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Attach - Added attached/detaching events (#8193)
* Added ace_attach attached/detach events * Apply suggestions from code review Co-authored-by: Jo David <github@jonathandavid.de> * Apply suggestions from code review Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: Jo David <github@jonathandavid.de> Co-authored-by: jonpas <jonpas33@gmail.com>
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@ -44,6 +44,7 @@ if (_unit == _attachToVehicle) then { //Self Attachment
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[_onAttachText, 2] call EFUNC(common,displayTextStructured);
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};
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_unit setVariable [QGVAR(attached), [[_attachedItem, _itemClassname]], true];
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[QGVAR(attached), [_attachedItem, _itemClassname]] call CBA_fnc_localEvent;
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} else {
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GVAR(placeAction) = PLACE_WAITING;
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@ -50,6 +50,8 @@ if (!([_unit, _itemName] call CBA_fnc_canAddItem) && {!_isChemlight}) exitWith {
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[LELSTRING(common,Inventory_Full)] call EFUNC(common,displayTextStructured);
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};
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[QGVAR(detaching), [_attachedObject, _itemName]] call CBA_fnc_localEvent;
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// Add item to inventory (unless it's a chemlight)
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if (!_isChemlight) then {
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_unit addItem _itemName;
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@ -4,7 +4,7 @@
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* Approves placement of the lightObject, scans for an appropriate location and attaches
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* A player can release the attachObject with it floating in mid-air.
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* This will use lineIntersectsSurfaces to scan towards the center of the vehicle to find a collision
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* ArmA's collision detection is of couse terrible and often misses collisions (difference between what we see and collision LOD)
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* Arma's collision detection is of couse terrible and often misses collisions (difference between what we see and collision LOD)
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* So it does multiple scans at slighly different angles
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* This is VERY computationaly intensive, but doesn't happen that often.
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*
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@ -100,5 +100,6 @@ _unit removeItem _itemClassname;
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private _attachList = _attachToVehicle getVariable [QGVAR(attached), []];
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_attachList pushBack [_attachedObject, _itemClassname];
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_attachToVehicle setVariable [QGVAR(attached), _attachList, true];
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[QGVAR(attached), [_attachedObject, _itemClassname]] call CBA_fnc_localEvent;
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[_onAttachText, 2] call EFUNC(common,displayTextStructured);
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@ -106,6 +106,14 @@ MenuType: 0 = Interaction, 1 = Self Interaction
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|`ace_cookoff_cookOffBox` | _box | Global | Listen | Ammo box cook off has started
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|`ace_cookoff_engineFire` | _vehicle | Global | Listen | Engine fire has started
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### 2.11 Attach (`ace_attach`)
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| Event Key | Parameters | Locality | Type | Description |
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|----------|---------|---------|---------|---------|---------|
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|`ace_attach_attached` | [_attachedObject, _itemClassname] | Local | Listen | After an item was attached to a unit/vehicle
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|`ace_attach_detaching` | [_attachedObject, _itemName] | Local | Listen | Just before an item gets detached/removed from a unit/vehicle
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## 3. Usage
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Also Reference [CBA Events System](https://github.com/CBATeam/CBA_A3/wiki/Custom-Events-System){:target="_blank"} documentation.
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