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finish cba'ing
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parent
7afce2a241
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@ -1,6 +1,6 @@
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE( call compile preprocessFileLineNumbers PATHTOF(XEH_preInit.sqf) );
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init = QUOTE( call COMPILE_FILE(XEH_preInit) );
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};
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};
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65
addons/switchunits/CfgVehicles.hpp
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65
addons/switchunits/CfgVehicles.hpp
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@ -0,0 +1,65 @@
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class CfgVehicles {
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class Module_F;
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class ACE_ModuleSwitchUnits: Module_F {
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author = "$STR_ACE_Core_ACETeam";
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category = "ACE";
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displayName = "SwitchUnits System";
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function = FUNC(module);
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scope = 2;
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isGlobal = 1;
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icon = PATHTOF(UI\IconSwitchUnits_ca.paa);
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class Arguments {
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class SwitchToWest {
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displayName = "Switch to West?";
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description = "Allow switching to west units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class SwitchToEast {
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displayName = "Switch to East?";
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description = "Allow switching to east units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class SwitchToIndependent {
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displayName = "Switch to Independent?";
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description = "Allow switching to independent units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class SwitchToCivilian {
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displayName = "Switch to Civilian?";
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description = "Allow switching to civilian units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class EnableSafeZone {
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displayName = "Enable Safe Zone?";
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description = "Enable a safe zone around enemy units? Players can't switch to units inside of the safe zone.";
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typeName = "BOOL";
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class values {
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class Yes {default = 1; name = "Yes"; value = 1;};
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class No {name = "No"; value = 0;};
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};
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};
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class SafeZoneRadius {
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displayName = "Safe Zone Radius";
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description = "The safe zone around players from a different team. Default: 200";
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typeName = "NUMBER";
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defaultValue = 100;
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};
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};
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};
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};
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@ -15,3 +15,17 @@ class CfgPatches {
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};
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#include "CfgEventHandlers.hpp"
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#include "CfgVehicles.hpp"
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class ACE_Parameters_Numeric {
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GVAR(SafeZoneRadius) = 100;
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};
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class ACE_Parameters_Boolean {
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GVAR(EnableSwitchUnits) = 0;
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GVAR(SwitchToWest) = 0;
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GVAR(SwitchToEast) = 0;
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GVAR(SwitchToIndependent) = 0;
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GVAR(SwitchToCivilian) = 0;
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GVAR(EnableSafeZone) = 1;
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};
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@ -15,9 +15,11 @@
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VOID
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*/
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#include "script_component.hpp"
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private ["_unit"];
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_unit = _this select 0;
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["theMapClick", "onMapSingleClick", {
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[_this, _pos, _shift, _alt] call AGM_SwitchUnits_fnc_handleMapClick;
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[_this, _pos, _shift, _alt] call FUNC(handleMapClick);
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}, [_unit, _sides]] call BIS_fnc_addStackedEventHandler;
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@ -16,6 +16,8 @@
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VOID
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*/
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#include "script_component.hpp"
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private ["_args", "_currentPlayerUnit", "_sides", "_pos", "_sideNearest"];
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_currentPlayerUnit = (_this select 0) select 0;
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@ -25,7 +27,7 @@ _pos = _this select 1;
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_sideNearest = [];
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{
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if ([_x] call AGM_SwitchUnits_fnc_isValidAi && (side group _x in _sides)) then {
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if ([_x] call FUNC(isValidAi) && (side group _x in _sides)) then {
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_sideNearest pushBack _x;
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};
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} forEach (nearestObjects [_pos, ["Man"], 20]);
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@ -35,7 +37,7 @@ if (count _sideNearest > 0) then {
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private ["_switchUnit"];
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_switchUnit = _sideNearest select 0;
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[_currentPlayerUnit, _switchUnit] call AGM_SwitchUnits_fnc_switchUnit;
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[_currentPlayerUnit, _switchUnit] call FUNC(switchUnit);
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openMap false;
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};
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@ -15,6 +15,8 @@
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VOID
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*/
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#include "script_component.hpp"
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private ["_playerUnit", "_sides"];
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_playerUnit = _this select 0;
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@ -22,14 +24,14 @@ _sides = _this select 1;
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if (vehicle _playerUnit == _playerUnit) then {
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[_sides] call AGM_SwitchUnits_fnc_markAiOnMap;
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[_sides] call FUNC(markAiOnMap);
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_playerUnit setVariable ["AGM_SwitchUnits_IsPlayerUnit", true];
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_playerUnit setVariable [QGVAR(IsPlayerUnit), true];
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_playerUnit allowDamage false;
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AGM_SwitchUnits_OriginalUnit = _playerUnit;
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AGM_SwitchUnits_OriginalName = [_playerUnit] call AGM_Core_fnc_getName;
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AGM_SwitchUnits_OriginalGroup = group _playerUnit;
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GVAR(OriginalUnit) = _playerUnit;
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GVAR(OriginalName) = [_playerUnit] call EFUNC(Core, getName);
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GVAR(OriginalGroup) = group _playerUnit;
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// remove all starting gear of a player
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removeAllWeapons _playerUnit;
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@ -42,7 +44,7 @@ if (vehicle _playerUnit == _playerUnit) then {
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_playerUnit linkItem "ItemMap";
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removeUniform _playerUnit;
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[_playerUnit, "AGM_SwitchUnits", true] call AGM_Core_fnc_setForceWalkStatus;
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[_playerUnit, "ACE_SwitchUnits", true] call EFUNC(Core, setForceWalkStatus);
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[_playerUnit, _sides] call AGM_SwitchUnits_fnc_addMapFunction;
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[_playerUnit, _sides] call AFUNC(addMapFunction);
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};
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@ -14,12 +14,14 @@
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VOID
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*/
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#include "script_component.hpp"
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private ["_unit"];
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_unit = _this select 0;
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!([_unit] call AGM_Core_fnc_isPlayer
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!([_unit] call EFUNC(Core, isPlayer)
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|| {_unit in playableUnits}
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|| {vehicle _unit != _unit}
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|| {_unit getVariable ["AGM_SwitchUnits_IsPlayerUnit", false]}
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|| {_unit getVariable ["AGM_SwitchUnits_IsPlayerControlled", false]})
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|| {_unit getVariable [QGVAR(IsPlayerUnit), false]}
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|| {_unit getVariable [QGVAR(IsPlayerControlled), false]})
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VOID
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*/
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#include "script_component.hpp"
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private ["_sidesToShow"];
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_sidesToShow = _this select 0;
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@ -34,10 +36,10 @@ _sidesToShow spawn {
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// create markers
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{
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if (([_x] call AGM_SwitchUnits_fnc_isValidAi && (side group _x in _sides)) || (_x getVariable ["AGM_SwitchUnits_IsPlayerControlled", false])) then {
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if (([_x] call FUNC(isValidAi) && (side group _x in _sides)) || (_x getVariable [QGVAR(IsPlayerControlled), false])) then {
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private ["_markerName", "_marker", "_markerColor"];
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//_markerName = format ["%1", [_x] call AGM_Core_fnc_getName];
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//_markerName = format ["%1", [_x] call EFUNC(Core, getName)];
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_markerName = str _x;
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_marker = createMarkerLocal [_markerName, position _x];
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@ -49,9 +51,9 @@ _sidesToShow spawn {
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// commy's one liner magic
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_markerColor = format ["Color%1", side group _x];
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if ((_x getVariable ["AGM_SwitchUnits_IsPlayerControlled", false])) then {
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if ((_x getVariable [QGVAR(IsPlayerControlled), false])) then {
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_markerName setMarkerColorLocal "ColorOrange";
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_markerName setMarkerTextLocal (_x getVariable ["AGM_SwitchUnits_PlayerControlledName",""]);
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_markerName setMarkerTextLocal (_x getVariable [QGVAR(PlayerControlledName),""]);
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} else {
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_markerName setMarkerColorLocal _markerColor;
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_markerName setMarkerTextLocal (getText (configFile >> "CfgVehicles" >> typeOf _x >> "displayName"));
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BOOLEAN (Good practice to include one)
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*/
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#include "script_component.hpp"
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if !(isServer) exitWith {};
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_logic = _this select 0;
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@ -23,16 +25,16 @@ _activated = _this select 2;
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if !(_activated) exitWith {};
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AGM_SwitchUnits_Module = true;
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GVAR(Module) = true;
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["AGM_SwitchUnits_EnableSwitchUnits", true] call AGM_Core_fnc_setParameter;
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[QGVAR(EnableSwitchUnits), true] call EFUNC(Core, setParameter);
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[_logic, "AGM_SwitchUnits_SwitchToWest", "SwitchToWest"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, "AGM_SwitchUnits_SwitchToEast", "SwitchToEast"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, "AGM_SwitchUnits_SwitchToIndependent", "SwitchToIndependent"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, "AGM_SwitchUnits_SwitchToCivilian", "SwitchToCivilian"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, QGVAR(SwitchToWest), "SwitchToWest"] call EFUNC(Core, readBooleanParameterFromModule);
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[_logic, QGVAR(SwitchToEast), "SwitchToEast"] call EFUNC(Core, readBooleanParameterFromModule);
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[_logic, QGVAR(SwitchToIndependent), "SwitchToIndependent"] call EFUNC(Core, readBooleanParameterFromModule);
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[_logic, QGVAR(SwitchToCivilian), "SwitchToCivilian"] call EFUNC(Core, readBooleanParameterFromModule);
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[_logic, QGVAR(EnableSafeZone), "EnableSafeZone"] call EFUNC(Core, readBooleanParameterFromModule);
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[_logic, QGVAR(SafeZoneRadius), "SafeZoneRadius"] call EFUNC(Core, readNumericParameterFromModule);
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[_logic, "AGM_SwitchUnits_EnableSafeZone", "EnableSafeZone"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, "AGM_SwitchUnits_SafeZoneRadius", "SafeZoneRadius"] call AGM_Core_fnc_readNumericParameterFromModule;
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diag_log text "[AGM]: SwitchUnits Module Initialized.";
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diag_log text "[ACE]: SwitchUnits Module Initialized.";
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ARRAY<OBJECT> - Player units
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*/
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#include "script_component.hpp"
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private ["_position", "_radius", "_nearestPlayers"];
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_position = _this select 0;
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@ -23,7 +25,7 @@ _radius = _this select 1;
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_nearestPlayers = [];
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{
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if ([_x] call AGM_Core_fnc_isPlayer && {alive _x}) then {
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if ([_x] call EFUNC(Core, isPlayer) && {alive _x}) then {
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_nearestPlayers pushBack _x;
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};
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} forEach (nearestObjects [_position, ["Man"], _radius]);
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VOID
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*/
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#include "script_component.hpp"
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private ["_originalPlayerUnit", "_currentUnit"];
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_originalPlayerUnit = _this select 0;
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_currentUnit = _this select 1;
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[_originalPlayerUnit] joinSilent AGM_SwitchUnits_OriginalGroup;
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[_originalPlayerUnit] joinSilent GVAR(OriginalGroup);
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waitUntil {local _originalPlayerUnit};
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VOID
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*/
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#include "script_component.hpp"
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private ["_newUnit"];
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_newUnit = _this select 1;
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// don't switch to original player units
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if (!([_newUnit] call AGM_SwitchUnits_fnc_isValidAi)) exitWith {};
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if (!([_newUnit] call FUNC(isValidAi))) exitWith {};
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_newUnit spawn {
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private ["_unit", "_allNearestPlayers", "_oldUnit", "_respawnEhId", "_oldOwner", "_leave"];
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@ -28,10 +30,10 @@ _newUnit spawn {
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_leave = false;
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if (AGM_SwitchUnits_EnableSafeZone) then {
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if (GVAR(EnableSafeZone)) then {
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_allNearestPlayers = [position _unit, AGM_SwitchUnits_SafeZoneRadius] call AGM_SwitchUnits_fnc_nearestPlayers;
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_nearestEnemyPlayers = [_allNearestPlayers, {((side AGM_SwitchUnits_OriginalGroup) getFriend (side _this) < 0.6) && !(_this getVariable ["AGM_SwitchUnits_IsPlayerControlled", false])}] call AGM_Core_fnc_filter;
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_allNearestPlayers = [position _unit, GVAR(SafeZoneRadius)] call FUNC(nearestPlayers);
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_nearestEnemyPlayers = [_allNearestPlayers, {((side GVAR(OriginalGroup)) getFriend (side _this) < 0.6) && !(_this getVariable [QGVAR(IsPlayerControlled), false])}] call EFUNC(Core, filter);
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if (count _nearestEnemyPlayers > 0) exitWith {
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_leave = true;
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@ -40,40 +42,40 @@ _newUnit spawn {
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// exitWith doesn't exit past the "if(EnableSafeZone)" block
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if (_leave) exitWith {
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[localize "STR_AGM_SwitchUnits_TooCloseToEnemy"] call AGM_Core_fnc_displayTextStructured;
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[localize "STR_ACE_SwitchUnits_TooCloseToEnemy"] call EFUNC(Core, displayTextStructured);
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};
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// should switch locality
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// This doesn't work anymore, because one's now able to switch to units from a different side
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//[_unit] joinSilent group player;
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[[_unit, player], "{(_this select 0) setVariable ['AGM_SwitchUnits_OriginalOwner', owner (_this select 0), true]; (_this select 0) setOwner owner (_this select 1)}", 1] call AGM_Core_fnc_execRemoteFnc;
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[[_unit, player], QUOTE({(_this select 0) setVariable [QGVAR(OriginalOwner), owner (_this select 0), true]; (_this select 0) setOwner owner (_this select 1)}), 1] call EFUNC(Core, execRemoteFnc);
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_oldUnit = player;
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waitUntil {sleep 0.2; local _unit};
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_oldUnit setVariable ["AGM_SwitchUnits_IsPlayerControlled", false, true];
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_oldUnit setVariable ["AGM_SwitchUnits_PlayerControlledName", "", true];
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_oldUnit setVariable [QGVAR(IsPlayerControlled), false, true];
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_oldUnit setVariable [QGVAR(PlayerControlledName), "", true];
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_respawnEhId = _unit getVariable ["AGM_SwitchUnits_RespawnEhId", -1];
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_respawnEhId = _unit getVariable [QGVAR(RespawnEhId), -1];
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if (_respawnEhId != -1) then {
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_oldUnit removeEventHandler ["Respawn", _respawnEhId];
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};
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selectPlayer _unit;
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_unit setVariable ["AGM_SwitchUnits_IsPlayerControlled", true, true];
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_unit setVariable ["AGM_SwitchUnits_PlayerControlledName", AGM_SwitchUnits_OriginalName, true];
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_unit setVariable [QGVAR(IsPlayerControlled), true, true];
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_unit setVariable [QGVAR(PlayerControlledName), GVAR(OriginalName), true];
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_respawnEhId = _unit addEventHandler ["Respawn", {
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[AGM_SwitchUnits_OriginalUnit, _this select 0] spawn AGM_SwitchUnits_fnc_switchBack;
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[GVAR(OriginalUnit), _this select 0] spawn FUNC(switchBack);
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}];
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_unit setVariable ["AGM_SwitchUnits_RespawnEhId", _respawnEhId, true];
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_unit setVariable [QGVAR(RespawnEhId), _respawnEhId, true];
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// set owner back to original owner
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_oldOwner = _oldUnit getVariable["AGM_SwitchUnits_OriginalOwner", -1];
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_oldOwner = _oldUnit getVariable[QGVAR(OriginalOwner), -1];
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if (_oldOwner > -1) then {
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[[_oldUnit, _oldOwner], "{(_this select 0) setOwner (_this select 1)}", 1] call AGM_Core_fnc_execRemoteFnc;
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[[_oldUnit, _oldOwner], QUOTE({(_this select 0) setOwner (_this select 1)}), 1] call EFUNC(Core, execRemoteFnc);
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};
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[localize "STR_AGM_SwitchUnits_SwitchedUnit"] call AGM_Core_fnc_displayTextStructured;
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[localize "STR_ACE_SwitchUnits_SwitchedUnit"] call EFUNC(Core, displayTextStructured);
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};
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