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Merge pull request #129 from KoffeinFlummi/agmCaptivesPort
Port: AGM Captives
This commit is contained in:
commit
681d83f922
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// by commy2
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[missionNamespace, "playerChanged", {_this call AGM_Captives_fnc_handlePlayerChanged}] call AGM_Core_fnc_addCustomEventhandler;
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@ -1,363 +0,0 @@
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class CfgPatches {
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class AGM_Captives {
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units[] = {};
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weapons[] = {"AGM_CableTie"};
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requiredVersion = 0.60;
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requiredAddons[] = {AGM_Core, AGM_Interaction};
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version = "0.95";
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versionStr = "0.95";
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versionAr[] = {0,95,0};
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author[] = {"commy2", "KoffeinFlummi"};
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authorUrl = "https://github.com/commy2/";
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};
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};
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class CfgFunctions {
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class AGM_Captives {
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class AGM_Captives {
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file = "\AGM_Captives\functions";
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class canFriskPerson;
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class canLoadCaptive;
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class canUnloadCaptive;
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class escortCaptive;
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class handleGetOut;
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class handleKnockedOut;
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class handlePlayerChanged;
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class handleWokeUp;
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class initPost;
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class initUnit;
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class loadCaptive;
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class openFriskMenu;
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class setCaptive;
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class surrender;
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class unloadCaptive;
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};
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};
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};
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//release escorted captive when entering a vehicle
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class Extended_GetIn_EventHandlers {
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class All {
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class AGM_Captives_AutoDetachCaptive {
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getIn = "if (local (_this select 2) && {(_this select 2) getVariable ['AGM_isEscorting', false]}) then {(_this select 2) setVariable ['AGM_isEscorting', false, true]}";
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};
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};
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};
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//reset captive animation after leaving vehicle
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class Extended_GetOut_EventHandlers {
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class All {
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class AGM_Captives_LeaveVehicle {
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getOut = "if (local (_this select 2) && {(_this select 2) getVariable ['AGM_isCaptive', false]}) then {_this call AGM_Captives_fnc_handleGetOut}";
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};
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};
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};
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//reset captivity and escorting status when getting killed
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class Extended_Killed_EventHandlers {
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class CAManBase {
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class AGM_Captives_AutoDetachCaptive {
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killed = "if ((_this select 0) getVariable ['AGM_isCaptive', false]) then {(_this select 0) setVariable ['AGM_isCaptive', false, true]}; if ((_this select 0) getVariable ['AGM_isEscorting', false]) then {(_this select 0) setVariable ['AGM_isEscorting', false, true]};";
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};
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};
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};
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//handle captive and unconsciousness state
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class Extended_Init_EventHandlers {
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class CAManBase {
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class AGM_Captives_AutoDetachCaptive {
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init = "_this call AGM_Captives_fnc_initUnit";
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};
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};
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};
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//mission start
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class Extended_InitPost_EventHandlers {
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class CAManBase {
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class AGM_Captives_InitPost {
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init = "if (local (_this select 0)) then {_this call AGM_Captives_fnc_initPost};";
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};
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};
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};
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class Extended_PostInit_EventHandlers {
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class AGM_Captives {
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clientInit = "call compile preprocessFileLineNumbers '\AGM_Captives\clientInit.sqf'";
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};
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};
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class AGM_Core_canInteractConditions {
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class AGM_Interaction_isNotEscorting {
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condition = "!(_player getVariable ['AGM_isEscorting', false])";
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};
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class AGM_Interaction_isNotCaptive {
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condition = "!(_player getVariable ['AGM_isCaptive', false])";
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};
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class AGM_Interaction_isNotSurrendering {
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condition = "!(_player getVariable ['AGM_isSurrender', false])";
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};
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};
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class CfgVehicles {
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class Man;
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class CAManBase: Man {
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class AGM_Actions {
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class AGM_SetCaptive {
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displayName = "$STR_AGM_Captives_SetCaptive";
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distance = 4;
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condition = "'AGM_CableTie' in items _player && {alive _target} && {!(_target getVariable ['AGM_isCaptive', false])}";
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statement = "player removeItem 'AGM_CableTie'; [_target, true] call AGM_Captives_fnc_setCaptive";
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showDisabled = 0;
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priority = 2.4;
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icon = "\AGM_Captives\UI\handcuff_ca.paa";
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hotkey = "C";
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};
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class AGM_ReleaseCaptive {
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displayName = "$STR_AGM_Captives_ReleaseCaptive";
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distance = 4;
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condition = "_target getVariable ['AGM_isCaptive', false] && {isNull (attachedTo _target)}";
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statement = "[_target, false] call AGM_Captives_fnc_setCaptive";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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showDisabled = 0;
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priority = 2.4;
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icon = "\AGM_Captives\UI\handcuff_ca.paa";
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hotkey = "R";
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};
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class AGM_EscortCaptive {
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displayName = "$STR_AGM_Captives_EscortCaptive";
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distance = 4;
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condition = "_target getVariable ['AGM_isCaptive', false] && {isNull (attachedTo _target)} && {alive _target} && {!(_target getVariable ['AGM_isUnconscious', false])}";
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statement = "[_target, true] call AGM_Captives_fnc_escortCaptive";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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showDisabled = 0;
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icon = "\AGM_Captives\UI\captive_ca.paa";
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priority = 2.3;
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hotkey = "E";
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};
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class AGM_StopEscorting {
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displayName = "$STR_AGM_Captives_StopEscorting";
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distance = 4;
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condition = "_target getVariable ['AGM_isCaptive', false] && {_target in attachedObjects _player}";
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statement = "[_target, false] call AGM_Captives_fnc_escortCaptive";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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showDisabled = 0;
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icon = "\AGM_Captives\UI\captive_ca.paa";
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priority = 2.3;
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hotkey = "E";
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};
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class AGM_LoadCaptive {
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displayName = "$STR_AGM_Captives_LoadCaptive";
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distance = 4;
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condition = "[_player, _target, objNull] call AGM_Captives_fnc_canLoadCaptive";
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statement = "[_player, _target, objNull] call AGM_Captives_fnc_loadCaptive";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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showDisabled = 0;
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icon = "\AGM_Captives\UI\captive_ca.paa";
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priority = 2.2;
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hotkey = "L";
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};
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class AGM_FriskPerson {
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displayName = "$STR_AGM_Captives_FriskPerson";
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distance = 2;
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condition = "[_player, _target] call AGM_Captives_fnc_canFriskPerson";
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statement = "[_player, _target] call AGM_Captives_fnc_openFriskMenu";
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showDisabled = 0;
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//icon = ""; //@todo
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priority = 3;
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hotkey = "F";
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};
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};
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class AGM_SelfActions {
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class AGM_StopEscortingSelf {
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displayName = "$STR_AGM_Captives_StopEscorting";
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condition = "(_player getVariable ['AGM_escortedUnit', objNull]) getVariable ['AGM_isCaptive', false] && {(_player getVariable ['AGM_escortedUnit', objNull]) in attachedObjects _player}";
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statement = "[_player getVariable ['AGM_escortedUnit', objNull], false] call AGM_Captives_fnc_escortCaptive;";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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showDisabled = 0;
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priority = 2.3;
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hotkey = "C";
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};
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/*class AGM_LoadCaptiveSelf {
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displayName = "$STR_AGM_Captives_LoadCaptive";
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condition = "[_player, objNull, objNull] call AGM_Captives_fnc_canLoadCaptiveIntoVehicle";
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statement = "[_player, objNull, objNull] call AGM_Captives_fnc_loadCaptiveIntoVehicle";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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showDisabled = 0;
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priority = 2.2;
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hotkey = "K";
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};*/
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};
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};
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#define MACRO_LOADUNLOADCAPTIVE \
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class AGM_Actions { \
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class AGM_LoadCaptive { \
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displayName = "$STR_AGM_Captives_LoadCaptive"; \
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distance = 4; \
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condition = "[_player, objNull, _target] call AGM_Captives_fnc_canLoadCaptive"; \
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statement = "[_player, objNull, _target] call AGM_Captives_fnc_loadCaptive"; \
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exceptions[] = {"AGM_Interaction_isNotEscorting"}; \
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showDisabled = 0; \
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priority = 1.2; \
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hotkey = "L"; \
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}; \
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class AGM_UnloadCaptive { \
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displayName = "$STR_AGM_Captives_UnloadCaptive"; \
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distance = 4; \
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condition = "[_player, _target] call AGM_Captives_fnc_canUnloadCaptive"; \
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statement = "[_player, _target] call AGM_Captives_fnc_unloadCaptive"; \
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showDisabled = 0; \
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priority = 1.2; \
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hotkey = "C"; \
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}; \
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};
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class LandVehicle;
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class Car: LandVehicle {
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MACRO_LOADUNLOADCAPTIVE
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};
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class Tank: LandVehicle {
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MACRO_LOADUNLOADCAPTIVE
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};
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class Air;
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class Helicopter: Air {
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MACRO_LOADUNLOADCAPTIVE
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};
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class Plane: Air {
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MACRO_LOADUNLOADCAPTIVE
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};
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class Ship;
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class Ship_F: Ship {
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MACRO_LOADUNLOADCAPTIVE
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};
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class StaticWeapon: LandVehicle {
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MACRO_LOADUNLOADCAPTIVE
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};
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class StaticMortar;
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class Mortar_01_base_F: StaticMortar {
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MACRO_LOADUNLOADCAPTIVE
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};
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#define MACRO_ADDITEM(ITEM,COUNT) class _xx_##ITEM { \
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name = #ITEM; \
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count = COUNT; \
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};
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class Box_NATO_Support_F;
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class AGM_Box_Misc: Box_NATO_Support_F {
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class TransportItems {
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MACRO_ADDITEM(AGM_CableTie,12)
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};
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};
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};
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class CfgWeapons {
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class AGM_ItemCore;
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class InventoryItem_Base_F;
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class AGM_CableTie: AGM_ItemCore {
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displayName = "$STR_AGM_Captives_CableTie";
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descriptionShort = "$STR_AGM_Captives_CableTieDescription";
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model = "\AGM_Captives\agm_cabletie.p3d";
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picture = "\AGM_Captives\UI\agm_cabletie_x_ca.paa";
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scope = 2;
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class ItemInfo: InventoryItem_Base_F {
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mass = 1;
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};
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};
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};
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/*class CfgMovesBasic;
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class CfgMovesMaleSdr: CfgMovesBasic {
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class States {
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class CutSceneAnimationBase;
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class AmovPercMstpSnonWnonDnon_EaseIn: CutSceneAnimationBase {
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head = "headDefault";
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static = 1;
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disableWeapons = 0;
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forceAim = 0;
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InterpolateTo[] = {"AmovPercMstpSnonWnonDnon_EaseOut",0.02,"Unconscious",0.1};
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};
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class AmovPercMstpSnonWnonDnon_Ease: AmovPercMstpSnonWnonDnon_EaseIn {
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looped = 1;
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InterpolateTo[] = {"Unconscious",0.1};
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};
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class AmovPercMstpSnonWnonDnon_EaseOut: AmovPercMstpSnonWnonDnon_EaseIn {
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InterpolateTo[] = {"AmovPercMstpSnonWnonDnon_EaseIn",0.02,"Unconscious",0.1};
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};
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class AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon: CutSceneAnimationBase {
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InterpolateTo[] = {"Unconscious",0.01,"AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
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};
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class AmovPercMstpSsurWnonDnon: AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon {
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looped = 1;
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InterpolateTo[] = {"Unconscious",0.01};
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};
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class AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon: AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon {
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InterpolateTo[] = {"Unconscious",0.01,"AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon",0.1};
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};
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};
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};*/
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class CfgMovesBasic {
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class Actions {
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class CivilStandActions;
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class AGM_CivilStandCaptiveActions: CivilStandActions {
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turnL = "";
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turnR = "";
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stop = "AGM_AmovPercMstpScapWnonDnon";
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StopRelaxed = "AGM_AmovPercMstpScapWnonDnon";
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default = "AGM_AmovPercMstpScapWnonDnon";
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getOver = "";
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throwPrepare = "";
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throwGrenade[] = {"","Gesture"};
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};
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};
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};
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class CfgMovesMaleSdr: CfgMovesBasic {
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class StandBase;
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class States {
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class AmovPercMstpSnonWnonDnon: StandBase {
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ConnectTo[] += {"AGM_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon",0.1};
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};
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class CutSceneAnimationBase;
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class AGM_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon: CutSceneAnimationBase {
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actions = "AGM_CivilStandCaptiveActions";
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file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_EaseIn";
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speed = 1;
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looped = 0;
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interpolationRestart = 2;
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ConnectTo[] = {"AGM_AmovPercMstpScapWnonDnon",0.1};
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InterpolateTo[] = {"Unconscious",0.01,"AGM_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
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};
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class AGM_AmovPercMstpScapWnonDnon: AGM_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon {
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file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_Ease";
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speed = 0;
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ConnectTo[] = {"AGM_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
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InterpolateTo[] = {"Unconscious",0.01};
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looped = 1;
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};
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class AGM_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon: AGM_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon {
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actions = "CivilStandActions";
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file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_easeout";
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ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};
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InterpolateTo[] = {"Unconscious",0.01,"AGM_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon",0.1};
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};
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};
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};
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/*
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player playMove "AGM_AmovPercMstpScapWnonDnon";
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player switchMove "AGM_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon";
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*/
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@ -1,21 +0,0 @@
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/*
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* By: bux578
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*
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* Checks the conditions for being able to frisk a unit
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*
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* Arguments:
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* 0: caller (player) (Object)
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* 1: target (Object)
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*
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* Return Value:
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* Boolean
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*/
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private ["_unit", "_target"];
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_unit = _this select 0;
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_target = _this select 1;
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_target getVariable ["AGM_isCaptive", false]
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|| {_target getVariable ["AGM_isSearchable", false]}
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|| {_target getVariable ["AGM_isUnconscious", false]}
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@ -1,35 +0,0 @@
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/*
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* Author: commy2
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*
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* Check if the unit can load the target object into a vehicle.
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*
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* Argument:
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* 0: Unit that wants to load a captive (Object)
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* 1: A captive. ObjNull for the first escorted captive (Object)
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* 2: Vehicle to load the captive into. ObjNull for the nearest vehicle (Object)
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*
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* Return value:
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* Boolean (Bool)
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*/
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private ["_unit", "_target", "_vehicle", "_objects"];
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_unit = _this select 0;
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_target = _this select 1;
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_vehicle = _this select 2;
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if (isNull _target) then {
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_objects = attachedObjects _unit;
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_objects = [_objects, {_this getVariable ["AGM_isCaptive", false]}] call AGM_Core_fnc_filter;
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_target = _objects select 0;
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};
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if (isNull _vehicle) then {
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_objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship_F"], 10];
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_vehicle = _objects select 0;
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};
|
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_unit getVariable ["AGM_isEscorting", false]
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&& {!isNil "_target"}
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&& {!isNil "_vehicle"}
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&& {_vehicle emptyPositions "cargo" > 0}
|
@ -1,23 +0,0 @@
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/*
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||||
* Author: commy2
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||||
*
|
||||
* Check if the unit can unload a captive from the vehicle.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Unit that wants to unload a captive (Object)
|
||||
* 1: Vehicle to unload a captive from. (Object)
|
||||
*
|
||||
* Return value:
|
||||
* Boolean (Bool)
|
||||
*/
|
||||
|
||||
private ["_unit", "_vehicle", "_cargo"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_vehicle = _this select 1;
|
||||
|
||||
_cargo = crew _vehicle; // Can also unload from driver, gunner, commander, turret positions. They shouldn't be there anyway.
|
||||
|
||||
_cargo = [_cargo, {_this getVariable ["AGM_isCaptive", false]}] call AGM_Core_fnc_filter;
|
||||
|
||||
count _cargo > 0
|
@ -1,43 +0,0 @@
|
||||
//author : Nic547
|
||||
//Attaches a Captive to the player
|
||||
|
||||
private ["_unit", "_state"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_state = _this select 1;
|
||||
|
||||
if !("AGM_Handcuffed" in ([_unit] call AGM_Core_fnc_getCaptivityStatus)) exitWith {
|
||||
[localize "STR_AGM_Captives_NoCaptive"] call AGM_Core_fnc_displayTextStructured;
|
||||
};
|
||||
|
||||
if (_state) then {
|
||||
if (player getVariable ["AGM_isEscorting", false]) exitWith {};
|
||||
|
||||
[player, _unit] call AGM_Core_fnc_claim;
|
||||
player setVariable ["AGM_isEscorting", true, true];
|
||||
|
||||
_unit attachTo [player, [0, 1, 0]];
|
||||
|
||||
player setVariable ["AGM_escortedUnit", _unit, true];
|
||||
_actionID = player addAction [format ["<t color='#FF0000'>%1</t>", localize "STR_AGM_Captives_StopEscorting"], "[player getVariable ['AGM_escortedUnit', objNull], false] call AGM_Captives_fnc_escortCaptive;", nil, 20, false, true, "", "!isNull (player getVariable ['AGM_escortedUnit', objNull])"];
|
||||
|
||||
[_unit, _actionID] spawn {
|
||||
_unit = _this select 0;
|
||||
_actionID = _this select 1;
|
||||
|
||||
while {player getVariable ["AGM_isEscorting", false]} do {
|
||||
sleep 0.2;
|
||||
|
||||
if (!alive _unit || {!alive player} || {!canStand _unit} || {!canStand player} || {_unit getVariable ["AGM_isUnconscious", false]} || {player getVariable ["AGM_isUnconscious", false]} || {!isNull (attachedTo player)}) then {
|
||||
player setVariable ["AGM_isEscorting", false, true];
|
||||
};
|
||||
};
|
||||
[objNull, _unit] call AGM_Core_fnc_claim;
|
||||
|
||||
detach _unit;
|
||||
player removeAction _actionID;
|
||||
};
|
||||
} else {
|
||||
player setVariable ["AGM_isEscorting", false, true];
|
||||
player setVariable ["AGM_escortedUnit", objNull, true];
|
||||
};
|
@ -1,14 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
private ["_vehicle", "_unit", "_cargoIndex"];
|
||||
|
||||
_vehicle = _this select 0;
|
||||
_unit = _this select 2;
|
||||
|
||||
_cargoIndex = _unit getVariable ["AGM_Captives_CargoIndex", -1];
|
||||
|
||||
if (_cargoIndex != -1) exitWith {
|
||||
_unit moveInCargo [_vehicle, _cargoIndex];
|
||||
};
|
||||
|
||||
[_unit, 'AGM_AmovPercMstpScapWnonDnon', 2] call AGM_Core_fnc_doAnimation;
|
@ -1,12 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
private ["_unit", "_oldUnit"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_oldUnit = _this select 1;
|
||||
|
||||
if (_unit getVariable ["AGM_isCaptive", false]) then {
|
||||
showHUD false;
|
||||
} else {
|
||||
showHUD true;
|
||||
};
|
@ -1,10 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
private "_unit";
|
||||
|
||||
_unit = _this select 0;
|
||||
|
||||
if (_unit getVariable ["AGM_isCaptive", false] && {vehicle _unit == _unit}) then {
|
||||
[_unit] call AGM_Core_fnc_fixLoweredRifleAnimation;
|
||||
[_unit, "AGM_AmovPercMstpScapWnonDnon", 0] call AGM_Core_fnc_doAnimation;
|
||||
};
|
@ -1,11 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
private "_unit";
|
||||
|
||||
_unit = _this select 0;
|
||||
|
||||
// reset status on mission start
|
||||
if (_unit getVariable ["AGM_isCaptive", false]) then {
|
||||
_unit setVariable ["AGM_isCaptive", false];
|
||||
[_unit, true] call AGM_Captives_fnc_setCaptive;
|
||||
};
|
@ -1,12 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
[_this select 0, "knockedOut", {
|
||||
if (local (_this select 0)) then {_this call AGM_Captives_fnc_handleKnockedOut};
|
||||
}] call AGM_Core_fnc_addCustomEventhandler;
|
||||
|
||||
[_this select 0, "wokeUp", {
|
||||
if (local (_this select 0)) then {_this call AGM_Captives_fnc_handleWokeUp};
|
||||
}] call AGM_Core_fnc_addCustomEventhandler;
|
||||
|
||||
// prevent players from throwing grenades
|
||||
[_this select 0, "Throw", {(_this select 1) getVariable ["AGM_isCaptive", false]}, {}] call AGM_Core_fnc_addActionEventhandler;
|
@ -1,35 +0,0 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Unit loads the target object into a vehicle.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Unit that wants to load a captive (Object)
|
||||
* 1: A captive. ObjNull for the first escorted captive (Object)
|
||||
* 2: Vehicle to load the captive into. ObjNull for the nearest vehicle (Object)
|
||||
*
|
||||
* Return value:
|
||||
* Nothing
|
||||
*/
|
||||
|
||||
private ["_unit", "_target", "_vehicle", "_objects"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_target = _this select 1;
|
||||
_vehicle = _this select 2;
|
||||
|
||||
if (isNull _target) then {
|
||||
_objects = attachedObjects _unit;
|
||||
_objects = [_objects, {_this getVariable ["AGM_isCaptive", false]}] call AGM_Core_fnc_filter;
|
||||
_target = _objects select 0;
|
||||
};
|
||||
|
||||
if (isNull _vehicle) then {
|
||||
_objects = nearestObjects [_unit, ["Car_F", "Tank_F", "Helicopter_F", "Boat_F", "Plane_F"], 10];
|
||||
_vehicle = _objects select 0;
|
||||
};
|
||||
|
||||
if (!isNil "_target" && {!isNil "_vehicle"}) then {
|
||||
_unit setVariable ["AGM_isEscorting", false];
|
||||
[[_target, _vehicle], "{(_this select 0) moveInCargo (_this select 1); (_this select 0) assignAsCargo (_this select 1); (_this select 0) setVariable ['AGM_Captives_CargoIndex', (_this select 1) getCargoIndex (_this select 0), true];}", _target] call AGM_Core_fnc_execRemoteFnc;
|
||||
};
|
@ -1,70 +0,0 @@
|
||||
/*
|
||||
Name: AGM_Captives_fnc_openFriskMenu
|
||||
|
||||
Author: bux578
|
||||
|
||||
Description:
|
||||
Open the select menu with the "personal" items of a frisked unit
|
||||
It only shows "handgunWeapon", "uniformItems", "vestItems", "backpackItems" and "assignedItems" because every other item is visible on the character
|
||||
|
||||
Parameters:
|
||||
0: Object - player unit
|
||||
1: Object - unit
|
||||
|
||||
Returns:
|
||||
Nothing
|
||||
*/
|
||||
|
||||
private ["_player", "_unit", "_weapon", "_listedItemClasses", "_actions", "_allGear"];
|
||||
|
||||
_player = _this select 0;
|
||||
_unit = _this select 1;
|
||||
|
||||
_weapon = currentWeapon _player;
|
||||
if (_weapon == primaryWeapon _player && {_weapon != ""}) then {
|
||||
[_player, "AmovPercMstpSlowWrflDnon", 0] call AGM_Core_fnc_doAnimation;
|
||||
};
|
||||
|
||||
_listedItemClasses = [];
|
||||
|
||||
_actions = [localize "STR_AGM_Captives_FriskMenuHeader", localize "STR_AGM_Captives_CancelSelection"] call AGM_Interaction_fnc_prepareSelectMenu;
|
||||
|
||||
_allGear = [];
|
||||
|
||||
if ((handgunWeapon _unit) != "") then {
|
||||
_allGear pushBack (handgunWeapon _unit);
|
||||
};
|
||||
if (count (uniformItems _unit) > 0) then {
|
||||
_allGear = _allGear + (uniformItems _unit);
|
||||
};
|
||||
if (count (vestItems _unit) > 0) then {
|
||||
_allGear = _allGear + (vestItems _unit);
|
||||
};
|
||||
if (count (backpackItems _unit) > 0) then {
|
||||
_allGear = _allGear + (backpackItems _unit);
|
||||
};
|
||||
if (count (assignedItems _unit) > 0) then {
|
||||
_allGear = _allGear + (assignedItems _unit);
|
||||
};
|
||||
|
||||
// Handgun
|
||||
// Uniform Items
|
||||
// Vest Items
|
||||
// Backpack Items
|
||||
// Assigned Items
|
||||
{
|
||||
if (!(_x in _listedItemClasses)) then {
|
||||
private "_item";
|
||||
_item = configFile >> "CfgMagazines" >> _x;
|
||||
if (isNil "_item" || str _item == "") then { //str _item ?
|
||||
_item = configFile >> "CfgWeapons" >> _x;
|
||||
};
|
||||
_actions = [_actions, getText(_item >> "displayName"), getText(_item >> "picture"), _x] call AGM_Interaction_fnc_addSelectableItem;
|
||||
_listedItemClasses pushBack _x;
|
||||
};
|
||||
} forEach (_allGear);
|
||||
|
||||
[_actions, {call AGM_Interaction_fnc_hideMenu;}, {call AGM_Interaction_fnc_hideMenu;}] call AGM_Interaction_fnc_openSelectMenu;
|
||||
|
||||
// don't need an "Ok" Button
|
||||
ctrlShow [8860, false];
|
@ -1,57 +0,0 @@
|
||||
/*
|
||||
* Author: Nic547, commy2
|
||||
*
|
||||
* Makes a civilian unable to move.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Unit (Object)
|
||||
* 1: True to take captive, false to release captive (Object)
|
||||
*
|
||||
* Return value:
|
||||
* Nothing
|
||||
*/
|
||||
|
||||
private ["_unit", "_state"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_state = _this select 1;
|
||||
|
||||
if (!local _unit) exitWith {[[_unit, _state, true], _fnc_scriptName, _unit] call AGM_Core_fnc_execRemoteFnc};
|
||||
|
||||
if (_state) then {
|
||||
if (_unit getVariable ["AGM_isCaptive", false]) exitWith {};
|
||||
|
||||
_unit setVariable ["AGM_isCaptive", true, true];
|
||||
|
||||
// fix anim on mission start (should work on dedicated servers)
|
||||
_unit spawn {
|
||||
[_this, "AGM_Handcuffed", true] call AGM_Core_fnc_setCaptivityStatus;
|
||||
|
||||
if (_this getVariable ["AGM_isCaptive", false] && {vehicle _this == _this}) then {
|
||||
[_this] call AGM_Core_fnc_fixLoweredRifleAnimation;
|
||||
[_this, "AGM_AmovPercMstpScapWnonDnon", 0] spawn AGM_Core_fnc_doAnimation;
|
||||
};
|
||||
};
|
||||
|
||||
_unit setVariable ["AGM_Captives_CargoIndex", vehicle _unit getCargoIndex _unit, true];
|
||||
|
||||
if (_unit == AGM_player) then {
|
||||
showHUD false;
|
||||
};
|
||||
} else {
|
||||
if !(_unit getVariable ["AGM_isCaptive", false]) exitWith {};
|
||||
|
||||
_unit setVariable ["AGM_isCaptive", false, true];
|
||||
[_unit, "AGM_Handcuffed", false] call AGM_Core_fnc_setCaptivityStatus;
|
||||
if (vehicle _unit == _unit) then {
|
||||
[_unit, "AGM_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call AGM_Core_fnc_doAnimation;
|
||||
};
|
||||
|
||||
if (_unit getVariable ["AGM_Captives_CargoIndex", -1] != -1) then {
|
||||
_unit setVariable ["AGM_Captives_CargoIndex", -1, true];
|
||||
};
|
||||
|
||||
if (_unit == AGM_player) then {
|
||||
showHUD true;
|
||||
};
|
||||
};
|
@ -1,50 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
private ["_unit", "_state"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_state = _this select 1;
|
||||
|
||||
if (!local _unit) exitWith {[_this, _fnc_scriptName, _unit] call AGM_Core_fnc_execRemoteFnc};
|
||||
|
||||
if (_state) then {
|
||||
if (_unit getVariable ["AGM_isSurrender", false]) exitWith {};
|
||||
|
||||
_unit setVariable ["AGM_isSurrender", true, true];
|
||||
[_unit, "AGM_Surrendered", true] call AGM_Core_fnc_setCaptivityStatus;
|
||||
|
||||
_unit spawn {
|
||||
// fix for lowered rifle animation glitch
|
||||
if (currentWeapon _this != "" && {currentWeapon _this == primaryWeapon _this} && {weaponLowered _this} && {stance _this == "STAND"}) then {
|
||||
_this playMove "amovpercmstpsraswrfldnon";
|
||||
};
|
||||
|
||||
while {_this getVariable ["AGM_isSurrender", false]} do {
|
||||
sleep 0.001; //sleep in UI
|
||||
|
||||
if (isPlayer _this) then {showHUD false};
|
||||
|
||||
if (!alive _this || {_this getVariable ["AGM_isUnconscious", false]}) then {
|
||||
_this setVariable ["AGM_isSurrender", false, true];
|
||||
} else {
|
||||
_this playMove "amovpercmstpsnonwnondnon_amovpercmstpssurwnondnon";
|
||||
};
|
||||
};
|
||||
if !(_this getVariable ["AGM_isUnconscious", false]) then {
|
||||
_this playMoveNow "AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon";
|
||||
} else {
|
||||
_this playMoveNow "unconscious";
|
||||
};
|
||||
|
||||
[_this, "AGM_Surrendered", false] call AGM_Core_fnc_setCaptivityStatus;
|
||||
|
||||
if (isPlayer _this) then {showHUD true};
|
||||
};
|
||||
} else {
|
||||
_unit setVariable ["AGM_isSurrender", false, true];
|
||||
};
|
||||
|
||||
/*
|
||||
player playMove "AmovPercMstpSsurWnonDnon"
|
||||
player switchMove "AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon"
|
||||
*/
|
@ -1,31 +0,0 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Unit unloads a captive from a vehicle.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Unit that wants to unload a captive (Object)
|
||||
* 1: Vehicle to unload a captive from. (Object)
|
||||
*
|
||||
* Return value:
|
||||
* Nothing
|
||||
*/
|
||||
|
||||
private ["_unit", "_vehicle", "_cargo", "_target"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_vehicle = _this select 1;
|
||||
|
||||
_cargo = crew _vehicle; // Can also unload from driver, gunner, commander, turret positions. They shouldn't be there anyway.
|
||||
|
||||
_cargo = [_cargo, {_this getVariable ["AGM_isCaptive", false]}] call AGM_Core_fnc_filter;
|
||||
|
||||
if (count _cargo > 0) then {
|
||||
_target = _cargo select 0;
|
||||
|
||||
_target setVariable ["AGM_Captives_CargoIndex", -1, true];
|
||||
|
||||
moveOut _target;
|
||||
[_target, "AGM_AmovPercMstpScapWnonDnon", 2] call AGM_Core_fnc_doAnimation;
|
||||
[_target, "{unassignVehicle _this}", _target] call AGM_Core_fnc_execRemoteFnc;
|
||||
};
|
1
addons/captives/$PBOPREFIX$
Normal file
1
addons/captives/$PBOPREFIX$
Normal file
@ -0,0 +1 @@
|
||||
z\ace\addons\captives
|
48
addons/captives/CfgEventHandlers.hpp
Normal file
48
addons/captives/CfgEventHandlers.hpp
Normal file
@ -0,0 +1,48 @@
|
||||
class Extended_PreInit_EventHandlers {
|
||||
class ADDON {
|
||||
init = QUOTE(call COMPILE_FILE(XEH_preInit));
|
||||
};
|
||||
};
|
||||
|
||||
class Extended_PostInit_EventHandlers {
|
||||
class ADDON {
|
||||
init = QUOTE(call COMPILE_FILE(XEH_postInit));
|
||||
};
|
||||
};
|
||||
|
||||
//release escorted captive when entering a vehicle
|
||||
class Extended_GetIn_EventHandlers {
|
||||
class All {
|
||||
class GVAR(AutoDetachCaptive) {
|
||||
getIn = QUOTE(_this call FUNC(handleGetIn));
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
//reset captive animation after leaving vehicle
|
||||
class Extended_GetOut_EventHandlers {
|
||||
class All {
|
||||
class GVAR(AutoDetachCaptive) {
|
||||
getOut = QUOTE(_this call FUNC(handleGetOut));
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
//reset captivity and escorting status when getting killed
|
||||
class Extended_Killed_EventHandlers {
|
||||
class CAManBase {
|
||||
class GVAR(AutoDetachCaptive) {
|
||||
killed = QUOTE(_this call FUNC(handleKilled));
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
//mission start
|
||||
class Extended_InitPost_EventHandlers {
|
||||
class CAManBase {
|
||||
class GVAR(InitPost) {
|
||||
init = QUOTE(_this call FUNC(handleUnitInitPost));
|
||||
};
|
||||
};
|
||||
};
|
||||
|
83
addons/captives/CfgMoves.hpp
Normal file
83
addons/captives/CfgMoves.hpp
Normal file
@ -0,0 +1,83 @@
|
||||
class CfgMovesBasic {
|
||||
class Actions {
|
||||
class CivilStandActions;
|
||||
class ACE_CivilStandHandcuffedActions: CivilStandActions {
|
||||
turnL = "";
|
||||
turnR = "";
|
||||
stop = "ACE_AmovPercMstpScapWnonDnon";
|
||||
StopRelaxed = "ACE_AmovPercMstpScapWnonDnon";
|
||||
default = "ACE_AmovPercMstpScapWnonDnon";
|
||||
PutDown = "";
|
||||
getOver = "";
|
||||
throwPrepare = "";
|
||||
throwGrenade[] = {"","Gesture"};
|
||||
};
|
||||
class ACE_CivilStandSurrenderActions: ACE_CivilStandHandcuffedActions {
|
||||
stop = "ACE_AmovPercMstpSsurWnonDnon";
|
||||
StopRelaxed = "ACE_AmovPercMstpSsurWnonDnon";
|
||||
default = "ACE_AmovPercMstpSsurWnonDnon";
|
||||
PutDown = "";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class CfgMovesMaleSdr: CfgMovesBasic {
|
||||
class StandBase;
|
||||
class States {
|
||||
class AmovPercMstpSnonWnonDnon: StandBase {
|
||||
ConnectTo[] += {"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon",0.1,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon",0.1};
|
||||
};
|
||||
|
||||
class CutSceneAnimationBase;
|
||||
|
||||
//Handcuffed Anims:
|
||||
class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon: CutSceneAnimationBase {
|
||||
actions = "ACE_CivilStandHandcuffedActions";
|
||||
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_EaseIn";
|
||||
speed = 1;
|
||||
looped = 0;
|
||||
interpolationRestart = 2;
|
||||
ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon",0.1};
|
||||
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
|
||||
};
|
||||
class ACE_AmovPercMstpScapWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon {
|
||||
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_Ease";
|
||||
speed = 0;
|
||||
ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
|
||||
InterpolateTo[] = {"Unconscious",0.01};
|
||||
looped = 1;
|
||||
};
|
||||
class ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon {
|
||||
actions = "CivilStandActions";
|
||||
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_easeout";
|
||||
ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};
|
||||
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon",0.1};
|
||||
};
|
||||
|
||||
//Surrender Anims:
|
||||
class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon: CutSceneAnimationBase {
|
||||
actions = "ACE_CivilStandSurrenderActions";
|
||||
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon";
|
||||
speed = 1;
|
||||
looped = 0;
|
||||
interpolationRestart = 2;
|
||||
ConnectTo[] = {"ACE_AmovPercMstpSsurWnonDnon",0.1};
|
||||
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
|
||||
};
|
||||
class ACE_AmovPercMstpSsurWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon {
|
||||
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon";
|
||||
speed = 0;
|
||||
looped = 1;
|
||||
ConnectTo[] = {"ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1};
|
||||
InterpolateTo[] = {"Unconscious",0.01};
|
||||
};
|
||||
class ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon {
|
||||
speed = 0.333; //for gameplay reasons, slow this down
|
||||
actions = "CivilStandActions";
|
||||
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon";
|
||||
ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};
|
||||
InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon",0.1};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
191
addons/captives/CfgVehicles.hpp
Normal file
191
addons/captives/CfgVehicles.hpp
Normal file
@ -0,0 +1,191 @@
|
||||
class CfgVehicles {
|
||||
class Man;
|
||||
class CAManBase: Man {
|
||||
class ACE_Actions {
|
||||
class ACE_ApplyHandcuffs {
|
||||
displayName = "$STR_ACE_Captives_SetCaptive";
|
||||
distance = 4;
|
||||
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canApplyHandcuffs));
|
||||
statement = QUOTE([ARR_2(_player, _target)] call FUNC(doApplyHandcuffs));
|
||||
exceptions[] = {};
|
||||
showDisabled = 0;
|
||||
priority = 2.4;
|
||||
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
|
||||
hotkey = "C";
|
||||
};
|
||||
class ACE_RemoveHandcuffs {
|
||||
displayName = "$STR_ACE_Captives_ReleaseCaptive";
|
||||
distance = 4;
|
||||
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canRemoveHandcuffs));
|
||||
statement = QUOTE([ARR_2(_player, _target)] call FUNC(doRemoveHandcuffs));
|
||||
exceptions[] = {};
|
||||
showDisabled = 0;
|
||||
priority = 2.4;
|
||||
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
|
||||
hotkey = "R";
|
||||
};
|
||||
class ACE_EscortCaptive {
|
||||
displayName = "$STR_ACE_Captives_EscortCaptive";
|
||||
distance = 4;
|
||||
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canEscortCaptive));
|
||||
statement = QUOTE([ARR_3(_player, _target, true)] call FUNC(doEscortCaptive));
|
||||
exceptions[] = {};
|
||||
showDisabled = 0;
|
||||
icon = QUOTE(PATHTOF(UI\captive_ca.paa));
|
||||
priority = 2.3;
|
||||
hotkey = "E";
|
||||
};
|
||||
class ACE_StopEscorting {
|
||||
displayName = "$STR_ACE_Captives_StopEscorting";
|
||||
distance = 4;
|
||||
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canStopEscorting));
|
||||
statement = QUOTE([ARR_3(_player,_target, false)] call FUNC(doEscortCaptive));
|
||||
exceptions[] = {QGVAR(isNotEscorting)};
|
||||
showDisabled = 0;
|
||||
icon = QUOTE(PATHTOF(UI\captive_ca.paa));
|
||||
priority = 2.3;
|
||||
hotkey = "E";
|
||||
};
|
||||
class ACE_LoadCaptive {
|
||||
displayName = "$STR_ACE_Captives_LoadCaptive";
|
||||
distance = 4;
|
||||
condition = QUOTE([ARR_3(_player, _target, objNull)] call FUNC(canLoadCaptive));
|
||||
statement = QUOTE([ARR_3(_player, _target, objNull)] call FUNC(doLoadCaptive));
|
||||
exceptions[] = {QGVAR(isNotEscorting)};
|
||||
showDisabled = 0;
|
||||
icon = QUOTE(PATHTOF(UI\captive_ca.paa));
|
||||
priority = 2.2;
|
||||
hotkey = "L";
|
||||
};
|
||||
class ACE_FriskPerson {
|
||||
displayName = "$STR_ACE_Captives_FriskPerson";
|
||||
distance = 2;
|
||||
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canFriskPerson));
|
||||
statement = QUOTE([ARR_2(_player, _target)] call FUNC(doFriskPerson));
|
||||
showDisabled = 0;
|
||||
//icon = ""; //@todo
|
||||
priority = 3;
|
||||
hotkey = "F";
|
||||
};
|
||||
};
|
||||
|
||||
class ACE_SelfActions {
|
||||
class ACE_StopEscortingSelf {
|
||||
displayName = "$STR_ACE_Captives_StopEscorting";
|
||||
condition = QUOTE([ARR_2(_player, objNull)] call FUNC(canStopEscorting));
|
||||
statement = QUOTE([ARR_3(_player,objNull, false)] call FUNC(doEscortCaptive));
|
||||
exceptions[] = {QGVAR(isNotEscorting)};
|
||||
showDisabled = 0;
|
||||
priority = 2.3;
|
||||
hotkey = "C";
|
||||
};
|
||||
class ACE_StartSurrenderingSelf {
|
||||
displayName = "$STR_ACE_Captives_StartSurrendering";
|
||||
condition = QUOTE([ARR_2(_player, true)] call FUNC(canSurrender));
|
||||
statement = QUOTE([ARR_2(_player, true)] call FUNC(surrender));
|
||||
exceptions[] = {};
|
||||
showDisabled = 0;
|
||||
priority = 0;
|
||||
};
|
||||
class ACE_StopSurrenderingSelf {
|
||||
displayName = "$STR_ACE_Captives_StopSurrendering";
|
||||
condition = QUOTE([ARR_2(_player, false)] call FUNC(canSurrender));
|
||||
statement = QUOTE([ARR_2(_player, false)] call FUNC(surrender));
|
||||
exceptions[] = {QGVAR(isNotSurrendering)};
|
||||
showDisabled = 0;
|
||||
priority = 0;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
#define MACRO_LOADUNLOADCAPTIVE \
|
||||
class ACE_Actions { \
|
||||
class ACE_LoadCaptive { \
|
||||
displayName = "$STR_ACE_Captives_LoadCaptive"; \
|
||||
distance = 4; \
|
||||
condition = QUOTE([ARR_3(_player, objNull, _target)] call FUNC(canLoadCaptive)); \
|
||||
statement = QUOTE([ARR_3(_player, objNull, _target)] call FUNC(doLoadCaptive)); \
|
||||
exceptions[] = {QGVAR(isNotEscorting)}; \
|
||||
showDisabled = 0; \
|
||||
priority = 1.2; \
|
||||
hotkey = "L"; \
|
||||
}; \
|
||||
class ACE_UnloadCaptive { \
|
||||
displayName = "$STR_ACE_Captives_UnloadCaptive"; \
|
||||
distance = 4; \
|
||||
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canUnloadCaptive)); \
|
||||
statement = QUOTE([ARR_2(_player, _target)] call FUNC(doUnloadCaptive)); \
|
||||
showDisabled = 0; \
|
||||
priority = 1.2; \
|
||||
hotkey = "C"; \
|
||||
}; \
|
||||
};
|
||||
|
||||
class LandVehicle;
|
||||
class Car: LandVehicle {
|
||||
MACRO_LOADUNLOADCAPTIVE
|
||||
};
|
||||
class Tank: LandVehicle {
|
||||
MACRO_LOADUNLOADCAPTIVE
|
||||
};
|
||||
|
||||
class Air;
|
||||
class Helicopter: Air {
|
||||
MACRO_LOADUNLOADCAPTIVE
|
||||
};
|
||||
class Plane: Air {
|
||||
MACRO_LOADUNLOADCAPTIVE
|
||||
};
|
||||
|
||||
class Ship;
|
||||
class Ship_F: Ship {
|
||||
MACRO_LOADUNLOADCAPTIVE
|
||||
};
|
||||
|
||||
class StaticWeapon: LandVehicle {
|
||||
MACRO_LOADUNLOADCAPTIVE
|
||||
};
|
||||
|
||||
class StaticMortar;
|
||||
class Mortar_01_base_F: StaticMortar {
|
||||
MACRO_LOADUNLOADCAPTIVE
|
||||
};
|
||||
|
||||
#define MACRO_ADDITEM(ITEM,COUNT) class _xx_##ITEM { \
|
||||
name = #ITEM; \
|
||||
count = COUNT; \
|
||||
};
|
||||
|
||||
class Box_NATO_Support_F;
|
||||
class ACE_Box_Misc: Box_NATO_Support_F {
|
||||
class TransportItems {
|
||||
MACRO_ADDITEM(ACE_CableTie,12)
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
class Logic;
|
||||
class Module_F: Logic {
|
||||
class ArgumentsBaseUnits {};
|
||||
class ModuleDescription {};
|
||||
};
|
||||
|
||||
class GVAR(ModuleSurrender): Module_F {
|
||||
author = "$STR_ACE_Common_ACETeam";
|
||||
category = "ACE";
|
||||
displayName = "Make Unit Surrender";
|
||||
function = QUOTE(DFUNC(moduleSurrender));
|
||||
scope = 2; //show in editor
|
||||
scopeCurator = 2; //show in zeus
|
||||
curatorCost = 0; //???
|
||||
isGlobal = 1; //run global
|
||||
isTriggerActivated = 1; //Wait for triggers
|
||||
// icon = QUOTE(PATHTOF(ui\todo.paa));
|
||||
functionPriority = 0;
|
||||
class Arguments {};
|
||||
class ModuleDescription: ModuleDescription {
|
||||
description = "Sync a unit to make them surrender.<br/>Source: ace_captives";
|
||||
sync[] = {"AnyAI"};
|
||||
};
|
||||
};
|
||||
};
|
15
addons/captives/CfgWeapons.hpp
Normal file
15
addons/captives/CfgWeapons.hpp
Normal file
@ -0,0 +1,15 @@
|
||||
class CfgWeapons {
|
||||
class ACE_ItemCore;
|
||||
class InventoryItem_Base_F;
|
||||
|
||||
class ACE_CableTie: ACE_ItemCore {
|
||||
displayName = "$STR_ACE_Captives_CableTie";
|
||||
descriptionShort = "$STR_ACE_Captives_CableTieDescription";
|
||||
model = QUOTE(PATHTOF(models\ace_cabletie.p3d));
|
||||
picture = QUOTE(PATHTOF(UI\ace_cabletie_ca.paa));
|
||||
scope = 2;
|
||||
class ItemInfo: InventoryItem_Base_F {
|
||||
mass = 1;
|
||||
};
|
||||
};
|
||||
};
|
14
addons/captives/README.md
Normal file
14
addons/captives/README.md
Normal file
@ -0,0 +1,14 @@
|
||||
ace_captives
|
||||
============
|
||||
|
||||
Allows taking people captive/handcuffed
|
||||
|
||||
####Items:
|
||||
`ACE_CableTie` - adds ability to take someone captive
|
||||
|
||||
|
||||
## Maintainers
|
||||
|
||||
The people responsible for merging changes to this component or answering potential questions.
|
||||
|
||||
- [PabstMirror](https://github.com/PabstMirror)
|
32
addons/captives/XEH_postInit.sqf
Normal file
32
addons/captives/XEH_postInit.sqf
Normal file
@ -0,0 +1,32 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
|
||||
["MoveInCaptive", {_this call FUNC(vehicleCaptiveMoveIn)}] call EFUNC(common,addEventHandler);
|
||||
["MoveOutCaptive", {_this call FUNC(vehicleCaptiveMoveOut)}] call EFUNC(common,addEventHandler);
|
||||
["SetHandcuffed", {_this call FUNC(setHandcuffed)}] call EFUNC(common,addEventHandler);
|
||||
|
||||
//Handles when someone starts escorting and then disconnects, leaving the captive attached
|
||||
//This is normaly handled by the PFEH in doEscortCaptive, but that won't be running if they DC
|
||||
if (isServer) then {
|
||||
addMissionEventHandler ["HandleDisconnect", {
|
||||
PARAMS_1(_disconnectedPlayer);
|
||||
_escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull];
|
||||
if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then {
|
||||
detach _escortedUnit;
|
||||
systemChat "debug: DC detach";
|
||||
};
|
||||
if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then {
|
||||
_disconnectedPlayer setVariable [QGVAR(isEscorting), false, true];
|
||||
};
|
||||
}];
|
||||
};
|
||||
|
||||
//TODO: Medical Integration Events???
|
||||
|
||||
// [_unit, "knockedOut", {
|
||||
// if (local (_this select 0)) then {_this call ACE_Captives_fnc_handleKnockedOut};
|
||||
// }] call ACE_Core_fnc_addCustomEventhandler;
|
||||
|
||||
// [_unit, "wokeUp", {
|
||||
// if (local (_this select 0)) then {_this call ACE_Captives_fnc_handleWokeUp};
|
||||
// }] call ACE_Core_fnc_addCustomEventhandler;
|
32
addons/captives/XEH_preInit.sqf
Normal file
32
addons/captives/XEH_preInit.sqf
Normal file
@ -0,0 +1,32 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
ADDON = false;
|
||||
|
||||
PREP(canApplyHandcuffs);
|
||||
PREP(canEscortCaptive);
|
||||
PREP(canFriskPerson);
|
||||
PREP(canLoadCaptive);
|
||||
PREP(canRemoveHandcuffs);
|
||||
PREP(canStopEscorting);
|
||||
PREP(canSurrender);
|
||||
PREP(canUnloadCaptive);
|
||||
PREP(doApplyHandcuffs);
|
||||
PREP(doEscortCaptive);
|
||||
PREP(doFriskPerson);
|
||||
PREP(doLoadCaptive);
|
||||
PREP(doRemoveHandcuffs);
|
||||
PREP(doUnloadCaptive);
|
||||
PREP(handleGetIn);
|
||||
PREP(handleGetOut);
|
||||
PREP(handleKilled);
|
||||
PREP(handleKnockedOut);
|
||||
PREP(handlePlayerChanged);
|
||||
PREP(handleUnitInitPost);
|
||||
PREP(handleWokeUp);
|
||||
PREP(moduleSurrender);
|
||||
PREP(setHandcuffed);
|
||||
PREP(surrender);
|
||||
PREP(vehicleCaptiveMoveIn);
|
||||
PREP(vehicleCaptiveMoveOut);
|
||||
|
||||
ADDON = true;
|
31
addons/captives/config.cpp
Normal file
31
addons/captives/config.cpp
Normal file
@ -0,0 +1,31 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
units[] = {QGVAR(ModuleSurrender)};
|
||||
weapons[] = {"ACE_CableTie"};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
requiredAddons[] = {"ACE_Interaction"};
|
||||
author[] = {"commy2", "KoffeinFlummi"};
|
||||
authorUrl = "https://github.com/commy2/";
|
||||
VERSION_CONFIG;
|
||||
};
|
||||
};
|
||||
|
||||
#include "CfgEventHandlers.hpp"
|
||||
#include "CfgMoves.hpp"
|
||||
#include "CfgVehicles.hpp"
|
||||
#include "CfgWeapons.hpp"
|
||||
|
||||
|
||||
class ACE_canInteractConditions {
|
||||
class GVAR(isNotEscorting) {
|
||||
condition = QUOTE(!(GETVAR(player,QGVAR(isEscorting),false)));
|
||||
};
|
||||
class GVAR(isNotHandcuffed) {
|
||||
condition = QUOTE(!(GETVAR(player,QGVAR(isHandcuffed),false)));
|
||||
};
|
||||
class GVAR(isNotSurrendering) {
|
||||
condition = QUOTE(!(GETVAR(player,QGVAR(isSurrendering),false)));
|
||||
};
|
||||
};
|
25
addons/captives/functions/fnc_canApplyHandcuffs.sqf
Normal file
25
addons/captives/functions/fnc_canApplyHandcuffs.sqf
Normal file
@ -0,0 +1,25 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Checks the conditions for being able to apply handcuffs
|
||||
*
|
||||
* Arguments:
|
||||
* 0: caller (player) <OBJECT>
|
||||
* 1: target <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [player, bob] call ACE_captives_fnc_canApplyHandcuffs
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_target);
|
||||
|
||||
//Player has cableTie, target is alive and not already handcuffed
|
||||
|
||||
("ACE_CableTie" in (items _unit)) &&
|
||||
{alive _target} &&
|
||||
{!(_target getVariable [QGVAR(isHandcuffed), false])}
|
26
addons/captives/functions/fnc_canEscortCaptive.sqf
Normal file
26
addons/captives/functions/fnc_canEscortCaptive.sqf
Normal file
@ -0,0 +1,26 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Tests if can escort target (attach)
|
||||
*
|
||||
* Arguments:
|
||||
* 0: caller (player) <OBJECT>
|
||||
* 1: target <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [player, bob] call ACE_captives_fnc_canEscortCaptive
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_target);
|
||||
|
||||
//Alive, handcuffed, not being escored, and not unconscious
|
||||
|
||||
(_target getVariable [QGVAR(isHandcuffed), false]) &&
|
||||
{isNull (attachedTo _target)} &&
|
||||
{alive _target} &&
|
||||
{!(_target getVariable ["ACE_isUnconscious", false])}
|
24
addons/captives/functions/fnc_canFriskPerson.sqf
Normal file
24
addons/captives/functions/fnc_canFriskPerson.sqf
Normal file
@ -0,0 +1,24 @@
|
||||
/*
|
||||
* Author: bux578
|
||||
* Checks the conditions for being able to frisk a unit
|
||||
*
|
||||
* Arguments:
|
||||
* 0: caller (player) <OBJECT>
|
||||
* 1: target <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [player, bob] call ACE_captives_fnc_canFriskPerson
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_target);
|
||||
|
||||
_target getVariable [QGVAR(isHandcuffed), false]
|
||||
|| {_target getVariable [QGVAR(isSurrendering), false]}
|
||||
|| {_target getVariable ["ACE_isSearchable", false]}
|
||||
|| {_target getVariable ["ACE_isUnconscious", false]}
|
39
addons/captives/functions/fnc_canLoadCaptive.sqf
Normal file
39
addons/captives/functions/fnc_canLoadCaptive.sqf
Normal file
@ -0,0 +1,39 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Check if the unit can load the target object into a vehicle.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit that wants to load a captive <OBJECT>
|
||||
* 1: A captive. ObjNull for the first escorted captive (may be null) <OBJECT>
|
||||
* 2: Vehicle to load the captive into. ObjNull for the nearest vehicle (may be null) <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [player, bob] call ACE_captives_fnc_canLoadCaptive
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_objects"];
|
||||
|
||||
PARAMS_3(_unit,_target,_vehicle);
|
||||
|
||||
if (isNull _target) then {
|
||||
_objects = attachedObjects _unit;
|
||||
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
|
||||
if ((count _objects) > 0) then {_target = _objects select 0;};
|
||||
};
|
||||
|
||||
if (isNull _vehicle) then {
|
||||
_objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship_F"], 10];
|
||||
if ((count _objects) > 0) then {_vehicle = _objects select 0;};
|
||||
};
|
||||
|
||||
(!isNull _target)
|
||||
&& {!isNull _vehicle}
|
||||
&& {_unit getVariable [QGVAR(isEscorting), false]}
|
||||
&& {_target getVariable [QGVAR(isHandcuffed), false]}
|
||||
&& {_vehicle emptyPositions "cargo" > 0}
|
23
addons/captives/functions/fnc_canRemoveHandcuffs.sqf
Normal file
23
addons/captives/functions/fnc_canRemoveHandcuffs.sqf
Normal file
@ -0,0 +1,23 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Checks the conditions for being able to remove handcuffs
|
||||
*
|
||||
* Arguments:
|
||||
* 0: caller (player) <OBJECT>
|
||||
* 1: target <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [player, bob] call ACE_captives_fnc_canRemoveHandcuffs
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_target);
|
||||
|
||||
//Unit is handcuffed and not currently being escorted
|
||||
_target getVariable [QGVAR(isHandcuffed), false] &&
|
||||
{isNull (attachedTo _target)}
|
40
addons/captives/functions/fnc_canStopEscorting.sqf
Normal file
40
addons/captives/functions/fnc_canStopEscorting.sqf
Normal file
@ -0,0 +1,40 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Tests if player can stop escorting
|
||||
*
|
||||
* Arguments:
|
||||
* 0: caller (player) <OBJECT>
|
||||
* 1: target <OBJECT><OPTIONAL>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [player, bob] call ACE_captives_fnc_canStopEscorting
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_1(_unit);
|
||||
DEFAULT_PARAM(1,_target,objNull);
|
||||
|
||||
private ["_isAttached"];
|
||||
|
||||
if (isNull _target) then {
|
||||
_target = _unit getVariable [QGVAR(escortedUnit), objNull];
|
||||
};
|
||||
|
||||
if (isNull _target) exitWith {
|
||||
ERROR("Null Target (no ACE_escortedUnit)");
|
||||
false
|
||||
};
|
||||
|
||||
_isAttached = _target in (attachedObjects _unit);
|
||||
|
||||
if (_isAttached && (!(_target getVariable [QGVAR(isHandcuffed), false]))) exitWith {
|
||||
ERROR("Attached But Not Captive");
|
||||
false
|
||||
};
|
||||
|
||||
_isAttached
|
22
addons/captives/functions/fnc_canSurrender.sqf
Normal file
22
addons/captives/functions/fnc_canSurrender.sqf
Normal file
@ -0,0 +1,22 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Checks the conditions for being able to surrender
|
||||
*
|
||||
* Arguments:
|
||||
* 0: caller (player) <OBJECT>
|
||||
* 1: New Surrender State to test <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [Jean, true] call ACE_captives_fnc_canSurrender;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_newSurrenderState);
|
||||
|
||||
//TODO: any other conditions??
|
||||
(!((_unit getVariable [QGVAR(isSurrendering), false]) isEqualTo _newSurrenderState))
|
28
addons/captives/functions/fnc_canUnloadCaptive.sqf
Normal file
28
addons/captives/functions/fnc_canUnloadCaptive.sqf
Normal file
@ -0,0 +1,28 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Check if the unit can unload a captive from the vehicle.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit that wants to unload a captive <OBJECT>
|
||||
* 1: A captive. ObjNull for the first escorted captive <OBJECT>
|
||||
* 2: Vehicle to unload a captive from <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [player, bob, car1] call ACE_captives_fnc_canUnloadCaptive;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_cargo"];
|
||||
|
||||
PARAMS_2(_unit,_vehicle);
|
||||
|
||||
_cargo = crew _vehicle; // Can also unload from driver, gunner, commander, turret positions. They shouldn't be there anyway.
|
||||
|
||||
_cargo = [_cargo, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
|
||||
|
||||
count _cargo > 0
|
25
addons/captives/functions/fnc_doApplyHandcuffs.sqf
Normal file
25
addons/captives/functions/fnc_doApplyHandcuffs.sqf
Normal file
@ -0,0 +1,25 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Checks the conditions for being able to apply handcuffs
|
||||
*
|
||||
* Arguments:
|
||||
* 0: caller (player) <OBJECT>
|
||||
* 1: target <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [player, bob] call ACE_captives_fnc_doApplyHandcuffs;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_target);
|
||||
|
||||
_unit removeItem "ACE_CableTie";
|
||||
|
||||
playSound3D [QUOTE(PATHTO_R(sounds\cable_tie_zipping.ogg)), objNull, false, (getPosASL _target), 1, 1, 10];
|
||||
|
||||
["SetHandcuffed", [_target], [_target, true]] call EFUNC(common,targetEvent);
|
59
addons/captives/functions/fnc_doEscortCaptive.sqf
Normal file
59
addons/captives/functions/fnc_doEscortCaptive.sqf
Normal file
@ -0,0 +1,59 @@
|
||||
/*
|
||||
* Author: Nic547
|
||||
* Attaches a Captive to the _unit
|
||||
*
|
||||
* Arguments:
|
||||
* 0: _unit-Player <OBJECT>
|
||||
* 1: target <OBJECT>
|
||||
* 2: _state <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [player, bob, true] call ACE_captives_fnc_doEscorteCaptive;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_3(_unit,_target,_state);
|
||||
|
||||
if (_state) then {
|
||||
if (_unit getVariable [QGVAR(isEscorting), false]) exitWith {};
|
||||
|
||||
[_unit, _target] call EFUNC(common,claim);
|
||||
_unit setVariable [QGVAR(isEscorting), true, true];
|
||||
|
||||
_target attachTo [_unit, [0, 1, 0]];
|
||||
|
||||
_unit setVariable [QGVAR(escortedUnit), _target, true];
|
||||
|
||||
//Add Actionmenu to release captive
|
||||
_actionID = _unit addAction [format ["<t color='#FF0000'>%1</t>", localize "STR_ACE_Captives_StopEscorting"],
|
||||
{[(_this select 0), ((_this select 0) getVariable [QGVAR(escortedUnit), objNull]), false] call FUNC(doEscortCaptive);},
|
||||
nil, 20, false, true, "", QUOTE(!isNull (GETVAR(_target,QGVAR(escortedUnit),objNull)))];
|
||||
|
||||
private "_escortFnc";
|
||||
_escortFnc = {
|
||||
EXPLODE_3_PVT((_this select 0),_unit,_target,_actionID);
|
||||
if (_unit getVariable [QGVAR(isEscorting), false]) then {
|
||||
if (!alive _target || {!alive _unit} || {!canStand _target} || {!canStand _unit} || {_target getVariable ["ACE_isUnconscious", false]} || {_unit getVariable ["ACE_isUnconscious", false]} || {!isNull (attachedTo _unit)}) then {
|
||||
_unit setVariable [QGVAR(isEscorting), false, true];
|
||||
};
|
||||
};
|
||||
|
||||
if (!(_unit getVariable [QGVAR(isEscorting), false])) then {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
[objNull, _target] call EFUNC(common,claim);
|
||||
detach _target;
|
||||
_unit removeAction _actionID;
|
||||
_unit setVariable [QGVAR(escortedUnit), objNull, true];
|
||||
};
|
||||
};
|
||||
[_escortFnc, 0.2, [_unit, _target, _actionID]] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
} else {
|
||||
_unit setVariable [QGVAR(isEscorting), false, true];
|
||||
_unit setVariable [QGVAR(escortedUnit), objNull, true];
|
||||
};
|
70
addons/captives/functions/fnc_doFriskPerson.sqf
Normal file
70
addons/captives/functions/fnc_doFriskPerson.sqf
Normal file
@ -0,0 +1,70 @@
|
||||
/*
|
||||
* Author: bux578
|
||||
* Open the select menu with the "personal" items of a frisked unit. It only shows "handgunWeapon", "uniformItems", "vestItems", "backpackItems" and "assignedItems" because every other item is visible on the character
|
||||
*
|
||||
* Arguments:
|
||||
* 0: player unit <OBJECT>
|
||||
* 1: unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [player, bob] call ACE_captives_fnc_doFristPerson;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_weapon", "_listedItemClasses", "_actions", "_allGear"];
|
||||
|
||||
PARAMS_2(_player,_unit);
|
||||
|
||||
_weapon = currentWeapon _player;
|
||||
if (_weapon == primaryWeapon _player && {_weapon != ""}) then {
|
||||
[_player, "AmovPercMstpSlowWrflDnon", 0] call EFUNC(common,doAnimation);
|
||||
};
|
||||
|
||||
_listedItemClasses = [];
|
||||
|
||||
_actions = [localize "STR_ACE_Captives_FriskMenuHeader", localize "STR_ACE_Captives_CancelSelection"] call ACE_Interaction_fnc_prepareSelectMenu;
|
||||
|
||||
_allGear = [];
|
||||
|
||||
if ((handgunWeapon _unit) != "") then {
|
||||
_allGear pushBack (handgunWeapon _unit);
|
||||
};
|
||||
if (count (uniformItems _unit) > 0) then {
|
||||
_allGear = _allGear + (uniformItems _unit);
|
||||
};
|
||||
if (count (vestItems _unit) > 0) then {
|
||||
_allGear = _allGear + (vestItems _unit);
|
||||
};
|
||||
if (count (backpackItems _unit) > 0) then {
|
||||
_allGear = _allGear + (backpackItems _unit);
|
||||
};
|
||||
if (count (assignedItems _unit) > 0) then {
|
||||
_allGear = _allGear + (assignedItems _unit);
|
||||
};
|
||||
|
||||
// Handgun
|
||||
// Uniform Items
|
||||
// Vest Items
|
||||
// Backpack Items
|
||||
// Assigned Items
|
||||
{
|
||||
if (!(_x in _listedItemClasses)) then {
|
||||
private "_item";
|
||||
_item = configFile >> "CfgMagazines" >> _x;
|
||||
if (isNil "_item" || str _item == "") then { //str _item ?
|
||||
_item = configFile >> "CfgWeapons" >> _x;
|
||||
};
|
||||
_actions = [_actions, getText(_item >> "displayName"), getText(_item >> "picture"), _x] call ACE_Interaction_fnc_addSelectableItem;
|
||||
_listedItemClasses pushBack _x;
|
||||
};
|
||||
} forEach (_allGear);
|
||||
|
||||
[_actions, {call ACE_Interaction_fnc_hideMenu;}, {call ACE_Interaction_fnc_hideMenu;}] call ACE_Interaction_fnc_openSelectMenu;
|
||||
|
||||
// don't need an "Ok" Button
|
||||
ctrlShow [8860, false];
|
38
addons/captives/functions/fnc_doLoadCaptive.sqf
Normal file
38
addons/captives/functions/fnc_doLoadCaptive.sqf
Normal file
@ -0,0 +1,38 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Unit loads the target object into a vehicle.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit that wants to load a captive <OBJECT>
|
||||
* 1: A captive. ObjNull for the first escorted captive <OBJECT>
|
||||
* 2: Vehicle to load the captive into. ObjNull for the nearest vehicle <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [bob, tom, car] call ACE_captives_fnc_doLoadCaptive
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_3(_unit,_target,_vehicle);
|
||||
|
||||
if (isNull _target) then {
|
||||
_objects = attachedObjects _unit;
|
||||
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
|
||||
if ((count _objects) > 0) then {_target = _objects select 0;};
|
||||
};
|
||||
if (isNull _target) exitWith {};
|
||||
|
||||
if (isNull _vehicle) then {
|
||||
_objects = nearestObjects [_unit, ["Car_F", "Tank_F", "Helicopter_F", "Boat_F", "Plane_F"], 10];
|
||||
if ((count _objects) > 0) then {_vehicle = _objects select 0;};
|
||||
};
|
||||
if (isNull _vehicle) exitWith {};
|
||||
|
||||
if ((!isNil "_target") && {!isNil "_vehicle"}) then {
|
||||
_unit setVariable [QGVAR(isEscorting), false, true];
|
||||
["MoveInCaptive", [_target], [_target, _vehicle]] call EFUNC(common,targetEvent);
|
||||
};
|
20
addons/captives/functions/fnc_doRemoveHandcuffs.sqf
Normal file
20
addons/captives/functions/fnc_doRemoveHandcuffs.sqf
Normal file
@ -0,0 +1,20 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Remove handcuffs from a target
|
||||
*
|
||||
* Arguments:
|
||||
* 0: target <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [bob, false] call ACE_captives_fnc_doRemoveHandcuffs
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_target);
|
||||
|
||||
["SetHandcuffed", [_target], [_target, false]] call EFUNC(common,targetEvent);
|
32
addons/captives/functions/fnc_doUnloadCaptive.sqf
Normal file
32
addons/captives/functions/fnc_doUnloadCaptive.sqf
Normal file
@ -0,0 +1,32 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Unit unloads a captive from a vehicle.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit that wants to unload a captive <OBJECT>
|
||||
* 1: Vehicle to unload a captive from. <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [bob, car] call ACE_captives_fnc_doUnloadCaptive
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_vehicle);
|
||||
|
||||
private ["_cargo", "_target"];
|
||||
|
||||
_cargo = crew _vehicle; // Can also unload from driver, gunner, commander, turret positions. They shouldn't be there anyway.
|
||||
|
||||
_cargo = [_cargo, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
|
||||
|
||||
if ((count _cargo) > 0) then {
|
||||
_target = _cargo select 0;
|
||||
["MoveOutCaptive", [_target], [_target]] call EFUNC(common,targetEvent);
|
||||
} else {
|
||||
ERROR("No captive to unload");
|
||||
};
|
24
addons/captives/functions/fnc_handleGetIn.sqf
Normal file
24
addons/captives/functions/fnc_handleGetIn.sqf
Normal file
@ -0,0 +1,24 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Handles when a unit gets in to a vehicle. Release escorted captive when entering a vehicle
|
||||
*
|
||||
* Arguments:
|
||||
* 0: _vehicle <OBJECT>
|
||||
* 2: dunno <OBJECT>
|
||||
* 1: _unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [car2, x, player] call ACE_captives_fnc_handleGetIn
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_3(_vehicle,_dontcare,_unit);
|
||||
|
||||
if ((local _unit) && (_unit getVariable [QGVAR(isEscorting), false])) then {
|
||||
_unit setVariable [QGVAR(isEscorting), false, true];
|
||||
};
|
33
addons/captives/functions/fnc_handleGetOut.sqf
Normal file
33
addons/captives/functions/fnc_handleGetOut.sqf
Normal file
@ -0,0 +1,33 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Handles when a captive unit gets out of a vehicle.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: _vehicle <OBJECT>
|
||||
* 2: dunno <OBJECT>
|
||||
* 1: _unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [car2, x, player] call ACE_captives_fnc_handleGetOut
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_3(_vehicle,_dontcare,_unit);
|
||||
|
||||
if ((local _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
|
||||
private ["_cargoIndex"];
|
||||
|
||||
_cargoIndex = _unit getVariable [QGVAR(CargoIndex), -1];
|
||||
|
||||
//If captive was not "unloaded", then move them back into the vehicle.
|
||||
if (_cargoIndex != -1) exitWith {
|
||||
_unit moveInCargo [_vehicle, _cargoIndex];
|
||||
};
|
||||
|
||||
[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
|
||||
};
|
30
addons/captives/functions/fnc_handleKilled.sqf
Normal file
30
addons/captives/functions/fnc_handleKilled.sqf
Normal file
@ -0,0 +1,30 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Handles when a unit is kill. Reset captivity and escorting status
|
||||
*
|
||||
* Arguments:
|
||||
* 0: _oldUnit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [bob1] call ACE_captives_fnc_handleKilled
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_1(_oldUnit);
|
||||
|
||||
if (_oldUnit getVariable [QGVAR(isHandcuffed), false]) then {
|
||||
_oldUnit setVariable [QGVAR(isHandcuffed), false, true];
|
||||
};
|
||||
|
||||
if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {
|
||||
_oldUnit setVariable [QGVAR(isEscorting), false, true];
|
||||
};
|
||||
|
||||
if (_oldUnit getVariable [QGVAR(isSurrendering), false]) then {
|
||||
_oldUnit setVariable [QGVAR(isSurrendering), false, true];
|
||||
};
|
27
addons/captives/functions/fnc_handlePlayerChanged.sqf
Normal file
27
addons/captives/functions/fnc_handlePlayerChanged.sqf
Normal file
@ -0,0 +1,27 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Handles playerChanged. Resets "showHUD" based on handcuff status
|
||||
*
|
||||
* Arguments:
|
||||
* 0: _newUnit <OBJECT>
|
||||
* 1: _oldUnit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [bob1, bob2] call ACE_captives_fnc_handlePlayerChange
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_newUnit,_oldUnit);
|
||||
|
||||
if ((_newUnit getVariable [QGVAR(isHandcuffed), false]) || {_newUnit getVariable [QGVAR(isSurrendering), false]}) then {
|
||||
TRACE_1("Player Change (showHUD false)",_newUnit);
|
||||
showHUD false;
|
||||
} else {
|
||||
TRACE_1("Player Change (showHUD true)",_newUnit);
|
||||
showHUD true;
|
||||
};
|
34
addons/captives/functions/fnc_handleUnitInitPost.sqf
Normal file
34
addons/captives/functions/fnc_handleUnitInitPost.sqf
Normal file
@ -0,0 +1,34 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* handle captive and unconsciousness state and prevent grenades
|
||||
*
|
||||
* Arguments:
|
||||
* 0: _unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [bob] call ACE_captives_fnc_handleUnitInitPost
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_1(_unit);
|
||||
|
||||
// prevent players from throwing grenades (added to all units)
|
||||
[_unit, "Throw", {((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}}, {}] call EFUNC(common,addActionEventhandler);
|
||||
|
||||
if (local _unit) then {
|
||||
// reset status on mission start
|
||||
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
|
||||
_unit setVariable [QGVAR(isHandcuffed), false];
|
||||
[_unit, true] call FUNC(setHandcuffed);
|
||||
};
|
||||
|
||||
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
|
||||
_unit setVariable [QGVAR(isSurrendering), false];
|
||||
[_unit, true] call FUNC(surrender);
|
||||
};
|
||||
};
|
23
addons/captives/functions/fnc_handleWokeUp.sqf
Normal file
23
addons/captives/functions/fnc_handleWokeUp.sqf
Normal file
@ -0,0 +1,23 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* TODO
|
||||
*
|
||||
* Arguments:
|
||||
* 0: _unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* The return value <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [bob] call ACE_captives_fnc_handleWokeUp
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_1(_unit);
|
||||
|
||||
if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
|
||||
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
|
||||
[_unit, "ACE_AmovPercMstpScapWnonDnon", 0] call EFUNC(common,doAnimation);
|
||||
};
|
46
addons/captives/functions/fnc_moduleSurrender.sqf
Normal file
46
addons/captives/functions/fnc_moduleSurrender.sqf
Normal file
@ -0,0 +1,46 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Module Function to make a unit surrender (can be called from editor, or placed with zeus)
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The Module Logic Object <OBJECT>
|
||||
* 1: synced objects <ARRAY>
|
||||
* 2: Activated <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* Called from module
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_3(_logic,_units,_activated);
|
||||
|
||||
if (!_activated) exitWith {};
|
||||
|
||||
if (local _logic) then {
|
||||
if ((!isnull curatorcamera) && {((count curatorMouseOver) == 2) && {(curatorMouseOver select 1) == _logic}}) then {//in zeus interface and we placed the module
|
||||
_bisMouseOver = missionNamespace getVariable ["bis_fnc_curatorObjectPlaced_mouseOver", []];//bis caches the previous curatorMouseOver
|
||||
if ((count _bisMouseOver) == 2) then {//check what mouse was over before the module was placed
|
||||
_mouseOverObject = _bisMouseOver select 1;
|
||||
if ((_mouseOverObject isKindOf "CAManBase") && {(vehicle _mouseOverObject) == _mouseOverObject}) then {
|
||||
systemChat format ["Debug - module surrendering %1", (name _mouseOverObject)];
|
||||
[_mouseOverObject, true] call FUNC(surrender);
|
||||
} else {
|
||||
systemChat format ["Only use on dismounted inf"];
|
||||
};
|
||||
} else {
|
||||
systemChat format ["Nothing under mouse"];
|
||||
};
|
||||
} else {//an editor module
|
||||
{
|
||||
systemChat format ["Debug - module surrendering %1", (name _x)];
|
||||
[_x, true] call FUNC(surrender);
|
||||
} forEach _units;
|
||||
};
|
||||
|
||||
deleteVehicle _logic;
|
||||
};
|
63
addons/captives/functions/fnc_setHandcuffed.sqf
Normal file
63
addons/captives/functions/fnc_setHandcuffed.sqf
Normal file
@ -0,0 +1,63 @@
|
||||
/*
|
||||
* Author: Nic547, commy2
|
||||
* Handcuffs a unit.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: True to take captive, false to release captive <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [bob, true] call ACE_captives_fnc_setHandcuffed;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_state);
|
||||
|
||||
// We only want this function to work on local machines
|
||||
if (!local _unit) exitwith {
|
||||
[_this, QUOTE(FUNC(setHandcuffed)), _unit] call EFUNC(common,execRemoteFnc);
|
||||
TRACE_2("running setHandcuffed on remote unit",_unit,_state);
|
||||
};
|
||||
|
||||
if (_state isEqualTo (_unit getVariable [QGVAR(isHandcuffed), false])) then {
|
||||
LOG("setHandcuffed: current state same as new");
|
||||
};
|
||||
|
||||
if (_state) then {
|
||||
_unit setVariable [QGVAR(isHandcuffed), true, true];
|
||||
[_unit, QGVAR(Handcuffed), true] call EFUNC(common,setCaptivityStatus);
|
||||
_unit setVariable [QGVAR(CargoIndex), ((vehicle _unit) getCargoIndex _unit), true];
|
||||
|
||||
if (_unit == ACE_player) then {
|
||||
showHUD false;
|
||||
};
|
||||
|
||||
// fix anim on mission start (should work on dedicated servers)
|
||||
[{
|
||||
PARAMS_1(_unit);
|
||||
if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
|
||||
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
|
||||
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
|
||||
};
|
||||
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
|
||||
} else {
|
||||
_unit setVariable [QGVAR(isHandcuffed), false, true];
|
||||
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
|
||||
if ((vehicle _unit) == _unit) then {
|
||||
//Break out of hands up animation loop (doAnimation handles Unconscious prioity)
|
||||
[_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
|
||||
};
|
||||
|
||||
if (_unit getVariable [QGVAR(CargoIndex), -1] != -1) then {
|
||||
_unit setVariable [QGVAR(CargoIndex), -1, true];
|
||||
};
|
||||
|
||||
if (_unit == ACE_player) then {
|
||||
showHUD true;
|
||||
};
|
||||
};
|
76
addons/captives/functions/fnc_surrender.sqf
Normal file
76
addons/captives/functions/fnc_surrender.sqf
Normal file
@ -0,0 +1,76 @@
|
||||
/*
|
||||
* Author: commy2 PabstMirror
|
||||
* Lets a unit surrender
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: State <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [Pierre, true] call ACE_captives_fnc_surrender;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_state);
|
||||
|
||||
// We only want this function to work on local machines
|
||||
if (!local _unit) exitwith {
|
||||
[_this, QUOTE(FUNC(surrender)), _unit] call EFUNC(common,execRemoteFnc);
|
||||
TRACE_2("running surrender on remote unit",_unit,_state);
|
||||
};
|
||||
|
||||
if ((_unit getVariable [QGVAR(isSurrendering), false]) isEqualTo _state) then {
|
||||
LOG("Surrender: current state same as new");
|
||||
};
|
||||
|
||||
if (_state) then {
|
||||
_unit setVariable [QGVAR(isSurrendering), true, true];
|
||||
[_unit, QGVAR(Surrendered), true] call EFUNC(common,setCaptivityStatus);
|
||||
|
||||
if (_unit == ACE_player) then {
|
||||
showHUD false;
|
||||
};
|
||||
|
||||
// fix anim on mission start (should work on dedicated servers)
|
||||
[{
|
||||
PARAMS_1(_unit);
|
||||
if (_unit getVariable [QGVAR(isSurrendering), false] && {vehicle _unit == _unit}) then {
|
||||
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
|
||||
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
|
||||
};
|
||||
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
|
||||
|
||||
//PFEH - (TODO: move to event system?)
|
||||
[{
|
||||
EXPLODE_1_PVT((_this select 0),_unit);
|
||||
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
|
||||
//If unit dies, gets knocked out, or is handcuffed then end surrender
|
||||
if ((!alive _unit) || {_unit getVariable ["ACE_isUnconscious", false]} || {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
|
||||
[_unit, false] call FUNC(surrender);
|
||||
[(_this select 1)] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
} else {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
}, 0.0, [_unit]] call CBA_fnc_addPerFrameHandler;
|
||||
} else {
|
||||
_unit setVariable [QGVAR(isSurrendering), false, true];
|
||||
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
|
||||
|
||||
if ((vehicle _unit) == _unit) then {
|
||||
//Break out of hands up animation loop (doAnimation handles Unconscious prioity)
|
||||
[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
|
||||
};
|
||||
|
||||
if (_unit == ACE_player) then {
|
||||
//only re-enable HUD if not handcuffed
|
||||
if (!(_unit getVariable [QGVAR(isHandcuffed), false])) then {
|
||||
showHUD true;
|
||||
};
|
||||
};
|
||||
};
|
26
addons/captives/functions/fnc_vehicleCaptiveMoveIn.sqf
Normal file
26
addons/captives/functions/fnc_vehicleCaptiveMoveIn.sqf
Normal file
@ -0,0 +1,26 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Loads a captive into a vehicle
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The Captive <OBJECT>
|
||||
* 1: The Vehicle <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [bob, car1] call ACE_captives_fnc_vehicleCaptiveMoveIn;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_target,_vehicle);
|
||||
|
||||
private ["_cargoIndex"];
|
||||
|
||||
_target moveInCargo _vehicle;
|
||||
_target assignAsCargo _vehicle;
|
||||
_cargoIndex = _vehicle getCargoIndex _target;
|
||||
_target setVariable [QGVAR(CargoIndex), _cargoIndex, true];
|
24
addons/captives/functions/fnc_vehicleCaptiveMoveOut.sqf
Normal file
24
addons/captives/functions/fnc_vehicleCaptiveMoveOut.sqf
Normal file
@ -0,0 +1,24 @@
|
||||
/*
|
||||
* Author: PabstMirror
|
||||
* Unloads a captive from a vehicle.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Captive Unit being unloaded <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [bob] call ACE_captives_fnc_vehicleCaptiveMoveOut;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_1(_unit);
|
||||
|
||||
_unit setVariable [QGVAR(CargoIndex), -1, true];
|
||||
|
||||
moveOut _unit;
|
||||
[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
|
||||
unassignVehicle _unit;
|
1
addons/captives/functions/script_component.hpp
Normal file
1
addons/captives/functions/script_component.hpp
Normal file
@ -0,0 +1 @@
|
||||
#include "\z\ace\addons\captives\script_component.hpp"
|
BIN
addons/captives/models/ace_cabletie.p3d
Normal file
BIN
addons/captives/models/ace_cabletie.p3d
Normal file
Binary file not shown.
79
addons/captives/models/ace_default.rvmat
Normal file
79
addons/captives/models/ace_default.rvmat
Normal file
@ -0,0 +1,79 @@
|
||||
ambient[]={1,1,1,1};
|
||||
diffuse[]={1,1,1,1};
|
||||
forcedDiffuse[]={0,0,0,0};
|
||||
emmisive[]={0,0,0,1};
|
||||
specular[]={0.01,0.01,0.01,1}; //amount of glossiness - the higher the number, the higher the glossiness
|
||||
specularPower=500; //area of glossiness - the higher the number, the smaller the area
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
|
||||
class Stage1 {
|
||||
texture="#(rgb,1,1,1)color(0.5,0.5,1,1)";
|
||||
uvSource="tex";
|
||||
class uvTransform {
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage2 {
|
||||
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,dt)";
|
||||
uvSource="tex";
|
||||
class uvTransform {
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage3 {
|
||||
texture="#(argb,8,8,3)color(0,0,0,0,mc)";
|
||||
uvSource="tex";
|
||||
class uvTransform {
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage4 {
|
||||
texture="#(argb,8,8,3)color(1,1,1,1,as)";
|
||||
uvSource="tex";
|
||||
class uvTransform {
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,1};
|
||||
pos[]={0,0,1};
|
||||
};
|
||||
};
|
||||
class Stage5 {
|
||||
texture="#(rgb,1,1,1)color(0.2,0.2,1,1)";
|
||||
uvSource="tex";
|
||||
class uvTransform {
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage6 {
|
||||
texture="#(ai,64,64,1)fresnel(4.7,1.2)";
|
||||
uvSource="tex";
|
||||
class uvTransform {
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,1};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage7 {
|
||||
texture="a3\data_f\env_land_ca.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform {
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,1};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
12
addons/captives/script_component.hpp
Normal file
12
addons/captives/script_component.hpp
Normal file
@ -0,0 +1,12 @@
|
||||
#define COMPONENT captives
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
#ifdef DEBUG_ENABLED_CAPTIVES
|
||||
#define DEBUG_MODE_FULL
|
||||
#endif
|
||||
|
||||
#ifdef DEBUG_SETTINGS_CAPTIVES
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_CAPTIVES
|
||||
#endif
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
BIN
addons/captives/sounds/cable_tie_zipping.ogg
Normal file
BIN
addons/captives/sounds/cable_tie_zipping.ogg
Normal file
Binary file not shown.
@ -1,8 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!-- Edited with tabler - 2014-12-16 -->
|
||||
<Project name="AGM">
|
||||
<!-- Edited with tabler - 2015-02-06 -->
|
||||
<Project name="ACE">
|
||||
<Package name="Captives">
|
||||
<Key ID="STR_AGM_Captives_SetCaptive">
|
||||
<Key ID="STR_ACE_Captives_SetCaptive">
|
||||
<English>Take Prisoner</English>
|
||||
<German>Gefangen nehmen</German>
|
||||
<Spanish>Tomar prisionero</Spanish>
|
||||
@ -14,7 +14,7 @@
|
||||
<Hungarian>Foglyul ejtés</Hungarian>
|
||||
<Russian>Взять в плен</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_Captives_ReleaseCaptive">
|
||||
<Key ID="STR_ACE_Captives_ReleaseCaptive">
|
||||
<English>Free Prisoner</English>
|
||||
<German>Gefangenen freilassen</German>
|
||||
<Spanish>Liberar prisionero</Spanish>
|
||||
@ -26,7 +26,7 @@
|
||||
<Hungarian>Fogoly szabadon elengedése</Hungarian>
|
||||
<Russian>Освободить пленника</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_Captives_EscortCaptive">
|
||||
<Key ID="STR_ACE_Captives_EscortCaptive">
|
||||
<English>Escort Prisoner</English>
|
||||
<German>Gefangenen eskortieren</German>
|
||||
<Spanish>Escoltar prisionero</Spanish>
|
||||
@ -38,7 +38,7 @@
|
||||
<Hungarian>Fogoly kísérése</Hungarian>
|
||||
<Russian>Конвоировать пленника</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_Captives_StopEscorting">
|
||||
<Key ID="STR_ACE_Captives_StopEscorting">
|
||||
<English>Release Prisoner</English>
|
||||
<German>Gefangenen loslassen</German>
|
||||
<Spanish>Soltar prisionero</Spanish>
|
||||
@ -50,7 +50,7 @@
|
||||
<Hungarian>Fogoly elengedése</Hungarian>
|
||||
<Russian>Прекратить конвоирование</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_Captives_NoCaptive">
|
||||
<Key ID="STR_ACE_Captives_NoCaptive">
|
||||
<English>You need to take him as prisoner first!</English>
|
||||
<German>Du must ihn zuerst gefangen nehmen.</German>
|
||||
<Spanish>Necesitas hacerle prisionero primero!</Spanish>
|
||||
@ -62,7 +62,7 @@
|
||||
<Hungarian>Először foglyul kell ejtened!</Hungarian>
|
||||
<Russian>Вы должны сначала взять его в плен!</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_Captives_LoadCaptive">
|
||||
<Key ID="STR_ACE_Captives_LoadCaptive">
|
||||
<English>Load Captive</English>
|
||||
<German>Gefangenen einladen</German>
|
||||
<Spanish>Cargar prisionero</Spanish>
|
||||
@ -71,8 +71,9 @@
|
||||
<Czech>Naložit zajatce</Czech>
|
||||
<Hungarian>Fogoly berakása</Hungarian>
|
||||
<Russian>Загрузить пленного</Russian>
|
||||
<Portuguese>Embarcar Prisioneiro</Portuguese>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_Captives_UnloadCaptive">
|
||||
<Key ID="STR_ACE_Captives_UnloadCaptive">
|
||||
<English>Unload Captive</English>
|
||||
<German>Gefangenen ausladen</German>
|
||||
<Spanish>Descargar prisionero</Spanish>
|
||||
@ -81,8 +82,9 @@
|
||||
<Czech>Vyložit zajatce</Czech>
|
||||
<Hungarian>Fogoly kivevése</Hungarian>
|
||||
<Russian>Выгрузить пленного</Russian>
|
||||
<Portuguese>Desembarcar Prisioneiro</Portuguese>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_Captives_CableTie">
|
||||
<Key ID="STR_ACE_Captives_CableTie">
|
||||
<English>Cable Tie</English>
|
||||
<German>Kabelbinder</German>
|
||||
<Polish>Opaska zaciskowa</Polish>
|
||||
@ -94,7 +96,7 @@
|
||||
<Hungarian>Gyorskötöző</Hungarian>
|
||||
<Russian>Кабельная стяжка</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_Captives_CableTieDescription">
|
||||
<Key ID="STR_ACE_Captives_CableTieDescription">
|
||||
<English>Cable ties that allow you to restrain prisoners.</English>
|
||||
<German>Kabelbinder ermöglichen es, Gefangene zu fesseln.</German>
|
||||
<Polish>Opaska zaciskowa pozwala na skrępowanie dłoni u więźnia.</Polish>
|
||||
@ -106,7 +108,7 @@
|
||||
<Hungarian>Gyorskötöző emberek fogjulejtéséhez.</Hungarian>
|
||||
<Russian>Кабельные стяжки позволяют связывать пленников.</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_Captives_FriskMenuHeader">
|
||||
<Key ID="STR_ACE_Captives_FriskMenuHeader">
|
||||
<English>Inventory of frisked person</English>
|
||||
<German>Inventar der durchsuchten Person</German>
|
||||
<French>Inventaire de la fouille</French>
|
||||
@ -115,8 +117,9 @@
|
||||
<Czech>Inventář prohledávané osoby</Czech>
|
||||
<Polish>Ekwipunek rewidowanej osoby</Polish>
|
||||
<Russian>Инвентарь обысканных лиц</Russian>
|
||||
<Portuguese>Inventário da pessoa revistada</Portuguese>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_Captives_FriskPerson">
|
||||
<Key ID="STR_ACE_Captives_FriskPerson">
|
||||
<English>Frisk person</English>
|
||||
<German>Person durchsuchen</German>
|
||||
<French>Fouiller</French>
|
||||
@ -125,6 +128,13 @@
|
||||
<Polish>Rewiduj osobę</Polish>
|
||||
<Hungarian>Motozás</Hungarian>
|
||||
<Russian>Обыскать человека</Russian>
|
||||
<Portuguese>Revistar</Portuguese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_StartSurrendering">
|
||||
<English>Surrender</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_StopSurrendering">
|
||||
<English>Stop Surrendering</English>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
@ -20,7 +20,7 @@ GVAR(isOpeningDoor) = false;
|
||||
localize "STR_ACE_Interaction_InteractionMenu",
|
||||
{
|
||||
// Conditions: canInteract
|
||||
_exceptions = ["ACE_Drag_isNotDragging", "ACE_Medical_canTreat", "ACE_Interaction_isNotEscorting", "ACE_Interaction_isNotSwimming"];
|
||||
_exceptions = ["ACE_Drag_isNotDragging", "ACE_Medical_canTreat", QEGVAR(captives,isNotEscorting), "ACE_Interaction_isNotSwimming"];
|
||||
if !(_exceptions call EGVAR(common,canInteract)) exitWith {false};
|
||||
// Conditions: specific
|
||||
if !(isNull (findDisplay 1713999)) exitWith {false};
|
||||
@ -38,7 +38,7 @@ GVAR(isOpeningDoor) = false;
|
||||
localize "STR_ACE_Interaction_InteractionMenu",
|
||||
{
|
||||
// Conditions: canInteract
|
||||
_exceptions = ["ACE_Drag_isNotDragging", "ACE_Medical_canTreat", "ACE_Interaction_isNotEscorting", "ACE_Interaction_isNotSwimming"];
|
||||
_exceptions = ["ACE_Drag_isNotDragging", "ACE_Medical_canTreat", QEGVAR(captives,isNotEscorting), "ACE_Interaction_isNotSwimming"];
|
||||
if !(_exceptions call EGVAR(common,canInteract)) exitWith {false};
|
||||
// Conditions: specific
|
||||
if !(!isNull (findDisplay 1713999) && {QGVAR(AutoCloseMenu)}) exitWith {false};
|
||||
@ -56,7 +56,7 @@ GVAR(isOpeningDoor) = false;
|
||||
localize "STR_ACE_Interaction_InteractionMenuSelf",
|
||||
{
|
||||
// Conditions: canInteract
|
||||
_exceptions = ["ACE_Drag_isNotDragging", "ACE_Medical_canTreat", "ACE_Interaction_isNotEscorting", "ACE_Interaction_isNotSwimming", "ACE_Common_notOnMap"];
|
||||
_exceptions = ["ACE_Drag_isNotDragging", "ACE_Medical_canTreat", QEGVAR(captives,isNotEscorting), QEGVAR(captives,isNotSurrendering), "ACE_Interaction_isNotSwimming", "ACE_Common_notOnMap"];
|
||||
if !(_exceptions call EGVAR(common,canInteract)) exitWith {false};
|
||||
// Conditions: specific
|
||||
if !(isNull (findDisplay 1713999)) exitWith {false};
|
||||
@ -74,7 +74,7 @@ GVAR(isOpeningDoor) = false;
|
||||
localize "STR_ACE_Interaction_InteractionMenuSelf",
|
||||
{
|
||||
// Conditions: canInteract
|
||||
_exceptions = ["ACE_Drag_isNotDragging", "ACE_Medical_canTreat", "ACE_Interaction_isNotEscorting", "ACE_Interaction_isNotSwimming"];
|
||||
_exceptions = ["ACE_Drag_isNotDragging", "ACE_Medical_canTreat", QEGVAR(captives,isNotEscorting), QEGVAR(captives,isNotSurrendering), "ACE_Interaction_isNotSwimming"];
|
||||
if !(_exceptions call EGVAR(common,canInteract)) exitWith {false};
|
||||
// Conditions: specific
|
||||
if !(!isNull (findDisplay 1713999) && {QGVAR(AutoCloseMenu)}) exitWith {false};
|
||||
|
@ -44,15 +44,6 @@ class ACE_Settings {
|
||||
};
|
||||
|
||||
class ACE_canInteractConditions {
|
||||
class GVAR(isNotEscorting) {
|
||||
condition = QUOTE( !(ACE_player getVariable [ARR_2('ACE_isEscorting', false)]) );
|
||||
};
|
||||
class GVAR(isNotCaptive) {
|
||||
condition = QUOTE( !(ACE_player getVariable [ARR_2('ACE_isCaptive', false)]) );
|
||||
};
|
||||
class GVAR(isNotSurrendering) {
|
||||
condition = QUOTE( !(ACE_player getVariable [ARR_2('ACE_isSurrender', false)]) );
|
||||
};
|
||||
class GVAR(isNotSwimming) {
|
||||
condition = QUOTE( !underwater ACE_player );
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user