mirror of
https://github.com/acemod/ACE3.git
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Initial draft of the ACE2 tactical ladder port.
This commit is contained in:
parent
5b766d3668
commit
68b652cee9
BIN
addons/apl/data/plech.paa
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addons/apl/data/plech.paa
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addons/tacticalladder/$PBOPREFIX$
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addons/tacticalladder/$PBOPREFIX$
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z\ace\addons\tacticalladder
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11
addons/tacticalladder/CfgEventHandlers.hpp
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addons/tacticalladder/CfgEventHandlers.hpp
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE( call COMPILE_FILE(XEH_preInit) );
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};
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};
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class Extended_PostInit_EventHandlers {
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class ADDON {
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init = QUOTE( call COMPILE_FILE(XEH_postInit) );
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};
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};
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addons/tacticalladder/CfgVehicles.hpp
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addons/tacticalladder/CfgVehicles.hpp
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class CfgVehicles {
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class Man;
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class CAManBase: Man {
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class ACE_SelfActions {
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class ACE_TacticalLadders {
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displayName = $STR_ACE_DEPLOY_TACLADDER;
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condition = QUOTE((backpack ACE_player) == QUOTE(QUOTE(ACE_TacticalLadder_Pack)));
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statement = QUOTE(call FUNC(deployTL));
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exceptions[] = {};
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showDisabled = 1;
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priority = 4;
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};
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};
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};
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class Bag_Base;
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class ACE_TacticalLadder_Pack: Bag_Base {
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scope = 2;
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displayName = "$STR_ACE_TACTICALLADDER";
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descriptionShort = "";
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model = PATHTOF(data\ace_tacticalladder_pack.p3d);
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picture = PATHTOF(UI\ace_tactical_ladder_pack_ca.paa);
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maximumLoad = 0;
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mass = 50;
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};
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class House;
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class ACE_Tactical_Ladder: House {
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XEH_ENABLED;
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displayName = $STR_ACE_TACTICALLADDER;
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class DestructionEffects {};
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model = PATHTOF(data\ace_tacticalladder.p3d);
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animated = 1;
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autocenter = 0;
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featureSize = 12;
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ladders[] = {{"start","end"}};
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class AnimationSources {
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class rotate {
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source = "user";
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animPeriod = 1e-007;
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};
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class extract_1 {
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source = "user";
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animPeriod = 1e-007;
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};
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class extract_2: extract_1 {};
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class extract_3: extract_1 {};
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class extract_4: extract_1 {};
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class extract_5: extract_1 {};
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class extract_6: extract_1 {};
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class extract_7: extract_1 {};
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class extract_8: extract_1 {};
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class extract_9: extract_1 {};
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class extract_10: extract_1 {};
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class extract_11: extract_1 {};
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};
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class ACE_Actions {
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class ACE_MainActions {
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selection = "roadway";
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distance = 5;
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condition = "true";
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class ACE_PickUp {
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selection = "";
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displayName = "$STR_ACE_PICKUP_TACLADDER";
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distance = 4;
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condition = "true";
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statement = QUOTE([ARR_2(_target,_player)] call FUNC(pickupTL));
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showDisabled = 0;
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exceptions[] = {};
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priority = 5;
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};
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class ACE_Position {
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selection = "";
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displayName = "$STR_ACE_POSITION_TACLADDER";
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distance = 4;
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condition = "true";
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statement = QUOTE([ARR_2(_target,_player)] call FUNC(positionTL));
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showDisabled = 0;
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exceptions[] = {};
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priority = 5;
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};
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};
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};
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};
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};
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addons/tacticalladder/README.md
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addons/tacticalladder/README.md
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ace_tacticalladder
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===============
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Adds a packable tactical ladder.
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## Maintainers
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The people responsible for merging changes to this component or answering potential questions.
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- [Ruthberg] (http://github.com/Ulteq)
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addons/tacticalladder/UI/ace_tactical_ladder_pack_ca.paa
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addons/tacticalladder/UI/ace_tactical_ladder_pack_ca.paa
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addons/tacticalladder/XEH_postInit.sqf
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addons/tacticalladder/XEH_postInit.sqf
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#include "script_component.hpp"
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GVAR(height) = false;
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GVAR(rotate) = false;
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GVAR(key_add) = {
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GVAR(handlerid_press) = (findDisplay 46) displayAddEventHandler ["KeyDown", QUOTE(_this call GVAR(keypressed))];
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GVAR(handlerid_release) = (findDisplay 46) displayAddEventHandler ["KeyUp", QUOTE(_this call GVAR(keyreleased))];
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};
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GVAR(key_rem) = {
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(findDisplay 46) displayRemoveEventHandler ["KeyDown", GVAR(handlerid_press)];
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(findDisplay 46) displayRemoveEventHandler ["KeyUp", GVAR(handlerid_release)];
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};
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GVAR(keypressed) = {
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if (_this select 2) then {
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GVAR(height) = true; // SHIFT for setting height
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};
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if (_this select 3) then {
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GVAR(rotate) = true; // ALT for rotating
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};
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};
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GVAR(keyreleased) = {
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GVAR(height) = false;
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GVAR(rotate) = false;
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};
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FUNC(ladderKey_add) = {
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GVAR(ladder_handlerid_press) = (findDisplay 46) displayAddEventHandler ["KeyDown", QUOTE(_this call FUNC(ladder_interaction))];
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};
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FUNC(ladderKey_remove) = {
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(findDisplay 46) displayRemoveEventHandler ["KeyDown", GVAR(ladder_handlerid_press)];
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};
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FUNC(ladder_interaction) = {
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private "_fnc_collide";
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#define __ANIMS ["extract_4","extract_5","extract_6","extract_7","extract_8","extract_9","extract_10","extract_11"]
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// Ladder animations start from "extract_4" onwards, because from initial setting, the first three elements extract automatically
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_ladder = GVAR(ladder);
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_key = _this select 1;
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_shift = _this select 2;
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_fnc_collide = {
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_pos1 = ATLtoASL(GVAR(ladder) modelToWorld (GVAR(ladder) selectionPosition "check2"));
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_pos2 = [_pos1 select 0,_pos1 select 1,(_pos1 select 2)+0.4];
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lineIntersects [_pos1, _pos2, GVAR(ladder)]
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};
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if (_key == 18 && {!_shift}) then { // UP
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if (call _fnc_collide) exitWith {};
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_currentStep = GVAR(currentStep);
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_currentStep = _currentStep + 1;
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if (_currentStep == 12) exitWith { GVAR(currentStep) = 11; };
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if (_ladder animationPhase (format["extract_%1",_currentStep]) == 0) then {
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_ladder animate [(format["extract_%1",_currentStep]),1];
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GVAR(currentStep) = _currentStep;
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};
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};
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if (_key == 18 && {_shift}) then {
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_currentAngle = GVAR(currentAngle);
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_currentAngle = _currentAngle + 2.5;
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if (_currentAngle > 90) exitWith { GVAR(currentAngle = 90); };
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_ladder animate ["rotate",_currentAngle];
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GVAR(currentAngle) = _currentAngle;
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};
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if (_key == 16 && {!_shift}) then { // DOWN // TODO: actionKeyName "leanleft"
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_currentStep = GVAR(currentStep);
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if (_currentStep == 3) exitWith { GVAR(currentStep) = 3; };
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if (_ladder animationPhase (format["extract_%1",_currentStep]) == 1) then {
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_ladder animate [(format["extract_%1",_currentStep]),0];
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GVAR(currentStep) = _currentStep - 1;
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};
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};
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if (_key == 16 && {_shift}) then {
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_currentAngle = GVAR(currentAngle);
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_currentAngle = _currentAngle - 2.5;
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if (_currentAngle <= 0) then { _currentAngle = 0; };
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_ladder animate ["rotate",_currentAngle];
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GVAR(currentAngle) = _currentAngle;
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};
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false
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};
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11
addons/tacticalladder/XEH_preInit.sqf
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addons/tacticalladder/XEH_preInit.sqf
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#include "script_component.hpp"
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ADDON = false;
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PREP(cancelTLdeploy);
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PREP(confirmTLdeploy);
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PREP(deployTL);
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PREP(pickupTL);
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PREP(positionTL);
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ADDON = true;
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addons/tacticalladder/config.cpp
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addons/tacticalladder/config.cpp
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#include "script_component.hpp"
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class CfgPatches {
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class ADDON {
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units[] = {};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_interaction"};
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author[] = {"Rocko"};
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VERSION_CONFIG;
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};
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};
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#include "CfgEventHandlers.hpp"
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#include "CfgVehicles.hpp"
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BIN
addons/tacticalladder/data/ace_ladder_co.paa
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addons/tacticalladder/data/ace_ladder_co.paa
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addons/tacticalladder/data/ace_tacticalladder.p3d
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addons/tacticalladder/data/ace_tacticalladder.p3d
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addons/tacticalladder/data/ace_tacticalladder_pack.p3d
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addons/tacticalladder/data/ace_tacticalladder_pack.p3d
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addons/tacticalladder/data/ace_tacticalladder_pack2.p3d
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addons/tacticalladder/data/ace_tacticalladder_pack2.p3d
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addons/tacticalladder/data/model.cfg
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addons/tacticalladder/data/model.cfg
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class CfgSkeletons {
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class Default {
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isDiscrete = 1;
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skeletonInherit = "";
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skeletonBones[] = {};
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};
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class ace_tacticalladder_skeleton: Default {
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isDiscrete = 0;
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skeletonInherit = "";
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skeletonBones[] = {
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"base","",
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"1","base",
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"2","1",
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"3","2",
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"4","3",
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"5","4",
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"6","5",
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"7","6",
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"8","7",
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"9","8",
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"10","9",
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"11","10",
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"step","11"
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};
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};
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};
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class CfgModels {
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class Default {
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sectionsInherit="";
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sections[] = {""};
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skeletonName = "";
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};
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class ace_tacticalladder {
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skeletonName = "ace_tacticalladder_skeleton";
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sections[] = { "roadway" };
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sectionsInherit = "";
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class Animations {
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class rotate {
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type = "rotation";
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source = "";
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sourceAddress = "clamp";
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selection = "base";
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axis = "axis_rotate";
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minValue = 0;
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maxValue = 90;
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angle0="rad 0";
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angle1="rad +90";
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};
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class extract_1 {
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type = "translation";
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source = "";
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selection = "1";
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axis = "axis_1";
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animPeriod = 0;
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minValue = 0;
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maxValue = 1;
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minPhase = 0;
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maxPhase = 1;
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offset0 = 0;
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offset1 = 0.82;
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};
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class extract_2: extract_1 {
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selection = "2";
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axis = "axis_2";
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};
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class extract_3: extract_1 {
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selection = "3";
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axis = "axis_3";
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};
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class extract_4: extract_1 {
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selection = "4";
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axis = "axis_4";
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};
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class extract_5: extract_1 {
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selection = "5";
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axis = "axis_5";
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};
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class extract_6: extract_1 {
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selection = "6";
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axis = "axis_6";
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};
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class extract_7: extract_1 {
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selection = "7";
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axis = "axis_7";
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};
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class extract_8: extract_1 {
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selection = "8";
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axis = "axis_8";
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};
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class extract_9: extract_1 {
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selection = "9";
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axis = "axis_9";
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};
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class extract_10: extract_1 {
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selection = "10";
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axis = "axis_10";
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};
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class extract_11: extract_1 {
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selection = "11";
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axis = "axis_11";
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};
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};
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};
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};
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15
addons/tacticalladder/functions/fnc_cancelTLdeploy.sqf
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15
addons/tacticalladder/functions/fnc_cancelTLdeploy.sqf
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// #define DEBUG_MODE_FULL
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#include "script_component.hpp"
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#define __ANIMS ["extract_1","extract_2","extract_3","extract_4","extract_5","extract_6","extract_7","extract_8","extract_9","extract_10","extract_11"]
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PARAMS_4(_target,_caller,_index,_ladder);
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_target removeAction _index;
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detach _ladder;
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_ladder setVariable [QGVAR(inUse),false,true]; // No longer In Use!
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_ladder animate ["rotate",0];
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{ _ladder animate [_x,0] } foreach __ANIMS;
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_target removeAction (_target getVariable QGVAR(TLdeployAction));
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call FUNC(ladderKey_remove);
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19
addons/tacticalladder/functions/fnc_confirmTLdeploy.sqf
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19
addons/tacticalladder/functions/fnc_confirmTLdeploy.sqf
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// #define DEBUG_MODE_FULL
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#include "script_component.hpp"
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PARAMS_4(_target,_caller,_index,_ladder);
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_fnc_collide = {
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_pos1 = getPosASL GVAR(ladder);
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_pos2 = ATLtoASL(GVAR(ladder) modelToWorld (GVAR(ladder) selectionPosition "check2"));
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lineIntersects [_pos1, _pos2, GVAR(ladder)]
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};
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if (call _fnc_collide) exitWith {};
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_target removeAction _index;
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||||||
|
detach _ladder;
|
||||||
|
_ladder setVariable [QGVAR(inUse),false,true]; // No longer In Use!
|
||||||
|
|
||||||
|
_target removeAction (_target getVariable QGVAR(TLdropAction));
|
||||||
|
call FUNC(ladderKey_remove);
|
15
addons/tacticalladder/functions/fnc_deployTL.sqf
Normal file
15
addons/tacticalladder/functions/fnc_deployTL.sqf
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
#include "script_component.hpp"
|
||||||
|
|
||||||
|
removeBackpack ACE_player;
|
||||||
|
|
||||||
|
_pos = ACE_player modelToWorld [0,0,0];
|
||||||
|
_offset = if ((ACE_player call CBA_fnc_getUnitAnim select 0) == "prone") then { 1 } else {0.8};
|
||||||
|
_pos set [0, (_pos select 0) + (sin (direction ACE_player) * _offset)];
|
||||||
|
_pos set [1, (_pos select 1) + (cos (direction ACE_player) * _offset)];
|
||||||
|
_z = [ACE_player] call CBA_fnc_realHeight;
|
||||||
|
_pos set [2,_z];
|
||||||
|
|
||||||
|
_ladder = "ACE_Tactical_Ladder" createVehicle _pos;
|
||||||
|
_ladder setPos _pos;
|
||||||
|
_ladder setDir (direction ACE_player);
|
||||||
|
ACE_player reveal _ladder;
|
8
addons/tacticalladder/functions/fnc_pickupTL.sqf
Normal file
8
addons/tacticalladder/functions/fnc_pickupTL.sqf
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
/* ace_sys_sandbag (.pbo) | (c) 2009 by rocko */
|
||||||
|
|
||||||
|
#include "script_component.hpp"
|
||||||
|
|
||||||
|
PARAMS_2(_ladder,_unit);
|
||||||
|
|
||||||
|
deleteVehicle _ladder;
|
||||||
|
_unit addBackpack "ACE_TacticalLadder_Pack";
|
26
addons/tacticalladder/functions/fnc_positionTL.sqf
Normal file
26
addons/tacticalladder/functions/fnc_positionTL.sqf
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
#include "script_component.hpp"
|
||||||
|
|
||||||
|
#define __ANIMS ["extract_1","extract_2","extract_3","extract_4","extract_5","extract_6","extract_7","extract_8","extract_9","extract_10","extract_11"]
|
||||||
|
|
||||||
|
PARAMS_2(_ladder,_unit);
|
||||||
|
|
||||||
|
{ _ladder animate [_x,0] } foreach __ANIMS;
|
||||||
|
|
||||||
|
_unit switchMove "amovpercmstpslowwrfldnon_player_idlesteady03";
|
||||||
|
_ladder attachTo [_unit,[0,0.75,0],""]; // Position ladder in front of player
|
||||||
|
_ladder setVariable [QGVAR(inUse),true,true]; // In Use!
|
||||||
|
|
||||||
|
_ladder animate ["rotate",0];
|
||||||
|
{ _ladder animate [_x,1] } foreach ["extract_1","extract_2","extract_3"]; // Extract ladder at head height (extract_3)
|
||||||
|
|
||||||
|
GVAR(ladder) = _ladder;
|
||||||
|
GVAR(currentStep) = 3;
|
||||||
|
GVAR(currentAngle) = 0;
|
||||||
|
|
||||||
|
call FUNC(ladderKey_add);
|
||||||
|
|
||||||
|
_action_drop = _unit addAction [localize "STR_ACE_DROP_TACLADDER","\z\ace\addons\tacticalladder\functions\fnc_cancelTLdeploy.sqf",_ladder];
|
||||||
|
_action_deploy = _unit addAction [localize "STR_ACE_DEPLOY_TACLADDER","\z\ace\addons\tacticalladder\functions\fnc_confirmTLdeploy.sqf",_ladder];
|
||||||
|
|
||||||
|
_unit setVariable [QGVAR(TLdeployAction),_action_deploy];
|
||||||
|
_unit setVariable [QGVAR(TLdropAction),_action_drop];
|
1
addons/tacticalladder/functions/script_component.hpp
Normal file
1
addons/tacticalladder/functions/script_component.hpp
Normal file
@ -0,0 +1 @@
|
|||||||
|
#include "\z\ace\addons\tacticalladder\script_component.hpp"
|
12
addons/tacticalladder/script_component.hpp
Normal file
12
addons/tacticalladder/script_component.hpp
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
#define COMPONENT tacticalladder
|
||||||
|
#include "\z\ace\addons\main\script_mod.hpp"
|
||||||
|
|
||||||
|
#ifdef DEBUG_ENABLED_TACTICALLADDER
|
||||||
|
#define DEBUG_MODE_FULL
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef DEBUG_SETTINGS_TACTICALLADDER
|
||||||
|
#define DEBUG_SETTINGS DEBUG_SETTINGS_TACTICALLADDER
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#include "\z\ace\addons\main\script_macros.hpp"
|
60
addons/tacticalladder/stringtable.xml
Normal file
60
addons/tacticalladder/stringtable.xml
Normal file
@ -0,0 +1,60 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project name="ACE">
|
||||||
|
<Package name="tacticalladder">
|
||||||
|
<Key ID="STR_ACE_TACTICALLADDER">
|
||||||
|
<English>Telescopic Ladder</English>
|
||||||
|
<German>Teleskopleiter</German>
|
||||||
|
<Russian>Телескопическая лестница</Russian>
|
||||||
|
<Polish>Drabina teleskopowa</Polish>
|
||||||
|
<Spanish>Telescopic Ladder</Spanish>
|
||||||
|
<French>Telescopic Ladder</French>
|
||||||
|
<Czech>Teleskopický žebřík</Czech>
|
||||||
|
<Italian>Telescopic Ladder</Italian>
|
||||||
|
<Hungarian>Telescopic Ladder</Hungarian>
|
||||||
|
</Key>
|
||||||
|
<Key ID="STR_ACE_DEPLOY_TACLADDER">
|
||||||
|
<English>Deploy ladder</English>
|
||||||
|
<German>Leiter aufbauen</German>
|
||||||
|
<Russian>Установить лестницу</Russian>
|
||||||
|
<Polish>Rozłóż drabinę</Polish>
|
||||||
|
<Spanish>Deploy ladder</Spanish>
|
||||||
|
<French>Deploy ladder</French>
|
||||||
|
<Czech>Umístit žebřík</Czech>
|
||||||
|
<Italian>Deploy ladder</Italian>
|
||||||
|
<Hungarian>Deploy ladder</Hungarian>
|
||||||
|
</Key>
|
||||||
|
<Key ID="STR_ACE_DROP_TACLADDER">
|
||||||
|
<English>Drop ladder</English>
|
||||||
|
<German>Leiter ablegen</German>
|
||||||
|
<Russian>Положить лестницу</Russian>
|
||||||
|
<Polish>Zostaw drabinę</Polish>
|
||||||
|
<Spanish>Drop ladder</Spanish>
|
||||||
|
<French>Drop ladder</French>
|
||||||
|
<Czech>Položit žebřík</Czech>
|
||||||
|
<Italian>Drop ladder</Italian>
|
||||||
|
<Hungarian>Drop ladder</Hungarian>
|
||||||
|
</Key>
|
||||||
|
<Key ID="STR_ACE_POSITION_TACLADDER">
|
||||||
|
<English>Position ladder</English>
|
||||||
|
<German>Leiter positionieren</German>
|
||||||
|
<Russian>Перенести лестницу</Russian>
|
||||||
|
<Polish>Postaw drabinę</Polish>
|
||||||
|
<Spanish>Position ladder</Spanish>
|
||||||
|
<French>Position ladder</French>
|
||||||
|
<Czech>Přemístit žebřík</Czech>
|
||||||
|
<Italian>Position ladder</Italian>
|
||||||
|
<Hungarian>Position ladder</Hungarian>
|
||||||
|
</Key>
|
||||||
|
<Key ID="STR_ACE_PICKUP_TACLADDER">
|
||||||
|
<English>Pickup ladder</English>
|
||||||
|
<German>Leiter aufnehmen</German>
|
||||||
|
<Russian>Взять лестницу</Russian>
|
||||||
|
<Polish>Zabierz drabinę</Polish>
|
||||||
|
<Spanish>Pickup ladder</Spanish>
|
||||||
|
<French>Pickup ladder</French>
|
||||||
|
<Czech>Vzít žebřík</Czech>
|
||||||
|
<Italian>Pickup ladder</Italian>
|
||||||
|
<Hungarian>Pickup ladder</Hungarian>
|
||||||
|
</Key>
|
||||||
|
</Package>
|
||||||
|
</Project>
|
Loading…
Reference in New Issue
Block a user