||
// Exit if the action menu is already compiled for this class
|
||||
if !(isNil {missionNamespace getVariable [_actionsVarName, nil]}) exitWith {};
|
||||
|
||||
private "_recurseFnc";
|
||||
_recurseFnc = {
|
||||
private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_selection", "_condition", "_showDisabled",
|
||||
"_enableInside", "_children", "_entry", "_actionsCfg"];
|
||||
"_enableInside", "_children", "_entry", "_entryCfg", "_fullPath"];
|
||||
EXPLODE_2_PVT(_this,_actionsCfg,_parentPath);
|
||||
_actions = [];
|
||||
_actionsCfg = _this select 0;
|
||||
for "_i" from 0 to (count _actionsCfg)-1 do {
|
||||
|
||||
for "_i" from 0 to (count _actionsCfg) - 1 do {
|
||||
_entryCfg = _actionsCfg select _i;
|
||||
if(isClass _entryCfg) then {
|
||||
_displayName = getText (_entryCfg >> "displayName");
|
||||
@ -58,8 +48,12 @@ _recurseFnc = {
|
||||
_showDisabled = getNumber (_entryCfg >> "showDisabled");
|
||||
_enableInside = getNumber (_entryCfg >> "enableInside");
|
||||
|
||||
_fullPath = (+ _parentPath);
|
||||
_fullPath pushBack (configName _entryCfg);
|
||||
|
||||
_condition = compile _condition;
|
||||
_children = [_entryCfg] call _recurseFnc;
|
||||
_children = [_entryCfg, _fullPath] call _recurseFnc;
|
||||
|
||||
_entry = [
|
||||
_displayName,
|
||||
_icon,
|
||||
@ -68,8 +62,10 @@ _recurseFnc = {
|
||||
_condition,
|
||||
_distance,
|
||||
_children,
|
||||
GVAR(uidCounter)
|
||||
GVAR(uidCounter),
|
||||
_fullPath
|
||||
];
|
||||
|
||||
GVAR(uidCounter) = GVAR(uidCounter) + 1;
|
||||
_actions pushBack _entry;
|
||||
};
|
||||
@ -77,6 +73,23 @@ _recurseFnc = {
|
||||
_actions
|
||||
};
|
||||
|
||||
_actions = [_actionsCfg] call _recurseFnc;
|
||||
private "_actionsCfg";
|
||||
_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_Actions";
|
||||
|
||||
_object setVariable [QUOTE(GVAR(actionData)), _actions];
|
||||
missionNamespace setVariable [_actionsVarName, [_actionsCfg, []] call _recurseFnc];
|
||||
|
||||
/*
|
||||
[
|
||||
[
|
||||
"My Action",
|
||||
"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
|
||||
[0,0,0],
|
||||
{ (_this select 0) setVelocity [0,0,10]; },
|
||||
{ true },
|
||||
1,
|
||||
[],
|
||||
uid,
|
||||
["MainActions","TeamManagement","MyAction"]
|
||||
]
|
||||
]
|
||||
*/
|
||||
|
@ -1,6 +1,6 @@
|
||||
/*
|
||||
* Author: NouberNou and CAA-Picard
|
||||
* Compile the self action menu from config for a given object.
|
||||
* Compile the self action menu from config for an object's class
|
||||
*
|
||||
* Argument:
|
||||
* 0: Object <OBJECT>
|
||||
@ -14,34 +14,25 @@
|
||||
|
||||
EXPLODE_1_PVT(_this,_object);
|
||||
|
||||
/*
|
||||
[
|
||||
[
|
||||
"Launch",
|
||||
"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
|
||||
[0,0,0],
|
||||
{ (_this select 0) setVelocity [0,0,10]; },
|
||||
{ true },
|
||||
1,
|
||||
[]
|
||||
]
|
||||
]
|
||||
*/
|
||||
|
||||
private ["_objectType","_recurseFnc","_actions"];
|
||||
private ["_objectType","_actionsVarName"];
|
||||
_objectType = typeOf _object;
|
||||
_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions";
|
||||
_actionsVarName = format [QGVAR(SelfAct_%1), _objectType];
|
||||
|
||||
// Exit if the action menu is already compiled for this class
|
||||
if !(isNil {missionNamespace getVariable [_actionsVarName, nil]}) exitWith {};
|
||||
|
||||
private "_recurseFnc";
|
||||
_recurseFnc = {
|
||||
private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_condition", "_showDisabled",
|
||||
"_enableInside", "_children", "_entry", "_actionsCfg"];
|
||||
private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_selection", "_condition", "_showDisabled",
|
||||
"_enableInside", "_children", "_entry", "_entryCfg", "_fullPath"];
|
||||
EXPLODE_2_PVT(_this,_actionsCfg,_parentPath);
|
||||
_actions = [];
|
||||
_actionsCfg = _this select 0;
|
||||
for "_i" from 0 to (count _actionsCfg)-1 do {
|
||||
|
||||
for "_i" from 0 to (count _actionsCfg) - 1 do {
|
||||
_entryCfg = _actionsCfg select _i;
|
||||
if(isClass _entryCfg) then {
|
||||
_displayName = getText (_entryCfg >> "displayName");
|
||||
|
||||
_icon = getText (_entryCfg >> "icon");
|
||||
_statement = compile (getText (_entryCfg >> "statement"));
|
||||
|
||||
@ -54,8 +45,12 @@ _recurseFnc = {
|
||||
_showDisabled = getNumber (_entryCfg >> "showDisabled");
|
||||
_enableInside = getNumber (_entryCfg >> "enableInside");
|
||||
|
||||
_fullPath = (+ _parentPath);
|
||||
_fullPath pushBack (configName _entryCfg);
|
||||
|
||||
_condition = compile _condition;
|
||||
_children = [_entryCfg] call _recurseFnc;
|
||||
_children = [_entryCfg, _fullPath] call _recurseFnc;
|
||||
|
||||
_entry = [
|
||||
_displayName,
|
||||
_icon,
|
||||
@ -64,8 +59,10 @@ _recurseFnc = {
|
||||
_condition,
|
||||
10, //distace
|
||||
_children,
|
||||
GVAR(uidCounter)
|
||||
GVAR(uidCounter),
|
||||
_fullPath
|
||||
];
|
||||
|
||||
GVAR(uidCounter) = GVAR(uidCounter) + 1;
|
||||
_actions pushBack _entry;
|
||||
};
|
||||
@ -73,7 +70,8 @@ _recurseFnc = {
|
||||
_actions
|
||||
};
|
||||
|
||||
_actions = [_actionsCfg] call _recurseFnc;
|
||||
private "_actionsCfg";
|
||||
_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions";
|
||||
|
||||
// Create a master action to base on self action
|
||||
_actions = [[
|
||||
@ -83,10 +81,11 @@ _actions = [[
|
||||
{ true },
|
||||
{ true },
|
||||
10,
|
||||
_actions,
|
||||
GVAR(uidCounter)
|
||||
[_actionsCfg, ["SelfActions"]] call _recurseFnc,
|
||||
GVAR(uidCounter),
|
||||
["SelfActions"]
|
||||
]
|
||||
];
|
||||
GVAR(uidCounter) = GVAR(uidCounter) + 1;
|
||||
|
||||
_object setVariable [QUOTE(GVAR(selfActionData)), _actions];
|
||||
missionNamespace setVariable [_actionsVarName, _actions];
|
||||
|
@ -17,7 +17,7 @@ if(GVAR(actionSelected)) then {
|
||||
this = GVAR(selectedTarget);
|
||||
_player = ACE_Player;
|
||||
_target = GVAR(selectedTarget);
|
||||
[GVAR(selectedTarget), player] call GVAR(selectedAction);
|
||||
[GVAR(selectedTarget), ACE_player] call GVAR(selectedAction);
|
||||
};
|
||||
GVAR(expanded) = false;
|
||||
GVAR(lastPath) = [];
|
||||
|
@ -17,7 +17,7 @@ if(GVAR(actionSelected)) then {
|
||||
this = GVAR(selectedTarget);
|
||||
_player = ACE_Player;
|
||||
_target = GVAR(selectedTarget);
|
||||
[GVAR(selectedTarget), player] call GVAR(selectedAction);
|
||||
[GVAR(selectedTarget), ACE_player] call GVAR(selectedAction);
|
||||
};
|
||||
GVAR(expanded) = false;
|
||||
GVAR(lastPath) = [];
|
||||
|
@ -1,55 +0,0 @@
|
||||
/*
|
||||
* Author: NouberNou
|
||||
* Scan de vicinity of the player and collect every interaction available around it on
|
||||
* the GVAR(toRender) array.
|
||||
*
|
||||
* Argument:
|
||||
* None
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_nearestObjects", "_actionObject", "_x", "_actionData", "_renderData", "_actionItem", "_active", "_renderItem", "_object", "_forEachIndex"];
|
||||
if(!GVAR(keyDown)) then {
|
||||
_nearestObjects = nearestObjects [(getPos ACE_player), ["All"], 100];
|
||||
|
||||
GVAR(toRender) = [];
|
||||
{
|
||||
_actionObject = _x;
|
||||
_actionData = _actionObject getVariable [QUOTE(GVAR(actionData)), []];
|
||||
|
||||
if((count _actionData) > 0) then {
|
||||
_renderData = [];
|
||||
{
|
||||
_actionItem = _x;
|
||||
this = _actionObject;
|
||||
_target = _actionObject;
|
||||
_player = ACE_player;
|
||||
_active = [_target, ACE_player] call (_actionItem select 4);
|
||||
systemChat format ["%1 %2 is active %3", _actionObject, _actionItem select 0, _active];
|
||||
// player sideChat format["_active: %1 %2", _actionItem select 0, _active];
|
||||
if(_active) then {
|
||||
_renderItem = +_actionItem;
|
||||
_renderItem set[4, true];
|
||||
_renderData set[(count _renderData), _renderItem];
|
||||
};
|
||||
} forEach _actionData;
|
||||
if((count _renderData) > 0) then {
|
||||
GVAR(toRender) set[(count GVAR(toRender)), [_actionObject, _renderData]];
|
||||
};
|
||||
};
|
||||
} forEach _nearestObjects;
|
||||
// player sideChat format["p: %1", count GVAR(toRender)];
|
||||
} else {
|
||||
GVAR(filter) = [];
|
||||
{
|
||||
_object = _x select 0;
|
||||
if(_object distance ACE_player > 100) then {
|
||||
GVAR(filter) set[(count GVAR(filter)), _forEachIndex];
|
||||
};
|
||||
} forEach GVAR(toRender);
|
||||
};
|
@ -1,50 +1,30 @@
|
||||
/*
|
||||
* Author: commy2 and NouberNou
|
||||
* Author: commy2, NouberNou and CAA-Picard
|
||||
* Remove an action from an object
|
||||
*
|
||||
* Argument:
|
||||
* 0: Object the action should be assigned to <OBJECT>
|
||||
* 1: Entry to remove <ARRAY> or <NUMBER>
|
||||
* 0: Object the action is assigned to <OBJECT>
|
||||
* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
|
||||
* 2: Full path of the action to remove <ARRAY>
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [cursorTarget,0,["ACE_TapShoulderRight","VulcanPinch"]] call ace_interact_menu_fnc_removeAction;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
EXPLODE_2_PVT(_this,_object,_entry);
|
||||
EXPLODE_3_PVT(_this,_object,_typeNum,_fullPath);
|
||||
|
||||
private ["_found", "_actions", "_searchFnc"];
|
||||
private ["_varName","_actions"];
|
||||
_varName = [QGVAR(actions),QGVAR(selfActions)] select _typeNum;
|
||||
_actions = _object getVariable [_varName, []];
|
||||
|
||||
|
||||
if(!IS_OBJECT(_object)) exitWith {false};
|
||||
|
||||
_actions = _object getVariable [QUOTE(GVAR(actionData)), []];
|
||||
if(IS_ARRAY(_entry)) then {
|
||||
_entry = _entry select 7;
|
||||
};
|
||||
|
||||
_found = false;
|
||||
_searchFnc = {
|
||||
private ["_actions", "_entry", "_childActions"];
|
||||
_actions = _this select 0;
|
||||
_entry = _this select 1;
|
||||
{
|
||||
if((_x select 7) == _entry) then {
|
||||
_actions set[_forEachIndex, "aceactiondelete"];
|
||||
_actions = _actions - ["aceactiondelete"];
|
||||
_found = true;
|
||||
} else {
|
||||
if(!_found && {count (_x select 6) > 0}) then {
|
||||
_childActions = [(_x select 6), _entry] call _searchFnc;
|
||||
_x set[6, _childActions];
|
||||
{
|
||||
if ((_x select 8) isEqualTo _fullPath) exitWith {
|
||||
_actions deleteAt _forEachIndex;
|
||||
};
|
||||
};
|
||||
} forEach _actions;
|
||||
_actions;
|
||||
};
|
||||
_actions = [_actions, _entry] call _searchFnc;
|
||||
_object setVariable [QUOTE(GVAR(actionData)), _actions];
|
||||
|
||||
_found;
|
||||
} forEach _actions;
|
||||
|
@ -16,41 +16,91 @@ private ["_cursorPos1", "_cursorPos2", "_cursorVec", "_p1", "_p2", "_p", "_v", "
|
||||
_foundTarget = false;
|
||||
_cursorPos1 = positionCameraToWorld [0, 0, 0];
|
||||
_cursorPos2 = positionCameraToWorld [0, 0, 2];
|
||||
|
||||
GVAR(currentOptions) = [];
|
||||
if((count GVAR(toRender)) > 0 && (GVAR(keyDown) || GVAR(keyDownSelfAction))) then {
|
||||
if((count GVAR(vecLineMap)) == 0 || ((count GVAR(menuDepthPath)) > 0 && (getPosASL player) distance GVAR(lastPos) > 0.01)) then {
|
||||
GVAR(lastPos) = getPosASL player;
|
||||
_cursorVec = [_cursorPos2, _cursorPos1] call BIS_fnc_vectorFromXtoY;
|
||||
_p1 = [0,0,0];
|
||||
_p2 = +_cursorVec;
|
||||
_p = (_cursorVec call CBA_fnc_vect2polar);
|
||||
_v = [(_p select 0), (_p select 1), (_p select 2)+90] call CBA_fnc_polar2vect;
|
||||
_cp = [_cursorVec, _v] call BIS_fnc_crossProduct;
|
||||
|
||||
GVAR(vecLineMap) = [_cp, _p1, _p2] call FUNC(rotateVectLineGetMap);
|
||||
};
|
||||
if (GVAR(keyDown)) then {
|
||||
private ["_actionsVarName","_classActions","_objectActions","_target","_player","_actionItem","_active"];
|
||||
if (GVAR(keyDown)) then {
|
||||
[] call FUNC(updateVecLineMap);
|
||||
|
||||
// Render all nearby interaction menus
|
||||
_nearestObjects = nearestObjects [(getPos ACE_player), ["All"], 15];
|
||||
{
|
||||
if(!(_forEachIndex in GVAR(filter))) then {
|
||||
GVAR(renderDepth) = 0;
|
||||
_renderTargets = _x;
|
||||
{
|
||||
[_renderTargets select 0, _x, 0, [180, 360]] call FUNC(renderMenu);
|
||||
} forEach (_renderTargets select 1);
|
||||
};
|
||||
} forEach GVAR(toRender);
|
||||
} else {
|
||||
// Render only the self action menu
|
||||
_actions = (ACE_player getVariable QGVAR(selfActionData)) select 0;
|
||||
_pos = (ACE_player modelToWorld (ACE_player selectionPosition "spine3")) vectorAdd GVAR(selfMenuOffset) vectorAdd [0,0,0.25];
|
||||
[ACE_player, _actions, 0, [180, 360], _pos] call FUNC(renderMenu);
|
||||
};
|
||||
_target = _x;
|
||||
_player = ACE_player;
|
||||
|
||||
// player sideChat format["c: %1", count GVAR(toRender)];
|
||||
// Iterate through object actions, find base level actions and render them if appropiate
|
||||
_actionsVarName = format [QGVAR(Act_%1), typeOf _target];
|
||||
GVAR(objectActions) = _target getVariable [QGVAR(actions), []];
|
||||
{
|
||||
_actionItem = _x;
|
||||
// Only render them directly if they are base level actions
|
||||
if (count (_actionItem select 8) == 1) then {
|
||||
_active = [_target, ACE_player] call (_actionItem select 4);
|
||||
|
||||
if (_active) then {
|
||||
[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
|
||||
};
|
||||
};
|
||||
} forEach GVAR(objectActions);
|
||||
|
||||
// Iterate through base level class actions and render them if appropiate
|
||||
_classActions = missionNamespace getVariable [_actionsVarName, []];
|
||||
{
|
||||
_actionItem = _x;
|
||||
_active = [_target, ACE_player] call (_actionItem select 4);
|
||||
|
||||
if (_active) then {
|
||||
[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
|
||||
};
|
||||
} forEach _classActions;
|
||||
|
||||
|
||||
|
||||
} forEach _nearestObjects;
|
||||
|
||||
} else {
|
||||
if (GVAR(keyDownSelfAction)) then {
|
||||
|
||||
[] call FUNC(updateVecLineMap);
|
||||
|
||||
// Render only the self action menu
|
||||
_target = vehicle ACE_player;
|
||||
_player = ACE_player;
|
||||
|
||||
// Iterate through object actions, find base level actions and render them if appropiate
|
||||
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
|
||||
GVAR(objectActions) = _target getVariable [QGVAR(selfActions), []];
|
||||
{
|
||||
_actionItem = _x;
|
||||
// Only render them directly if they are base level actions
|
||||
if (count (_actionItem select 8) == 1) then {
|
||||
_active = [_target, ACE_player] call (_actionItem select 4);
|
||||
|
||||
if (_active) then {
|
||||
[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
|
||||
};
|
||||
};
|
||||
} forEach GVAR(objectActions);
|
||||
|
||||
// Iterate through base level class actions and render them if appropiate
|
||||
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
|
||||
_classActions = missionNamespace getVariable [_actionsVarName, []];
|
||||
{
|
||||
_actionItem = _x;
|
||||
_active = [_target, ACE_player] call (_actionItem select 4);
|
||||
|
||||
if (_active) then {
|
||||
_pos = (ACE_player modelToWorld (ACE_player selectionPosition "spine3")) vectorAdd GVAR(selfMenuOffset) vectorAdd [0,0,0.25];
|
||||
[ACE_player, _actionItem, 0, [180, 360], _pos] call FUNC(renderMenu);
|
||||
};
|
||||
} forEach _classActions;
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
if(GVAR(keyDown) || GVAR(keyDownSelfAction)) then {
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selected_ca.paa", [1,0,0,1], _cursorPos2, 1, 1, 0, "", 0.5, 0.025, "TahomaB"];
|
||||
|
||||
_cursorScreenPos = worldToScreen _cursorPos2;
|
||||
_closestDistance = 1000000;
|
||||
@ -67,7 +117,8 @@ if(GVAR(keyDown) || GVAR(keyDownSelfAction)) then {
|
||||
};
|
||||
} forEach GVAR(currentOptions);
|
||||
|
||||
if(_closestSelection != -1) then {
|
||||
|
||||
if(_closestSelection == -1) exitWith {};
|
||||
|
||||
_closest = GVAR(currentOptions) select _closestSelection;
|
||||
|
||||
@ -106,9 +157,8 @@ if(GVAR(keyDown) || GVAR(keyDownSelfAction)) then {
|
||||
GVAR(menuDepthPath) = +GVAR(lastPath);
|
||||
};
|
||||
};
|
||||
};
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selected_ca.paa", [1,0,0,1], _cursorPos2, 1, 1, 0, "", 0.5, 0.025, "TahomaB"];
|
||||
};
|
||||
|
||||
if(!_foundTarget && GVAR(actionSelected)) then {
|
||||
GVAR(actionSelected) = false;
|
||||
GVAR(expanded) = false;
|
||||
|
@ -24,6 +24,8 @@ _color = _this select 1;
|
||||
_pos = _this select 2;
|
||||
_icon = _this select 6;
|
||||
|
||||
//systemChat format ["Icon %1 - %2,%3,%4", _text, _pos select 0, _pos select 1, _pos select 2];
|
||||
|
||||
_sPos = worldToScreen _pos;
|
||||
// _sPos = _pos;
|
||||
if(count _sPos > 0) then {
|
||||
|
@ -1,6 +1,6 @@
|
||||
/*
|
||||
* Author: NouberNou and CAA-Picard
|
||||
* Render a interaction menu
|
||||
* Render a interaction menu and it's children recursively
|
||||
*
|
||||
* Argument:
|
||||
* 0: Object <OBJECT>
|
||||
@ -8,7 +8,6 @@
|
||||
* 2: ?
|
||||
* 3: Angle range available for rendering <ARRAY>
|
||||
* 4: 3D position <ARRAY> (Optional)
|
||||
* 5: Path of UIDs <ARRAY> (Optional)
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
@ -17,16 +16,15 @@
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_object", "_actionData", "_distance", "_uid", "_pos", "_cursorScreenPos", "_path", "_menuDepth", "_opacity", "_currentRenderDepth", "_radialOffset", "_active", "_x", "_offset", "_newPos", "_forEachIndex"];
|
||||
private ["_distance", "_uid", "_pos", "_cursorScreenPos", "_path", "_menuDepth", "_opacity", "_currentRenderDepth", "_radialOffset", "_active", "_x", "_offset", "_newPos", "_forEachIndex"];
|
||||
|
||||
_object = _this select 0;
|
||||
_actionData = _this select 1;
|
||||
_uid = _actionData select 7;//_this select 2;
|
||||
_angles = _this select 3;
|
||||
|
||||
_distance = _actionData select 5;
|
||||
EXPLODE_4_PVT(_this,_object,_actionData,_dummy,_angles);
|
||||
EXPLODE_2_PVT(_angles,_centerAngle,_maxAngleSpan);
|
||||
|
||||
_uid = _actionData select 7;
|
||||
_distance = _actionData select 5;
|
||||
|
||||
// Obtain a 3D position for the action
|
||||
if((count _this) > 4) then {
|
||||
_pos = _this select 4;
|
||||
} else {
|
||||
@ -36,70 +34,108 @@ if((count _this) > 4) then {
|
||||
_pos = _object modelToWorld (_object selectionPosition (_actionData select 2));
|
||||
};
|
||||
};
|
||||
|
||||
_cursorScreenPos = (positionCameraToWorld [0, 0, 0]);
|
||||
if(_cursorScreenPos distance _pos <= _distance) then {
|
||||
_path = [];
|
||||
if((count _this) > 5) then {
|
||||
_path = +(_this select 5);
|
||||
};
|
||||
_menuDepth = (count GVAR(menuDepthPath));
|
||||
// Exit if the action is too far away
|
||||
if(_cursorScreenPos distance _pos >= _distance) exitWith {};
|
||||
|
||||
// ARGB Color (First Hex Pair is transparancy)
|
||||
_color = "#FFFFFFFF";
|
||||
if(_menuDepth > 0 && _uid != (GVAR(menuDepthPath) select (GVAR(renderDepth)))) then {
|
||||
_color = format ["#%1FFFFFF", [255 * (((GVAR(renderDepth)/_menuDepth)) max 0.25)] call EFUNC(common,toHex)];
|
||||
};
|
||||
_path set[(count _path), _uid];
|
||||
[_actionData select 0, _color, _pos, 1, 1, 0, _actionData select 1, 0.5, 0.025, "TahomaB"] call FUNC(renderIcon);
|
||||
GVAR(currentOptions) set[(count GVAR(currentOptions)), [_this, _pos, _path]];
|
||||
_currentRenderDepth = -1;
|
||||
_currentRenderDepth = GVAR(renderDepth);
|
||||
GVAR(renderDepth) = GVAR(renderDepth) + 1;
|
||||
if(_uid == (GVAR(menuDepthPath) select (GVAR(renderDepth)-1))) then {
|
||||
// Count how many actions are active
|
||||
private "_numActions";
|
||||
_numActions = 0;
|
||||
{
|
||||
this = _object;
|
||||
_target = _object;
|
||||
_player = ACE_player;
|
||||
_active = [_object, ACE_player] call (_x select 4);
|
||||
if(_active) then {
|
||||
_numActions = _numActions + 1;
|
||||
};
|
||||
} forEach (_actionData select 6);
|
||||
systemChat format ["Menu %1, _numActions: %2", _actionData select 0, _numActions];
|
||||
// Exit if the action is behind you
|
||||
if(_cursorScreenPos select 2 < 0) exitWith {};
|
||||
|
||||
private "_angleSpan";
|
||||
_angleSpan = _maxAngleSpan min (55 * (_numActions - 1));
|
||||
_menuDepth = (count GVAR(menuDepthPath)) - 1;
|
||||
|
||||
private "_angle";
|
||||
_angle = _centerAngle - _angleSpan / 2;
|
||||
{
|
||||
this = _object;
|
||||
_target = _object;
|
||||
_player = ACE_player;
|
||||
_active = [_object, ACE_player] call (_x select 4);
|
||||
// diag_log text format["_active: %1: %2", (_x select 0), _active];
|
||||
if(_active) then {
|
||||
//systemChat format ["_angle: %1", _angle];
|
||||
_offset = [GVAR(vecLineMap), _angle] call FUNC(rotateVectLine);
|
||||
_mod = 0.15 max (0.15 * (_cursorScreenPos distance _pos)); //0.5;//0.1*_distance;
|
||||
_newPos = [
|
||||
(_pos select 0) + ((_offset select 0)*_mod),
|
||||
(_pos select 1) + ((_offset select 1)*_mod),
|
||||
(_pos select 2) + ((_offset select 2)*_mod)
|
||||
];
|
||||
// drawLine3D [_pos, _newPos, [1,0,0,0.5]];
|
||||
[_object, _x, _forEachIndex, [_angle, 150], _newPos, _path] call FUNC(renderMenu);
|
||||
// Store path to action
|
||||
_path = [_object];
|
||||
_path = _path + (_actionData select 8);
|
||||
|
||||
if (_angle == 360) then {
|
||||
_angle = _angle + _angleSpan / _numActions;
|
||||
} else {
|
||||
_angle = _angle + _angleSpan / ((_numActions-1) max 1);
|
||||
// Check if the menu is on the selected path
|
||||
private "_menuInSelectedPath";
|
||||
_menuInSelectedPath = true;
|
||||
{
|
||||
if (_forEachIndex >= (count GVAR(menuDepthPath))) exitWith {
|
||||
_menuInSelectedPath = false;
|
||||
};
|
||||
if (_x != (GVAR(menuDepthPath) select _forEachIndex)) exitWith {
|
||||
_menuInSelectedPath = false;
|
||||
};
|
||||
} forEach (_actionData select 6);
|
||||
};
|
||||
GVAR(renderDepth) = GVAR(renderDepth) - 1;
|
||||
} forEach _path;
|
||||
|
||||
// Render icon
|
||||
// ARGB Color (First Hex Pair is transparancy)
|
||||
_color = "#FFFFFFFF";
|
||||
if(_menuDepth > 0 && !_menuInSelectedPath) then {
|
||||
_color = format ["#%1FFFFFF", [255 * ((((count _path) - 2)/_menuDepth) max 0.25)] call EFUNC(common,toHex)];
|
||||
};
|
||||
[_actionData select 0, _color, _pos, 1, 1, 0, _actionData select 1, 0.5, 0.025, "TahomaB"] call FUNC(renderIcon);
|
||||
|
||||
// Add the action to current options
|
||||
GVAR(currentOptions) pushBack [_this, _pos, _path];
|
||||
|
||||
// Exit without rendering children if it isn't
|
||||
if !(_menuInSelectedPath) exitWith {};
|
||||
|
||||
// Collect all active children actions
|
||||
private "_activeChildren";
|
||||
_activeChildren = [];
|
||||
// Collect children class actions
|
||||
{
|
||||
_target = _object;
|
||||
_player = ACE_player;
|
||||
_active = [_object, ACE_player] call (_x select 4);
|
||||
if(_active) then {
|
||||
_activeChildren pushBack _x;
|
||||
};
|
||||
} forEach (_actionData select 6);
|
||||
|
||||
// Collect children object actions
|
||||
{
|
||||
_actionItem = _x;
|
||||
|
||||
// Check if the action is children of the selected menu
|
||||
if ((count (_actionItem select 8)) == (count _path)) then {
|
||||
// Compare parent path to see if it's a suitable child
|
||||
private "_isChild";
|
||||
_isChild = true;
|
||||
for "_i" from 0 to (count (_actionItem select 8)) - 2 do {
|
||||
if !(((_actionItem select 8) select _i) isEqualTo (_path select (_i + 1))) exitWith {
|
||||
_isChild = false;
|
||||
};
|
||||
};
|
||||
if (_isChild) exitWith {
|
||||
_target = _object;
|
||||
_player = ACE_player;
|
||||
_active = [_target, ACE_player] call (_actionItem select 4);
|
||||
|
||||
if (_active) then {
|
||||
_activeChildren pushBack _actionItem;
|
||||
};
|
||||
};
|
||||
};
|
||||
} forEach GVAR(objectActions);
|
||||
|
||||
private ["_angleSpan","_angle"];
|
||||
_angleSpan = _maxAngleSpan min (55 * ((count _activeChildren) - 1));
|
||||
if (_angleSpan >= 305) then {
|
||||
_angleSpan = 360;
|
||||
};
|
||||
|
||||
_angle = _centerAngle - _angleSpan / 2;
|
||||
|
||||
{
|
||||
_target = _object;
|
||||
_player = ACE_player;
|
||||
|
||||
_offset = [GVAR(vecLineMap), _angle] call FUNC(rotateVectLine);
|
||||
_mod = 0.15 max (0.15 * (_cursorScreenPos distance _pos));
|
||||
_newPos = _pos vectorAdd (_offset vectorMultiply _mod);
|
||||
|
||||
// drawLine3D [_pos, _newPos, [1,0,0,0.5]];
|
||||
|
||||
[_object, _x, _forEachIndex, [_angle, 140], _newPos] call FUNC(renderMenu);
|
||||
|
||||
if (_angleSpan == 360) then {
|
||||
_angle = _angle + _angleSpan / (count _activeChildren);
|
||||
} else {
|
||||
_angle = _angle + _angleSpan / (((count _activeChildren)-1) max 1);
|
||||
};
|
||||
} forEach _activeChildren;
|
||||
|
13
addons/interact_menu/functions/fnc_updateVecLineMap.sqf
Normal file
13
addons/interact_menu/functions/fnc_updateVecLineMap.sqf
Normal file
@ -0,0 +1,13 @@
|
||||
#include "script_component.hpp";
|
||||
|
||||
if((count GVAR(vecLineMap)) == 0 || ((count GVAR(menuDepthPath)) > 0 && (getPosASL player) distance GVAR(lastPos) > 0.01)) then {
|
||||
GVAR(lastPos) = getPosASL player;
|
||||
_cursorVec = [_cursorPos2, _cursorPos1] call BIS_fnc_vectorFromXtoY;
|
||||
_p1 = [0,0,0];
|
||||
_p2 = +_cursorVec;
|
||||
_p = (_cursorVec call CBA_fnc_vect2polar);
|
||||
_v = [(_p select 0), (_p select 1), (_p select 2)+90] call CBA_fnc_polar2vect;
|
||||
_cp = [_cursorVec, _v] call BIS_fnc_crossProduct;
|
||||
|
||||
GVAR(vecLineMap) = [_cp, _p1, _p2] call FUNC(rotateVectLineGetMap);
|
||||
};
|
@ -1,4 +1,18 @@
|
||||
// by commy2
|
||||
/*
|
||||
* Author: commy2
|
||||
* Tests the the player can climb.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The Unit (usually the player) <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* _bool = [player] call ace_movement_fnc_canClimb
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_pos", "_dir"];
|
||||
@ -20,6 +34,6 @@ _checkPos1end = _checkPos1beg vectorAdd _dir;
|
||||
/*
|
||||
drawLine3D [ASLToATL _checkPos0beg, ASLToATL _checkPos0end, [1,0,0,1]];
|
||||
drawLine3D [ASLToATL _checkPos1beg, ASLToATL _checkPos1end, [1,0,0,1]];
|
||||
*/
|
||||
*/
|
||||
|
||||
lineIntersects [_checkPos0beg, _checkPos0end] && {!(lineIntersects [_checkPos1beg, _checkPos1end])}
|
||||
|
@ -1,4 +1,18 @@
|
||||
// by commy2
|
||||
/*
|
||||
* Author: commy2
|
||||
* Make the player climb over short walls.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The Unit (usually the player) <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [player] call ace_movement_fnc_climb
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private "_unit";
|
||||
|
@ -1,4 +1,18 @@
|
||||
// by commy2
|
||||
/*
|
||||
* Author: commy2
|
||||
* Returns the weight (from the loadAbs command) in lbs/kg (based on user option)
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The Unit (usually the player) <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <NUMBER>
|
||||
*
|
||||
* Example:
|
||||
* _bool = [player] call ace_movement_fnc_getWeight
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_weight"];
|
||||
|
@ -1,4 +1,19 @@
|
||||
// by commy2
|
||||
/*
|
||||
* Author: commy2
|
||||
* Handles the climb animation finishing. Called from "AnimDone" event handler.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The Unit (usually the player) <OBJECT>
|
||||
* 1: The finisehd animation <STRING>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [player, "ACE_climb"] call ace_movement_fnc_handleClimb
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_anim", "_pos"];
|
||||
|
@ -55,6 +55,15 @@ class CfgVehicles {
|
||||
};
|
||||
};
|
||||
};
|
||||
class showCursorTagForVehicles {
|
||||
displayName = "Show for Vehicles";
|
||||
description = "Show cursor NameTag for vehicle commander (only if client has name tags enabled)Default: No";
|
||||
typeName = "BOOL";
|
||||
class values {
|
||||
class Yes {name = "Yes"; value = 1;};
|
||||
class No {default = 1; name = "No"; value = 0;};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
BIN
addons/nametags/UI/soundwave0.paa
Normal file
BIN
addons/nametags/UI/soundwave0.paa
Normal file
Binary file not shown.
BIN
addons/nametags/UI/soundwave1.paa
Normal file
BIN
addons/nametags/UI/soundwave1.paa
Normal file
Binary file not shown.
BIN
addons/nametags/UI/soundwave2.paa
Normal file
BIN
addons/nametags/UI/soundwave2.paa
Normal file
Binary file not shown.
BIN
addons/nametags/UI/soundwave3.paa
Normal file
BIN
addons/nametags/UI/soundwave3.paa
Normal file
Binary file not shown.
BIN
addons/nametags/UI/soundwave4.paa
Normal file
BIN
addons/nametags/UI/soundwave4.paa
Normal file
Binary file not shown.
BIN
addons/nametags/UI/soundwave5.paa
Normal file
BIN
addons/nametags/UI/soundwave5.paa
Normal file
Binary file not shown.
BIN
addons/nametags/UI/soundwave6.paa
Normal file
BIN
addons/nametags/UI/soundwave6.paa
Normal file
Binary file not shown.
BIN
addons/nametags/UI/soundwave7.paa
Normal file
BIN
addons/nametags/UI/soundwave7.paa
Normal file
Binary file not shown.
BIN
addons/nametags/UI/soundwave8.paa
Normal file
BIN
addons/nametags/UI/soundwave8.paa
Normal file
Binary file not shown.
BIN
addons/nametags/UI/soundwave9.paa
Normal file
BIN
addons/nametags/UI/soundwave9.paa
Normal file
Binary file not shown.
@ -1,6 +1,8 @@
|
||||
// by commy2 and CAA-Picard
|
||||
#include "script_component.hpp"
|
||||
|
||||
[] call FUNC(initIsSpeaking);
|
||||
|
||||
if (!hasInterface) exitWith {};
|
||||
|
||||
|
||||
@ -25,57 +27,4 @@ if (!hasInterface) exitWith {};
|
||||
|
||||
|
||||
// Draw handle
|
||||
addMissionEventHandler ["Draw3D", {
|
||||
if (GVAR(showPlayerNames) == 0) exitWith {};
|
||||
|
||||
_player = ACE_player;
|
||||
if (GVAR(showPlayerNames) in [2,4]) then { //only on cursor
|
||||
_target = cursorTarget;
|
||||
_target = if (_target in allUnitsUAV) then {objNull} else {effectiveCommander _target};
|
||||
|
||||
if (!isNull _target && {side group _target == playerSide} && {_target != _player} && {isPlayer _target || {GVAR(ShowNamesForAI)}} && {!(_target getVariable ["ACE_hideName", false])}) then {
|
||||
_distance = _player distance _target;
|
||||
_alpha = ((1 - 0.2 * (_distance - GVAR(PlayerNamesViewDistance))) min 1) * GVAR(PlayerNamesMaxAlpha);
|
||||
if ((GVAR(showPlayerNames) in [3,4])) then { //only on keypress
|
||||
_alpha = _alpha min (1 - (time - GVAR(ShowNamesTime) - 1));
|
||||
};
|
||||
[_player, _target, _alpha, _distance * 0.026] call FUNC(drawNameTagIcon);
|
||||
};
|
||||
} else {
|
||||
_pos = positionCameraToWorld [0, 0, 0];
|
||||
_targets = _pos nearObjects ["Man", GVAR(PlayerNamesViewDistance) + 5];
|
||||
|
||||
if (!surfaceIsWater _pos) then {
|
||||
_pos = ATLtoASL _pos;
|
||||
};
|
||||
_pos2 = positionCameraToWorld [0, 0, 1];
|
||||
if (!surfaceIsWater _pos2) then {
|
||||
_pos2 = ATLtoASL _pos2;
|
||||
};
|
||||
_vecy = _pos2 vectorDiff _pos;
|
||||
|
||||
{
|
||||
_target = if (_x in allUnitsUAV) then {objNull} else {effectiveCommander _x};
|
||||
|
||||
if (!isNull _target && {side group _target == playerSide} && {_target != _player} && {isPlayer _target || {GVAR(ShowNamesForAI)}} && {!(_target getVariable ["ACE_hideName", false])}) then {
|
||||
_relPos = (visiblePositionASL _target) vectorDiff _pos;
|
||||
_distance = vectorMagnitude _relPos;
|
||||
_projDist = _relPos vectorDistance (_vecy vectorMultiply (_relPos vectorDotProduct _vecy));
|
||||
|
||||
_alpha = ((1 - 0.2 * (_distance - GVAR(PlayerNamesViewDistance))) min (1 - 0.15 * (_projDist * 5 - _distance - 3)) min 1) * GVAR(PlayerNamesMaxAlpha);
|
||||
|
||||
if ((GVAR(showPlayerNames) in [3,4])) then { //only on keypress
|
||||
_alpha = _alpha min (1 - (time - GVAR(ShowNamesTime) - 1));
|
||||
};
|
||||
|
||||
// Check if there is line of sight
|
||||
if (_alpha > 0) then {
|
||||
if (lineIntersects [_pos, (visiblePositionASL _target) vectorAdd [0,0,1], vehicle _player, _target]) then {
|
||||
_alpha = 0;
|
||||
};
|
||||
};
|
||||
[_player, _target, _alpha, _distance * 0.026] call FUNC(drawNameTagIcon);
|
||||
};
|
||||
} forEach _targets;
|
||||
};
|
||||
}];
|
||||
addMissionEventHandler ["Draw3D", {_this call FUNC(onDraw3d);}];
|
||||
|
@ -6,7 +6,9 @@ PREP(canShow);
|
||||
PREP(doShow);
|
||||
PREP(drawNameTagIcon);
|
||||
PREP(getVehicleData);
|
||||
PREP(initIsSpeaking);
|
||||
PREP(moduleNameTags);
|
||||
PREP(onDraw3d);
|
||||
PREP(onMouseZChanged);
|
||||
PREP(setText);
|
||||
|
||||
|
@ -16,6 +16,12 @@ class CfgPatches {
|
||||
#include "CfgVehicles.hpp"
|
||||
|
||||
class ACE_Settings {
|
||||
class GVAR(defaultNametagColor) {
|
||||
value[] = {0.77, 0.51, 0.08, 1};
|
||||
typeName = "COLOR";
|
||||
isClientSetable = 1;
|
||||
displayName = "$STR_ACE_NameTags_DefaultNametagColor";
|
||||
};
|
||||
class GVAR(showPlayerNames) {
|
||||
value = 1;
|
||||
typeName = "SCALAR";
|
||||
@ -41,7 +47,18 @@ class ACE_Settings {
|
||||
isClientSetable = 1;
|
||||
displayName = "$STR_ACE_NameTags_ShowNamesForAI";
|
||||
};
|
||||
|
||||
class GVAR(showCursorTagForVehicles) {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
isClientSetable = 0;
|
||||
};
|
||||
class GVAR(showSoundWaves) {
|
||||
value = 1;
|
||||
typeName = "SCALAR";
|
||||
isClientSetable = 1;
|
||||
displayName = "$STR_ACE_NameTags_ShowSoundWaves";
|
||||
values[] = {"Disabled", "Use Nametag settings", "Always Show All"};
|
||||
};
|
||||
class GVAR(PlayerNamesViewDistance) {
|
||||
value = 5;
|
||||
typeName = "SCALAR";
|
||||
|
@ -4,9 +4,11 @@
|
||||
* Draw the nametag and rank icon.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Unit (Array)
|
||||
* 1: alpha (Number)
|
||||
* 2: Height offset (Number)
|
||||
* 0: Unit (Player) <OBJECT>
|
||||
* 1: Target <OBJECT>
|
||||
* 2: alpha (Number)
|
||||
* 4: Height offset (Number)
|
||||
* 5: Draw Type <NUMBER>
|
||||
*
|
||||
* Return value:
|
||||
* None.
|
||||
@ -23,41 +25,58 @@
|
||||
"\A3\Ui_f\data\GUI\Cfg\Ranks\captain_gs.paa", \
|
||||
"\A3\Ui_f\data\GUI\Cfg\Ranks\major_gs.paa", \
|
||||
"\A3\Ui_f\data\GUI\Cfg\Ranks\colonel_gs.paa" \
|
||||
]
|
||||
]
|
||||
|
||||
private ["_player", "_target", "_alpha", "_heightOffset", "_height", "_position", "_color", "_name", "_rank", "_size"];
|
||||
private ["_height", "_position", "_color", "_name", "_rank", "_size"];
|
||||
|
||||
_player = _this select 0;
|
||||
_target = _this select 1;
|
||||
_alpha = _this select 2;
|
||||
_heightOffset = _this select 3;
|
||||
PARAMS_5(_player,_target,_alpha,_heightOffset,_iconType);
|
||||
|
||||
_height = [2, 1.5, 1, 1.5, 1] select (["STAND", "CROUCH", "PRONE", "UNDEFINED", ""] find stance _target);
|
||||
if (_alpha < 0) exitWith {}; //Don't waste time if not visable
|
||||
if (_iconType == ICON_NONE) exitWith {}; //Don't waste time if not visable
|
||||
|
||||
_position = visiblePositionASL _target;
|
||||
// Convert position to ASLW (expected by drawIcon3D) and add height offsets
|
||||
_position set [2, ((_target modelToWorld [0,0,0]) select 2) + _height + _heightOffset];
|
||||
|
||||
_color = if !(group _target == group _player) then {
|
||||
[0.77, 0.51, 0.08, _alpha]
|
||||
//Set Text:
|
||||
_name = if (_iconType in [ICON_NAME, ICON_NAME_RANK, ICON_NAME_SPEAK]) then {
|
||||
[_target, true] call EFUNC(common,getName)
|
||||
} else {
|
||||
[[1, 1, 1, _alpha], [1, 0, 0, _alpha], [0, 1, 0, _alpha], [0, 0, 1, _alpha], [1, 1, 0, _alpha]] select (["MAIN", "RED", "GREEN", "BLUE", "YELLOW"] find (if (_target == _player) then {0} else {assignedTeam _target})) max 0
|
||||
""
|
||||
};
|
||||
|
||||
_name = [_target, true] call EFUNC(common,getName);
|
||||
//Set Icon:
|
||||
_icon = "";
|
||||
_size = 0;
|
||||
if ((_iconType == ICON_NAME_SPEAK) || (_iconType == ICON_SPEAK)) then {
|
||||
_icon = QUOTE(PATHTOF(UI\soundwave)) + str (floor (random 10)) + ".paa";
|
||||
_size = 0.75;
|
||||
_alpha = _alpha + 0.6;//Boost alpha when speaking
|
||||
} else {
|
||||
if (_iconType == ICON_NAME_RANK) then {
|
||||
_icon = TEXTURES_RANKS select ((["PRIVATE", "CORPORAL", "SERGEANT", "LIEUTENANT", "CAPTAIN", "MAJOR", "COLONEL"] find (rank _target)) + 1);
|
||||
_size = 0.75;
|
||||
};
|
||||
};
|
||||
|
||||
_rank = TEXTURES_RANKS select ((["PRIVATE", "CORPORAL", "SERGEANT", "LIEUTENANT", "CAPTAIN", "MAJOR", "COLONEL"] find rank _target) + 1);
|
||||
_size = [0, 1] select GVAR(showPlayerRanks);
|
||||
//Set Color:
|
||||
if !(group _target == group _player) then {
|
||||
_color = +GVAR(defaultNametagColor); //Make a copy, then multiply both alpha values (allows client to decrease alpha in settings)
|
||||
_color set [3, (_color select 3) * _alpha];
|
||||
} else {
|
||||
_color = [[1, 1, 1, _alpha], [1, 0, 0, _alpha], [0, 1, 0, _alpha], [0, 0, 1, _alpha], [1, 1, 0, _alpha]] select (["MAIN", "RED", "GREEN", "BLUE", "YELLOW"] find (if (_target == _player) then {0} else {assignedTeam _target})) max 0
|
||||
};
|
||||
|
||||
_height = [2, 1.5, 1, 1.5, 1] select (["STAND", "CROUCH", "PRONE", "UNDEFINED", ""] find (stance _target));
|
||||
// Convert position to ASLW (expected by drawIcon3D) and add height offsets
|
||||
_position = _target modelToWorldVisual [0, 0, (_height + _heightOffset)];
|
||||
|
||||
drawIcon3D [
|
||||
_rank,
|
||||
_color,
|
||||
_position,
|
||||
_size,
|
||||
_size,
|
||||
0,
|
||||
_name,
|
||||
2,
|
||||
0.033,
|
||||
"PuristaMedium"
|
||||
_icon,
|
||||
_color,
|
||||
_position,
|
||||
_size,
|
||||
_size,
|
||||
0,
|
||||
_name,
|
||||
2,
|
||||
0.033,
|
||||
"PuristaMedium"
|
||||
];
|
||||
|
76
addons/nametags/functions/fnc_initIsSpeaking.sqf
Normal file
76
addons/nametags/functions/fnc_initIsSpeaking.sqf
Normal file
@ -0,0 +1,76 @@
|
||||
/*
|
||||
* Author: Glowbal, PabstMirror
|
||||
* Starts up a PFEH to monitor the when players are talking.
|
||||
* Compatiblity with TFR/ACRE and Arma's VON
|
||||
*
|
||||
* Arguments:
|
||||
* NONE
|
||||
*
|
||||
* Return Value:
|
||||
* NONE
|
||||
*
|
||||
* Example:
|
||||
* [] call ACE_nametags_fnc_initIsSpeaking
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
if (isServer) then {
|
||||
//If someone disconnects while speaking, reset their variable
|
||||
addMissionEventHandler ["HandleDisconnect", {
|
||||
PARAMS_1(_disconnectedPlayer);
|
||||
if (_disconnectedPlayer getVariable [QGVAR(isSpeaking), false]) then {
|
||||
_disconnectedPlayer setVariable [QGVAR(isSpeaking), false, true];
|
||||
};
|
||||
}];
|
||||
};
|
||||
|
||||
if (!hasInterface) exitWith {};
|
||||
|
||||
["playerChanged", {
|
||||
//When player changes, make sure to reset old unit's variable
|
||||
PARAMS_2(_newUnit,_oldUnit);
|
||||
if (_oldUnit getVariable [QGVAR(isSpeaking), false]) then {
|
||||
_oldUnit setVariable [QGVAR(isSpeaking), false, true];
|
||||
};
|
||||
}] call EFUNC(common,addEventHandler);
|
||||
|
||||
|
||||
//For performance, chose different code paths at mission start based on installed mods (once, instead of checking each time)
|
||||
_pfEHCode = switch (true) do {
|
||||
case (isClass (configFile >> "cfgPatches" >> "acre_api")): {
|
||||
{
|
||||
_oldSetting = ACE_player getVariable [QGVAR(isSpeaking), false];
|
||||
_newSetting = ([ACE_player] call ACRE_api_fnc_isBroadcasting) || {!(isNull findDisplay 55)};
|
||||
if (!(_oldSetting isEqualTo _newSetting)) then {
|
||||
ACE_player setVariable [QGVAR(isSpeaking), _newSetting, true];
|
||||
};
|
||||
};
|
||||
};
|
||||
case (isClass (configFile >> "cfgPatches" >> "task_force_radio")): {
|
||||
//Note: TFAR has a TFAR_fnc_isSpeaking function, but it has a fairly costly `callExtension`
|
||||
//I think it's much faster to use the internal "tf_isSpeaking" variable
|
||||
//If we don't care about the built-in VON, we could switch this to a pure event driven system
|
||||
{
|
||||
_oldSetting = ACE_player getVariable [QGVAR(isSpeaking), false];
|
||||
_newSetting = (ACE_player getVariable ["tf_isSpeaking", false]) || {!(isNull findDisplay 55)};
|
||||
if (!(_oldSetting isEqualTo _newSetting)) then {
|
||||
ACE_player setVariable [QGVAR(isSpeaking), _newSetting, true];
|
||||
};
|
||||
};
|
||||
};
|
||||
default {
|
||||
//Note: class RscDisplayVoiceChat {idd = 55}; //only present when talking
|
||||
{
|
||||
_oldSetting = ACE_player getVariable [QGVAR(isSpeaking), false];
|
||||
_newSetting = (!(isNull findDisplay 55));
|
||||
if (!(_oldSetting isEqualTo _newSetting)) then {
|
||||
ACE_player setVariable [QGVAR(isSpeaking), _newSetting, true];
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
//Is 0.05sec precision enough??
|
||||
[_pfEHCode, 0.05, []] call CBA_fnc_addPerFrameHandler;
|
@ -25,5 +25,6 @@ GVAR(Module) = true;
|
||||
[_logic, QGVAR(PlayerNamesViewDistance), "PlayerNamesViewDistance" ] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(ShowNamesForAI), "ShowNamesForAI" ] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(showVehicleCrewInfo), "showVehicleCrewInfo" ] call EFUNC(common,readSettingFromModule);
|
||||
[_logic, QGVAR(showCursorTagForVehicles), "showCursorTagForVehicles" ] call EFUNC(common,readSettingFromModule);
|
||||
|
||||
diag_log text "[ACE]: NameTags Module Initialized.";
|
||||
|
108
addons/nametags/functions/fnc_onDraw3d.sqf
Normal file
108
addons/nametags/functions/fnc_onDraw3d.sqf
Normal file
@ -0,0 +1,108 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
_player = ACE_player;
|
||||
|
||||
//don't show nametags in spectator
|
||||
if (!alive _player) exitWith {};
|
||||
|
||||
_onKeyPressAlphaMax = if ((GVAR(showPlayerNames) in [3,4])) then {
|
||||
2 + (GVAR(ShowNamesTime) - time); //after release 1 second of full opacity, 1 second of fading to 0
|
||||
} else {
|
||||
1
|
||||
};
|
||||
|
||||
_defaultIcon = if (GVAR(showPlayerRanks)) then {
|
||||
ICON_NAME_RANK;
|
||||
} else {
|
||||
ICON_NAME;
|
||||
};
|
||||
|
||||
//When cursorTarget is on a vehicle show the nametag for the commander.
|
||||
//If set to "Only On Keypress" settings, fade just like main tags
|
||||
if (GVAR(showCursorTagForVehicles) && {_onKeyPressAlphaMax > 0}) then {
|
||||
_target = cursorTarget;
|
||||
if ((!(_target isKindOf "CAManBase")) && {!(_target in allUnitsUAV)}) then {
|
||||
_target = effectiveCommander _target;
|
||||
if ((!isNull _target) &&
|
||||
{(side (group _target)) == (side (group _player))} &&
|
||||
{_target != _player} &&
|
||||
{GVAR(ShowNamesForAI) || {[_target] call EFUNC(common,isPlayer)}} &&
|
||||
{!(_target getVariable ["ACE_hideName", false])}) then {
|
||||
_distance = _player distance _target;
|
||||
_alpha = ((1 - 0.2 * (_distance - GVAR(PlayerNamesViewDistance))) min 1) * GVAR(PlayerNamesMaxAlpha);
|
||||
_alpha = _alpha min _onKeyPressAlphaMax;
|
||||
[_player, _target, _alpha, _distance * 0.026, _defaultIcon] call FUNC(drawNameTagIcon);
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
//"Only Cursor" mode, only show nametags for humans on cursorTarget
|
||||
if ((GVAR(showPlayerNames) in [2,4]) && {_onKeyPressAlphaMax > 0}) then {
|
||||
_target = cursorTarget;
|
||||
if ((!isNull _target) &&
|
||||
{_target isKindOf "CAManBase"} &&
|
||||
{(side (group _target)) == (side (group _player))} &&
|
||||
{_target != _player} &&
|
||||
{GVAR(ShowNamesForAI) || {[_target] call EFUNC(common,isPlayer)}} &&
|
||||
{!(_target getVariable ["ACE_hideName", false])}) then {
|
||||
_distance = _player distance _target;
|
||||
_alpha = ((1 - 0.2 * (_distance - GVAR(PlayerNamesViewDistance))) min 1) * GVAR(PlayerNamesMaxAlpha);
|
||||
_alpha = _alpha min _onKeyPressAlphaMax;
|
||||
_icon = ICON_NONE;
|
||||
if (GVAR(showSoundWaves) == 2) then { //icon will be drawn below, so only show name here
|
||||
_icon = if ((_target getVariable [QGVAR(isSpeaking), false]) && {(vehicle _target) == _target}) then {ICON_NAME} else {_defaultIcon};
|
||||
} else {
|
||||
_icon = if ((_target getVariable [QGVAR(isSpeaking), false]) && {(vehicle _target) == _target} && {GVAR(showSoundWaves) > 0}) then {ICON_NAME_SPEAK} else {_defaultIcon};
|
||||
};
|
||||
|
||||
[_player, _target, _alpha, _distance * 0.026, _icon] call FUNC(drawNameTagIcon);
|
||||
};
|
||||
};
|
||||
|
||||
if (((GVAR(showPlayerNames) in [1,3]) && {_onKeyPressAlphaMax > 0}) || {GVAR(showSoundWaves) == 2}) then {
|
||||
_pos = positionCameraToWorld [0, 0, 0];
|
||||
_targets = _pos nearObjects ["CAManBase", GVAR(PlayerNamesViewDistance) + 5];
|
||||
|
||||
if (!surfaceIsWater _pos) then {
|
||||
_pos = ATLtoASL _pos;
|
||||
};
|
||||
_pos2 = positionCameraToWorld [0, 0, 1];
|
||||
if (!surfaceIsWater _pos2) then {
|
||||
_pos2 = ATLtoASL _pos2;
|
||||
};
|
||||
_vecy = _pos2 vectorDiff _pos;
|
||||
|
||||
{
|
||||
_target = _x;
|
||||
|
||||
_icon = ICON_NONE;
|
||||
if ((GVAR(showPlayerNames) in [1,3]) && {_onKeyPressAlphaMax > 0}) then {
|
||||
if ((_target getVariable [QGVAR(isSpeaking), false]) && {(vehicle _target) == _target} && {GVAR(showSoundWaves) > 0}) then {_icon = ICON_NAME_SPEAK;} else {_icon = _defaultIcon};
|
||||
} else {
|
||||
//showSoundWaves must be 2, only draw speak icon
|
||||
if ((_target getVariable [QGVAR(isSpeaking), false]) && {(vehicle _target) == _target}) then {_icon = ICON_SPEAK;};
|
||||
};
|
||||
|
||||
if ((_icon != ICON_NONE) &&
|
||||
{(side (group _target)) == (side (group _player))} &&
|
||||
{_target != _player} &&
|
||||
{GVAR(ShowNamesForAI) || {[_target] call EFUNC(common,isPlayer)}} &&
|
||||
{!(_target getVariable ["ACE_hideName", false])}) then {
|
||||
|
||||
if (lineIntersects [_pos, (visiblePositionASL _target) vectorAdd [0,0,1], vehicle _player, _target]) exitWith {}; // Check if there is line of sight
|
||||
_relPos = (visiblePositionASL _target) vectorDiff _pos;
|
||||
_distance = vectorMagnitude _relPos;
|
||||
_projDist = _relPos vectorDistance (_vecy vectorMultiply (_relPos vectorDotProduct _vecy));
|
||||
|
||||
_alpha = ((1 - 0.2 * (_distance - GVAR(PlayerNamesViewDistance))) min (1 - 0.15 * (_projDist * 5 - _distance - 3)) min 1) * GVAR(PlayerNamesMaxAlpha);
|
||||
|
||||
if ((GVAR(showSoundWaves) == 2) && {(_target getVariable [QGVAR(isSpeaking), false]) && {(vehicle _target) == _target}}) then {
|
||||
_alpha = 1;
|
||||
} else {
|
||||
_alpha = _alpha min _onKeyPressAlphaMax;
|
||||
};
|
||||
|
||||
[_player, _target, _alpha, _distance * 0.026, _icon] call FUNC(drawNameTagIcon);
|
||||
};
|
||||
} forEach _targets;
|
||||
};
|
@ -10,3 +10,9 @@
|
||||
#endif
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
|
||||
#define ICON_NONE 0
|
||||
#define ICON_NAME 1
|
||||
#define ICON_NAME_RANK 2
|
||||
#define ICON_NAME_SPEAK 3
|
||||
#define ICON_SPEAK 4
|
||||
|
@ -1,5 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!-- Edited with tabler - 2014-12-17 -->
|
||||
<!-- Edited with tabler - 2015-02-13 -->
|
||||
<Project name="ACE">
|
||||
<Package name="NameTags">
|
||||
<Key ID="STR_ACE_NameTags_ShowNames">
|
||||
@ -69,5 +69,13 @@
|
||||
<Key ID="STR_ACE_NameTags_ShowNamesForAI">
|
||||
<English>Show name tags for AI units</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_NameTags_ShowSoundWaves">
|
||||
<English>Show SoundWaves (requires player names)</English>
|
||||
<German>Zeigen Schallwelle (benötigt spielernamen)</German>
|
||||
<Spanish>Mostrar onda sonora (requiere Mostrar nombres de jugadores)</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_NameTags_DefaultNametagColor">
|
||||
<English>Default Nametag Color (Non Group Members)</English>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
Loading…
Reference in New Issue
Block a user