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Only force Animation for FFV Cargo Seats
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@ -64,7 +64,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
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class ACE_HandcuffedFFV: ACE_AmovPercMstpScapWnonDnon {
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class ACE_HandcuffedFFV: ACE_AmovPercMstpScapWnonDnon {
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file = "\A3\cargoposes_F_heli\anim\passenger_flatground_3idleunarmed.rtm";
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file = "\A3\cargoposes_F_heli\anim\passenger_flatground_3idleunarmed.rtm";
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actions = "ACE_CivilHandCuffedFFVActions";
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actions = "ACE_CivilHandCuffedFFVActions";
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ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon",0.1};
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ConnectTo[] = {};
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};
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};
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@ -67,20 +67,15 @@ if (_state) then {
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};
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};
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} else {
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} else {
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// _turretPath = [];
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_turretPath = [];
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// {
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{
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// _x params ["_xUnit", "", "", "_xTurretPath"];
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_x params ["_xUnit", "", "", "_xTurretPath"];
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// if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
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if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
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// } forEach (fullCrew (vehicle _unit));
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} forEach (fullCrew (vehicle _unit));
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// TRACE_1("turret Path",_turretPath);
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TRACE_1("turret Path",_turretPath);
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// if (_turretPath isEqualTo []) exitWith {};
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if (_turretPath isEqualTo []) exitWith {};
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// _turretConfig = [(configFile >> "CfgVehicles" >> (typeOf (vehicle _unit))), _turretPath] call EFUNC(common,getTurretConfigPath);
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// _gunnerAction = getText (_turretConfig >> "gunnerAction");
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// TRACE_1("reseting to",_gunnerAction);
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// [_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
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// [_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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TRACE_1("Handcuff (FFV) animation interrupted",_newAnimation);
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[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
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[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
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[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
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[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
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};
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};
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@ -31,5 +31,16 @@ _target assignAsCargo _vehicle;
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_cargoIndex = _vehicle getCargoIndex _target;
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_cargoIndex = _vehicle getCargoIndex _target;
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_target setVariable [QGVAR(CargoIndex), _cargoIndex, true];
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_target setVariable [QGVAR(CargoIndex), _cargoIndex, true];
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//Check if is a FFV turret:
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_turretPath = [];
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{
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_x params ["_xUnit", "", "", "_xTurretPath"];
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if (_target == _xUnit) exitWith {_turretPath = _xTurretPath};
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} forEach (fullCrew (vehicle _target));
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TRACE_1("turret Path",_turretPath);
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if (_turretPath isEqualTo []) exitWith {};
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TRACE_1("Setting FFV Animation",_newAnimation);
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[_target, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
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[_target, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
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[_target, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
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[_target, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
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