This commit is contained in:
KoffeinFlummi 2015-04-19 00:40:18 +02:00
commit 8015aca0c3
9 changed files with 34 additions and 32 deletions

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -25,7 +25,7 @@ _fnc_renderNearbyActions = {
_cameraDir = ((positionCameraToWorld [0, 0, 1]) call EFUNC(common,positionToASL)) vectorDiff _cameraPos;
_numInteractObjects = 0;
_nearestObjects = nearestObjects [((getPosASL ACE_player) vectorAdd (_cameraDir vectorMultiply 5)) call EFUNC(common,ASLToPosition), ["All"], 8];
_nearestObjects = nearestObjects [ACE_player, ["All"], 13];
{
_target = _x;

View File

@ -18,3 +18,12 @@ class Extended_Engine_EventHandlers {
};
};
};
class Extended_Init_EventHandlers {
class StaticWeapon {
class ACE_FixMass {
init = QUOTE(if (local (_this select 0)) then {(_this select 0) setMass (getMass (_this select 0) max 250)};);
exclude[] = {"TargetSoldierBase","Static_Designator_01_base_F","Static_Designator_02_base_F","Pod_Heli_Transport_04_base_F"};
};
};
};

View File

@ -23,6 +23,11 @@ Events can be removed or cleared with the following commands.
* `[eventName, eventHandlerId] call ace_common_fnc_removeEventHandler` <br/> will remove a specific event handler of the event name, using the ID returned from `ace_common_fnc_addEventHandler`.
* `[eventName] call ace_common_fnc_removeAllEventHandlers` <br/> will remove all event handlers for that type of event.
### Synchronized Events
* `[eventName, eventCodeBlock, ttlNumberOrCodeBlock] call ace_common_fnc_addSyncedEventHandler` <br/> adds a globally synchronized event handler which will expire events after the provided TTL, or the code returns true.
* `[eventName] call ace_common_fnc_removeSyncedEventHandler` <br/> will remove a specific event handler of the event name, using the ID returned from `ace_common_fnc_addSyncedEventHandler`.
* * `[eventName, args, ttlNumberOrCodeBlock] call ace_common_fnc_syncedEvent` <br/> calls a global synchronized event, which will also be run on JIP players unless it has expired; event will expire after the provided TTL, or the code returns true.
### Pattern:
```c++
// tapper machine
@ -52,6 +57,13 @@ PREP(onTapShoulder);
<td>[_newPlayer, _oldPlayer]</td>
<td>local</td>
</tr>
<tr>
<td>"PlayerJIP"</td>
<td>Player was a JIP player, and `player` object is now created.</td>
<td>common</td>
<td>[_player]</td>
<td>local</td>
</tr>
</tr>
<tr>
<td>"playerInventoryChanged"</td>

View File

@ -7,4 +7,15 @@ parent: wiki
---
## 1. Overview
Blah blah blah
Blah blah blah
Steps to lock titan/Javelin:
1. You must be zoomed ALL THE WAY IN
2. You must be in thermal view
3. You must have a missile loaded
4. Hold TAB over a target, it will start beeping and the constraint boxes will appear
5. Once the beeping changes to LOCK tone, and the lock crosshairs appear, click fire without releasing tab
CTRL+TAB is default key to change firemode (configurable as a key)

View File

@ -1,20 +0,0 @@
---
layout: wiki
title: Features Documentation
group: features
order: 0
parent: wiki
---
**This page will get updated soon.**
## Table of Contents
1. [][[Advanced Missile Guidanced Framework|WikiLink]]
2. [yy](#yy)
3. [zz](#zz)
## What ACE3 has to offer

View File

@ -1,10 +0,0 @@
---
layout: wiki
title: ACE Titan and Javelin
group: features
order: 0
parent: wiki
---
**This page will get updated soon.**