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@ -25,7 +25,7 @@ _fnc_renderNearbyActions = {
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_cameraDir = ((positionCameraToWorld [0, 0, 1]) call EFUNC(common,positionToASL)) vectorDiff _cameraPos;
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_numInteractObjects = 0;
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_nearestObjects = nearestObjects [((getPosASL ACE_player) vectorAdd (_cameraDir vectorMultiply 5)) call EFUNC(common,ASLToPosition), ["All"], 8];
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_nearestObjects = nearestObjects [ACE_player, ["All"], 13];
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{
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_target = _x;
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@ -18,3 +18,12 @@ class Extended_Engine_EventHandlers {
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};
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};
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};
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class Extended_Init_EventHandlers {
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class StaticWeapon {
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class ACE_FixMass {
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init = QUOTE(if (local (_this select 0)) then {(_this select 0) setMass (getMass (_this select 0) max 250)};);
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exclude[] = {"TargetSoldierBase","Static_Designator_01_base_F","Static_Designator_02_base_F","Pod_Heli_Transport_04_base_F"};
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};
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};
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};
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@ -23,6 +23,11 @@ Events can be removed or cleared with the following commands.
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* `[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`.
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* `[eventName] call ace_common_fnc_removeAllEventHandlers` <br/> will remove all event handlers for that type of event.
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### Synchronized Events
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* `[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.
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* `[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`.
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* * `[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.
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### Pattern:
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```c++
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// tapper machine
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@ -52,6 +57,13 @@ PREP(onTapShoulder);
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<td>[_newPlayer, _oldPlayer]</td>
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<td>local</td>
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</tr>
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<tr>
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<td>"PlayerJIP"</td>
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<td>Player was a JIP player, and `player` object is now created.</td>
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<td>common</td>
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<td>[_player]</td>
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<td>local</td>
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</tr>
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</tr>
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<tr>
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<td>"playerInventoryChanged"</td>
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@ -7,4 +7,15 @@ parent: wiki
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---
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## 1. Overview
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Blah blah blah
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Blah blah blah
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Steps to lock titan/Javelin:
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1. You must be zoomed ALL THE WAY IN
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2. You must be in thermal view
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3. You must have a missile loaded
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4. Hold TAB over a target, it will start beeping and the constraint boxes will appear
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5. Once the beeping changes to LOCK tone, and the lock crosshairs appear, click fire without releasing tab
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CTRL+TAB is default key to change firemode (configurable as a key)
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@ -1,20 +0,0 @@
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---
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layout: wiki
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title: Features Documentation
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group: features
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order: 0
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parent: wiki
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---
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**This page will get updated soon.**
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## Table of Contents
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1. [][[Advanced Missile Guidanced Framework|WikiLink]]
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2. [yy](#yy)
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3. [zz](#zz)
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## What ACE3 has to offer
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---
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layout: wiki
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title: ACE Titan and Javelin
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group: features
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order: 0
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parent: wiki
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---
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**This page will get updated soon.**
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