mirror of
https://github.com/acemod/ACE3.git
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Replace CPP highlighting with SQF highlighting (#8656)
This commit is contained in:
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b8223a6143
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6d223d9d96
@ -45,7 +45,7 @@ It means we need to live outside of the spawn execution as much as possible. The
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The scheduler will also actually halt your script mid-execution, usually at the end of a given control block, and pause you to yield to other scripts. This can lead to drastically incorrect results when performing calculations and unexpected behaviours. For example, try the following code. Even though it doesn't seem logical, it will show a hint.
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```cpp
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```sqf
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myVar = true;
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0 spawn {
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while {true} do {
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@ -90,7 +90,7 @@ These rules follow from the rules of thumb above:
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#### 3.3.1 Per Frame Handler
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See: [https://github.com/CBATeam/CBA_A3/blob/master/addons/common/fnc_addPerFrameHandler.sqf](https://github.com/CBATeam/CBA_A3/blob/master/addons/common/fnc_addPerFrameHandler.sqf) for more details.
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```cpp
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```sqf
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[{code} , delay, [params]] call CBA_fnc_addPerFrameHandler;
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```
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@ -98,7 +98,7 @@ See: [https://github.com/CBATeam/CBA_A3/blob/master/addons/common/fnc_addPerFram
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#### 3.3.2 WaitAndExecute
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See: [https://github.com/CBATeam/CBA_A3/blob/master/addons/common/fnc_waitAndExecute.sqf](https://github.com/CBATeam/CBA_A3/blob/master/addons/common/fnc_waitAndExecute.sqf) for more details.
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```cpp
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```sqf
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[{delayed code}, [params], delay] call CBA_fnc_waitAndExecute;
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```
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@ -106,6 +106,6 @@ See: [https://github.com/CBATeam/CBA_A3/blob/master/addons/common/fnc_waitAndExe
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#### 3.3.3 WaitUntilAndExecute
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See: [https://github.com/CBATeam/CBA_A3/blob/master/addons/common/fnc_waitUntilAndExecute.sqf](https://github.com/CBATeam/CBA_A3/blob/master/addons/common/fnc_waitUntilAndExecute.sqf) for more details.
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```cpp
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```sqf
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[{condition}, {code}, [params]] call CBA_fnc_waitUntilAndExecute;
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```
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@ -181,7 +181,7 @@ This ensures every function starts off in an uniform way and enforces function d
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### 3.2 Headers
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Every function should have a header of the following format appear before any code:
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```cpp
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```sqf
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/*
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* Author: [Name of Author(s)]
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* [Description]
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@ -260,7 +260,7 @@ class Something : Or {
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When using `if`/`else`, it is encouraged to put `else` on the same line as the closing brace to save space:
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```cpp
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```sqf
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if (alive player) then {
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player setDamage 1;
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} else {
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@ -284,7 +284,7 @@ Every new scope should be on a new indent. This will make the code easier to und
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Good:
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```cpp
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```sqf
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call {
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call {
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if (/* condition */) then {
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@ -296,7 +296,7 @@ call {
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Bad:
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```cpp
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```sqf
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call {
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call {
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if (/* condition */) then {
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@ -311,7 +311,7 @@ Inline comments should use `//`. Usage of `/* */` is allowed for larger comment
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Example:
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```cpp
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```sqf
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//// Comment // < incorrect
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// Comment // < correct
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/* Comment */ // < correct
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@ -324,7 +324,7 @@ Comments within the code shall be used when they are describing a complex and cr
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Good:
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```cpp
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```sqf
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// find the object with the most blood loss
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_highestObj = objNull;
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_highestLoss = -1;
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@ -338,28 +338,28 @@ _highestLoss = -1;
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Good:
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```cpp
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```sqf
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// Check if the unit is an engineer
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(_obj getvariable [QGVAR(engineerSkill), 0] >= 1);
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```
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Bad:
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```cpp
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```sqf
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// Get the engineer skill and check if it is above 1
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(_obj getvariable [QGVAR(engineerSkill), 0] >= 1);
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```
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Bad:
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```cpp
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```sqf
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// Get the variable myValue from the object
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_myValue = _obj getvariable [QGVAR(myValue), 0];
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```
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Bad:
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```cpp
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```sqf
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// Loop through all units to increase the myvalue variable
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{
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_x setvariable [QGVAR(myValue), (_x getvariable [QGVAR(myValue), 0]) + 1];
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@ -369,19 +369,19 @@ Bad:
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### 5.5 Brackets around code
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When making use of brackets `( )`, use as few as possible, unless doing so decreases readability of the code. Avoid statements such as:
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```cpp
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```sqf
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if (!(_value)) then { };
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```
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However the following is allowed:
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```cpp
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```sqf
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_value = (_array select 0) select 1;
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```
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Any conditions in statements shall always be wrapped around brackets.
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```cpp
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```sqf
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if (!_value) then {};
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if (_value) then {};
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```
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@ -402,14 +402,14 @@ When using array notation `[]`, always use a space between elements to improve c
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Good:
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```cpp
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```sqf
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params ["_unit", "_vehicle"];
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private _pos = [0, 0, 0];
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```
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Bad:
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```cpp
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```sqf
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params ["_unit","_vehicle"];
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private _pos = [0,0,0];
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```
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@ -436,19 +436,19 @@ All private variables shall make use of the `private` keyword on initialization.
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Good:
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```cpp
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```sqf
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private _myVariable = "hello world";
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```
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Good:
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```cpp
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```sqf
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_myArray params ["_elementOne", "_elementTwo"];
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```
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Bad:
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```cpp
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```sqf
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_elementOne = _myArray select 0;
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_elementTwo = _myArray select 1;
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```
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@ -461,7 +461,7 @@ Declarations should be at the smallest feasible scope.
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Good:
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```cpp
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```sqf
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if (call FUNC(myCondition)) then {
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private _areAllAboveTen = true; // <- smallest feasable scope
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@ -479,7 +479,7 @@ if (call FUNC(myCondition)) then {
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Bad:
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```cpp
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```sqf
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private _areAllAboveTen = true; // <- this is bad, because it can be initialized in the if statement
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if (call FUNC(myCondition)) then {
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{
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@ -499,7 +499,7 @@ Private variables will not be introduced until they can be initialized with mean
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Good:
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```cpp
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```sqf
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private _myVariable = 0; // good because the value will be used
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{
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_x params ["_value", "_amount"];
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@ -511,7 +511,7 @@ private _myVariable = 0; // good because the value will be used
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Bad:
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```cpp
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```sqf
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private _myvariable = 0; // Bad because it is initialized with a zero, but this value does not mean anything
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if (_condition) then {
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_myVariable = 1;
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@ -522,7 +522,7 @@ if (_condition) then {
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Good:
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```cpp
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```sqf
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private _myvariable = [1, 2] select _condition;
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```
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@ -537,20 +537,20 @@ When using `getVariable`, there shall either be a default value given in the sta
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Bad:
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```cpp
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```sqf
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_return = obj getvariable "varName";
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if (isnil "_return") then {_return = 0 };
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if (isnil "_return") then { _return = 0 };
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```
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Good:
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```cpp
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```sqf
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_return = obj getvariable ["varName", 0];
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```
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Good:
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```cpp
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```sqf
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_return = obj getvariable "varName";
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if (isnil "_return") exitwith {};
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```
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@ -560,27 +560,27 @@ Global variables should not be used to pass along information from one function
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Bad:
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```cpp
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```sqf
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fnc_example = {
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hint GVAR(myVariable);
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};
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```
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```cpp
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```sqf
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GVAR(myVariable) = "hello my variable";
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call fnc_example;
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```
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Good:
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```cpp
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```sqf
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fnc_example = {
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params ["_content"];
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hint _content;
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};
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```
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```cpp
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```sqf
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["hello my variable"] call fnc_example;
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```
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@ -625,7 +625,7 @@ More information on the [CBA Events System](https://github.com/CBATeam/CBA_A3/wi
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**Warning about BIS event handlers:**
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BIS's event handlers (`addEventHandler`, `addMissionEventHandler`) are slow when passing a large code variable. Use a short code block that calls the function you want.
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```cpp
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```sqf
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player addEventHandler ["Fired", FUNC(handleFired)]; // bad
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player addEventHandler ["Fired", {call FUNC(handleFired)}]; // good
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```
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@ -638,7 +638,7 @@ Hashes are a variable type that store key value pairs. They are not implemented
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The following example is a simple usage using our macros which will be explained further below.
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```cpp
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```sqf
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_hash = HASHCREATE;
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HASH_SET(_hash,"key","value");
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if (HASH_HASKEY(_hash,"key")) then {
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@ -664,7 +664,7 @@ A description of the above macros is below.
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A hashlist is an extension of a hash. It is a list of hashes! The reason for having this special type of storage container rather than using a normal array is that an array of normal hashes that are similar will duplicate a large amount of data in their storage of keys. A hashlist on the other hand uses a common list of keys and an array of unique value containers. The following will demonstrate its usage.
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```cpp
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```sqf
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_defaultKeys = ["key1", "key2", "key3"];
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// create a new hashlist using the above keys as default
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_hashList = HASHLIST_CREATELIST(_defaultKeys);
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@ -712,19 +712,19 @@ When adding new elements to an array, `pushBack` shall be used instead of the bi
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Good:
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```cpp
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```sqf
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_a pushBack _value;
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```
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Also good:
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```cpp
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```sqf
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_a append [1, 2, 3];
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```
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Bad:
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```cpp
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```sqf
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_a set [ count _a, _value];
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_a = a + _[value];
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```
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@ -742,14 +742,14 @@ Where possible `[0, 0, 0]` position shall be used, except on `#` objects (e.g. `
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This code requires ~1.00ms and will be higher with more objects near wanted position:
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```cpp
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```sqf
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_vehicle = _type createVehicleLocal _posATL;
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_vehicle setposATL _posATL;
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```
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While this one requires ~0.04ms:
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```cpp
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```sqf
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_vehicle = _type createVehicleLocal [0, 0, 0];
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_vehicle setposATL _posATL;
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```
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@ -765,13 +765,13 @@ When checking if an array is empty `isEqualTo` shall be used.
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### 8.7 `for` Loops
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```cpp
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```sqf
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for "_y" from # to # step # do { ... }
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```
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shall be used instead of
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```cpp
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```sqf
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for [{ ... },{ ... },{ ... }] do { ... };
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```
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@ -782,7 +782,7 @@ While is only allowed when used to perform a unknown finite amount of steps with
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Good:
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```cpp
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```sqf
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_original = _obj getvariable [QGVAR(value), 0];
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while {_original < _weaponThreshold} do {
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_original = [_original, _weaponClass] call FUNC(getNewValue);
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@ -791,7 +791,7 @@ while {_original < _weaponThreshold} do {
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Bad:
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```cpp
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```sqf
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while {true} do {
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// anything
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};
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@ -799,7 +799,7 @@ while {true} do {
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### 8.9 `waitUntil`
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The `waitUntil` command shall not be used. Instead, make use of CBA's `CBA_fnc_waitUntilAndExecute`
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```cpp
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```sqf
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[{
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params ["_unit"];
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_unit getVariable [QGVAR(myVariable), false]
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@ -125,7 +125,7 @@ class CfgSettings {
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- To only disable caching for a single module, hence greatly improving mission restart time, add the following line to the `script_component.hpp` file of said module (prepared in each ACE3 component, simply uncomment):
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```cpp
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```sqf
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#define DISABLE_COMPILE_CACHE
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```
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@ -54,7 +54,7 @@ This and the attack profile used will effect missile's flight and max altitude.
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### 3.2 Script Example
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- Adding hellfires to the Cessna Civilian Plane:
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```
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```sqf
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if (local this) then {
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this addWeaponTurret ["ace_hellfire_launcher", [-1]];
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this addMagazineTurret ["6Rnd_ACE_Hellfire_AGM114K", [-1]];
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@ -53,7 +53,7 @@ There are 4 HOT missiles included
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- Adding HOT to e.g. a Cessna Civilian Plane:
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```cpp
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```sqf
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if (local this) then {
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this addWeaponTurret ["ace_hot_generic_launcher", [-1]];
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this addMagazineTurret ["ace_hot_2mp_6Rnd", [-1]];
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@ -61,7 +61,7 @@ Please check the framework description for more details.
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### How do I increase the length of the hose?
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There is a global setting that will effect all vehicles and static pumps. To only effect a specific vehicle put the following in it's init box:
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```cpp
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```sqf
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this setVariable ["ace_refuel_hoseLength", 30];
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```
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@ -15,6 +15,6 @@ version:
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Pick-up interaction can be disabled for ammo (e.g. chemlights) attached to an object.
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```cpp
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```sqf
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OBJECT setVariable ["ace_advanced_throwing_disablePickUp", true, true];
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```
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@ -65,7 +65,7 @@ If you wish to enable loading for an object/vehicle which does not have these ed
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To disable cargo for a mission object use:
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```cpp
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```sqf
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[this, -1] call ace_cargo_fnc_setSize;
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```
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@ -74,7 +74,7 @@ To disable cargo for a mission object use:
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`ace_cargo_fnc_setSize`
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Note that this function can be used to make objects loadable/unloadable (set to `-1` for unloadable).
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```cpp
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```sqf
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* Set the cargo size of any object. Has global effect.
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* Adds the load action menu if necessary.
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* Negative size makes unloadable.
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@ -95,7 +95,7 @@ Note that this function can be used to make objects loadable/unloadable (set to
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`ace_cargo_fnc_setSpace`
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Note that this function can be used to enable/disable a vehicle's cargo space (set to `0` to disable).
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|
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```cpp
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```sqf
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* Set the cargo space of any object. Has global effect.
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* Adds the cargo action menu if necessary.
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*
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@ -115,7 +115,7 @@ Note that this function can be used to enable/disable a vehicle's cargo space (s
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`ace_cargo_fnc_loadItem` (Also callable from cba event `ace_loadCargo`)
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Note first arg can be a in-game object or a classname of an object type.
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|
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```cpp
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```sqf
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* Arguments:
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* 0: Item <OBJECT or STRING>
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* 1: Vehicle <OBJECT>
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@ -132,7 +132,7 @@ Note first arg can be a in-game object or a classname of an object type.
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`ace_cargo_fnc_unloadItem` (Also callable from cba event `ace_unloadCargo`)
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|
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```cpp
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```sqf
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* Arguments:
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* 0: Item <OBJECT or STRING>
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* 1: Vehicle <OBJECT>
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@ -149,7 +149,7 @@ Note first arg can be a in-game object or a classname of an object type.
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`ace_cargo_fnc_removeCargoItem`
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|
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```cpp
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```sqf
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* Arguments:
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* 0: Item <STRING> or <OBJECT>
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* 1: Vehicle <OBJECT>
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|
@ -228,7 +228,7 @@ Calls a globally synchronized event, which will also be run on JIP players unles
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### 3.4 Example
|
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|
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```cpp
|
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```sqf
|
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// Event handler added on a target machine
|
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["ace_interact_tapShoulder", ace_example_fnc_onTapShoulder] call CBA_fnc_addEventHandler;
|
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|
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|
@ -190,7 +190,7 @@ CODE will be passed `[Unit<OBJECT>, MaxRange <NUMBER>, Explosive <OBJECT>, FuzeT
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||||
|
||||
Jammer that blocks RF triggers:
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
[{
|
||||
params ["_unit", "_range", "_explosive", "_fuzeTime", "_triggerItem"];
|
||||
if (_triggerItem == "ace_cellphone") exitWith { systemChat "Blocking Cell Phone"; false }; // always block cell phones
|
||||
|
@ -54,7 +54,7 @@ Event Name | Passed Parameter(s) | Locality | Description
|
||||
|
||||
`ace_field_rations_fnc_getRemainingWater`
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
* Returns the remaining water in a source.
|
||||
*
|
||||
* Arguments:
|
||||
@ -71,7 +71,7 @@ Event Name | Passed Parameter(s) | Locality | Description
|
||||
|
||||
`ace_field_rations_fnc_setRemainingWater`
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
* Sets the remaining water supply for given water source.
|
||||
*
|
||||
* Arguments:
|
||||
@ -89,7 +89,7 @@ Event Name | Passed Parameter(s) | Locality | Description
|
||||
|
||||
`ace_field_rations_fnc_addStatusModifier`
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
* Adds a status modifier. Should be called on all machines.
|
||||
* Code must return a NUMBER which will be applied additively with other status changes.
|
||||
*
|
||||
|
@ -34,7 +34,7 @@ There are two ways of adding custom presets to your mission, either via code or
|
||||
|
||||
To add a preset via code you use the function `call ace_fortify_fnc_registerObjects`. Also enables Fortify.
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
* Registers the given objects in the given side's player interaction menu.
|
||||
* Players on that side must have the `Fortify Tool` item in their inventory to access the menu.
|
||||
* Classnames must be in the format [<classname>, <cost>]
|
||||
@ -74,7 +74,7 @@ A custom deploy handler allows missions makers to decide if an object can be pla
|
||||
|
||||
To verify that an object isn't above a certain terrain height we can check the height of the object before it is confirmed as placed. Returning `false` from the code block means that placement is not allowed.
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
[{
|
||||
params ["_unit", "_object", "_cost"];
|
||||
private _return = (getPosATL _object) select 2 < 1;
|
||||
|
@ -34,7 +34,7 @@ As of ACEX v3.2.0 _(before merge into ACE3)_ this feature can also be enabled wi
|
||||
|
||||
To prevent a group from transferring to a Headless Client use the following line on a group leader (or every unit in a group in case group leader may not spawn):
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
this setVariable ["acex_headless_blacklist", true];
|
||||
```
|
||||
|
||||
|
@ -74,7 +74,7 @@ Important: `ace_common_fnc_canInteractWith` is not automatically checked and nee
|
||||
|
||||
`ace_interact_menu_fnc_createAction`
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
/*
|
||||
* Argument:
|
||||
* 0: Action name <STRING>
|
||||
@ -95,7 +95,7 @@ Important: `ace_common_fnc_canInteractWith` is not automatically checked and nee
|
||||
|
||||
`ace_interact_menu_fnc_addActionToClass`
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
/*
|
||||
* Argument:
|
||||
* 0: TypeOf of the class <STRING>
|
||||
@ -111,7 +111,7 @@ By default this function will not use inheritance, so actions will only be added
|
||||
|
||||
`ace_interact_menu_fnc_addActionToObject`
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
/*
|
||||
* Argument:
|
||||
* 0: Object the action should be assigned to <OBJECT>
|
||||
@ -125,7 +125,7 @@ By default this function will not use inheritance, so actions will only be added
|
||||
|
||||
`ace_interact_menu_fnc_addActionToZeus`
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
/*
|
||||
* Argument:
|
||||
* 0: Parent path of the new action <ARRAY> (Example: `["ACE_ZeusActions"]`)
|
||||
@ -137,14 +137,14 @@ By default this function will not use inheritance, so actions will only be added
|
||||
|
||||
External:
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
_action = ["VulcanPinch","Vulcan Pinch","",{_target setDamage 1;},{true},{},[parameters], [0,0,0], 100] call ace_interact_menu_fnc_createAction;
|
||||
[cursorTarget, 0, ["ACE_TapShoulderRight"], _action] call ace_interact_menu_fnc_addActionToObject;
|
||||
```
|
||||
|
||||
Self:
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
_condition = {
|
||||
(!pabst_radioFinder_on) && {(backpack _player) in pabst_radioFinder_backpacks} && {[_player, _target, []] call ace_common_fnc_canInteractWith}
|
||||
};
|
||||
@ -157,7 +157,7 @@ _action = ["Open RDF","Radio Direction Finder","pabst\RDF.jpg",_statement,_condi
|
||||
|
||||
Using `addActionToClass` inheritance:
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
// Adds action to check fuel levels for all land vehicles
|
||||
_action = ["CheckFuel", "Check Fuel", "", {hint format ["Fuel: %1", fuel _target]}, {true}] call ace_interact_menu_fnc_createAction;
|
||||
["LandVehicle", 0, ["ACE_MainActions"], _action, true] call ace_interact_menu_fnc_addActionToClass;
|
||||
@ -169,7 +169,7 @@ _action = ["CheckExtTank","Check External Tank","",{hint format ["Ext Tank: %1",
|
||||
|
||||
Zeus:
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
_statement = {
|
||||
playSound3D ["alarm.ogg", theBase]
|
||||
};
|
||||
@ -185,7 +185,7 @@ This adds an interaction to a unit that allows passing items that the player is
|
||||
- The parent action's display name is modified based on the item count.
|
||||
- When hovering on the action, a hint text is sent to the target.
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
_condition = {
|
||||
true
|
||||
};
|
||||
@ -227,7 +227,7 @@ _action = ["GiveItems", "?","",_statement,_condition,_insertChildren,[123],"",4,
|
||||
CBA event `ace_interact_menu_newControllableObject` fires only once the first time the player controls a new object (new man, vehicle or controlled UAV)
|
||||
This is the ideal way to add self interaction actions, as adding them via `addActionToClass` will force self interaction actions to be compiled for classes that may never be used.
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
// Example: Add radio self-action to all civilian cars
|
||||
["ace_interact_menu_newControllableObject", {
|
||||
params ["_type"]; // string of the object's classname
|
||||
|
@ -47,7 +47,7 @@ To enable other units to move them reference [Scripting](#allow-units-to-move-ra
|
||||
|
||||
To change the texture of the flag use the following line on the rally point object:
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
this setFlagTexture 'path\to\my\texture\my_awesome_clan_logo.paa';
|
||||
```
|
||||
|
||||
@ -55,6 +55,6 @@ this setFlagTexture 'path\to\my\texture\my_awesome_clan_logo.paa';
|
||||
|
||||
To enable other units to move rally points, such as JIP units, use the following line on the units:
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
_unit setVariable ["ACE_canMoveRallypoint", true, true];
|
||||
```
|
||||
|
@ -65,7 +65,7 @@ If the interface is not forced then the player can close spectator with the <kbd
|
||||
|
||||
If the player is hidden they will become invisible, invulnerable and removed from their group until they exit spectator.
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
* Arguments:
|
||||
* 0: Spectator state of local client <BOOL> (default: true)
|
||||
* 1: Force interface <BOOL> (default: true)
|
||||
@ -85,7 +85,7 @@ Whitelisted units will always show in the unit list regardless of the usual filt
|
||||
|
||||
Note that this function takes local effect, so only the local player will see these changes.
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
* Arguments:
|
||||
* 0: Units to show in the list <ARRAY>
|
||||
* 1: Units to hide in the list <ARRAY>
|
||||
@ -104,7 +104,7 @@ By default, units on all 4 sides (`west`, `east`, `independent` and `civilian`)
|
||||
|
||||
Note that this function takes local effect, so only the local player will see these changes.
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
* Arguments:
|
||||
* 0: Sides to add <ARRAY>
|
||||
* 1: Sides to remove <ARRAY>
|
||||
@ -123,7 +123,7 @@ You can change the spectator camera modes available at any point during the miss
|
||||
|
||||
Note that this function takes local effect, so only the local player will experience these changes.
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
* Possible camera modes are:
|
||||
* - 0: Free
|
||||
* - 1: First person
|
||||
@ -147,7 +147,7 @@ You can change the spectator vision modes available at any point during the miss
|
||||
|
||||
Note that this function takes local effect, so only the local player will experience these changes.
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
* Possible vision modes are:
|
||||
* - -2: Normal
|
||||
* - -1: Night vision
|
||||
@ -178,7 +178,7 @@ You can change any of the listed camera attributes at any time during a mission
|
||||
|
||||
Note that this function takes local effect, so only the local player will experience these changes.
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
* Arguments:
|
||||
* 0: Camera mode <NUMBER>
|
||||
* - 0: Free
|
||||
@ -211,7 +211,7 @@ Note that this function takes local effect, so only the local player will experi
|
||||
`ace_spectator_fnc_getCameraAttributes`
|
||||
Returns an array of the listed camera attributes (see `setCameraAttributes` for more details) for the local player. If the spectator camera is not currently active any pre-set attributes will be returned (otherwise default values will be returned - position will be `[0,0,0]` if unset).
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
@ -227,7 +227,7 @@ Returns an array of the listed camera attributes (see `setCameraAttributes` for
|
||||
`ace_spectator_fnc_players`
|
||||
Will return both alive and dead players (note that dead player corpses are never deleted until the player has respawned - even when `deleteVehicle` is used on them).
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
|
@ -26,6 +26,6 @@ The module settings define which side a player can control or how big the radius
|
||||
|
||||
To enable a player to control AI execute the following on it:
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
this setVariable ["ACE_CanSwitchUnits", true];
|
||||
```
|
||||
|
@ -52,7 +52,7 @@ Sync the module with vehicles and players. Custom keys will be handed to players
|
||||
|
||||
To override a vehicle's side, allowing locking and unlocking using a different side's key, use the following on that vehicle (use wanted side instead of `west`):
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
this setVariable ["ace_vehiclelock_lockSide", west];
|
||||
```
|
||||
|
||||
@ -60,6 +60,6 @@ this setVariable ["ace_vehiclelock_lockSide", west];
|
||||
|
||||
To override default lock pick strength for a vehicle, that is how long lock picking will take, use the following on that vehicle (use wanted time in seconds instead of `5`):
|
||||
|
||||
```cpp
|
||||
```sqf
|
||||
this setVariable ["ace_vehiclelock_lockpickStrength", 5];
|
||||
```
|
||||
|
Loading…
Reference in New Issue
Block a user