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@ -1,23 +0,0 @@
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/*
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Author(s):
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bux578
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*/
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0 spawn {
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private ["_side"];
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waitUntil {sleep 0.5; AGM_SwitchUnits_EnableSwitchUnits};
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//_side = [west, east, independent, civilian] select AGM_SwitchUnits_SwitchUnitsAllowedForSide;
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_sides = [];
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if(AGM_SwitchUnits_SwitchToWest) then {_sides pushBack west};
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if(AGM_SwitchUnits_SwitchToEast) then {_sides pushBack east};
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if(AGM_SwitchUnits_SwitchToIndependent) then {_sides pushBack independent};
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if(AGM_SwitchUnits_SwitchToCivilian) then {_sides pushBack civilian};
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if (player getVariable ["AGM_CanSwitchUnits", false]) then {
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[player, _sides] call AGM_SwitchUnits_fnc_initPlayer;
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};
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};
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@ -1,140 +0,0 @@
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class CfgPatches {
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class AGM_SwitchUnits {
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units[] = {};
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weapons[] = {};
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requiredVersion = 0.60;
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requiredAddons[] = {AGM_Core};
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version = "0.95";
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versionStr = "0.95";
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versionAr[] = {0,95,0};
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author[] = {"bux578"};
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authorUrl = "https://github.com/bux578/";
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};
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};
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class CfgFunctions {
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class AGM_SwitchUnits {
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class AGM_SwitchUnits {
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file = "AGM_SwitchUnits\functions";
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class addMapFunction;
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class handleMapClick;
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class initPlayer;
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class isValidAi;
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class markAiOnMap;
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class module;
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class nearestPlayers;
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class switchBack;
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class switchUnit;
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};
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};
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};
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class Extended_PostInit_EventHandlers {
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class AGM_SwitchUnits {
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clientInit = "call compile preprocessFileLineNumbers '\AGM_SwitchUnits\clientInit.sqf'";
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};
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};
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class CfgVehicles {
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class Module_F;
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class AGM_ModuleSwitchUnits: Module_F {
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author = "AGM Team";
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category = "AGM";
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displayName = "SwitchUnits System";
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function = "AGM_SwitchUnits_fnc_module";
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scope = 2;
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isGlobal = 1;
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icon = "\AGM_SwitchUnits\UI\IconSwitchUnits_ca.paa";
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class Arguments {
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class SwitchToWest {
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displayName = "Switch to West?";
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description = "Allow switching to west units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class SwitchToEast {
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displayName = "Switch to East?";
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description = "Allow switching to east units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class SwitchToIndependent {
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displayName = "Switch to Independent?";
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description = "Allow switching to independent units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class SwitchToCivilian {
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displayName = "Switch to Civilian?";
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description = "Allow switching to civilian units?";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class EnableSafeZone {
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displayName = "Enable Safe Zone?";
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description = "Enable a safe zone around enemy units? Players can't switch to units inside of the safe zone.";
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typeName = "BOOL";
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class values {
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class Yes {default = 1; name = "Yes"; value = 1;};
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class No {name = "No"; value = 0;};
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};
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};
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class SafeZoneRadius {
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displayName = "Safe Zone Radius";
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description = "The safe zone around players from a different team. Default: 200";
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typeName = "NUMBER";
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defaultValue = 100;
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};
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/*
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class EnableSwitchUnits {
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displayName = "Enable SwitchUnits?";
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description = "Enable to switch to AI units? Default: No";
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typeName = "BOOL";
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class values {
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class Yes {name = "Yes"; value = 1;};
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class No {default = 1; name = "No"; value = 0;};
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};
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};
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class SwitchUnitsAllowedForSide {
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displayName = "Allow for which side?";
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description = "Which side should be allowed to switch to AI units?";
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typeName = "NUMBER";
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class values {
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class West {name = "West"; value = 0;};
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class East {default = 1; name = "East"; value = 1;};
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class Independent {name = "Independent"; value = 2;};
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class Civilian {name = "Civilian"; value = 3;};
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};
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};*/
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};
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};
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};
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class AGM_Parameters_Numeric {
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AGM_SwitchUnits_SafeZoneRadius = 100;
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};
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class AGM_Parameters_Boolean {
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AGM_SwitchUnits_EnableSwitchUnits = 0;
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AGM_SwitchUnits_SwitchToWest = 0;
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AGM_SwitchUnits_SwitchToEast = 0;
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AGM_SwitchUnits_SwitchToIndependent = 0;
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AGM_SwitchUnits_SwitchToCivilian = 0;
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AGM_SwitchUnits_EnableSafeZone = 1;
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};
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/*
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Name: AGM_SwitchUnits_fnc_addMapFunction
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Author(s):
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bux578
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Description:
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Adds a mapClick Eventhandler
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Parameters:
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0: OBJECT - unit
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1: ARRAY<OBJECT> - sided
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Returns:
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VOID
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*/
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private ["_unit"];
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_unit = _this select 0;
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["theMapClick", "onMapSingleClick", {
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[_this, _pos, _shift, _alt] call AGM_SwitchUnits_fnc_handleMapClick;
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}, [_unit, _sides]] call BIS_fnc_addStackedEventHandler;
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/*
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Name: AGM_SwitchUnits_fnc_handleMapClick
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Author(s):
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bux578
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Description:
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Finds the clicked unit
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Parameters:
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0: OBJECT - MapClickEventHandlerArgs
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0: OBJECT - unit to switch to
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1: ARRAY<OBJECT> - sides
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Returns:
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VOID
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*/
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private ["_args", "_currentPlayerUnit", "_sides", "_pos", "_sideNearest"];
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_currentPlayerUnit = (_this select 0) select 0;
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_sides = (_this select 0) select 1;
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_pos = _this select 1;
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_sideNearest = [];
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{
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if ([_x] call AGM_SwitchUnits_fnc_isValidAi && (side group _x in _sides)) then {
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_sideNearest pushBack _x;
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};
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} forEach (nearestObjects [_pos, ["Man"], 20]);
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if (count _sideNearest > 0) then {
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private ["_switchUnit"];
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_switchUnit = _sideNearest select 0;
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[_currentPlayerUnit, _switchUnit] call AGM_SwitchUnits_fnc_switchUnit;
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openMap false;
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};
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/*
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Name: AGM_SwitchUnits_fnc_initPlayer
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Author(s):
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bux578
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Description:
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Initializes the player
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Parameters:
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0: OBJECT - player
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1: ARRAY<OBJECT> - Array containing selected sides
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Returns:
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VOID
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*/
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private ["_playerUnit", "_sides"];
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_playerUnit = _this select 0;
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_sides = _this select 1;
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if (vehicle _playerUnit == _playerUnit) then {
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[_sides] call AGM_SwitchUnits_fnc_markAiOnMap;
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_playerUnit setVariable ["AGM_SwitchUnits_IsPlayerUnit", true];
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_playerUnit allowDamage false;
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AGM_SwitchUnits_OriginalUnit = _playerUnit;
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AGM_SwitchUnits_OriginalName = [_playerUnit] call AGM_Core_fnc_getName;
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AGM_SwitchUnits_OriginalGroup = group _playerUnit;
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// remove all starting gear of a player
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removeAllWeapons _playerUnit;
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removeGoggles _playerUnit;
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removeHeadgear _playerUnit;
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removeVest _playerUnit;
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removeAllAssignedItems _playerUnit;
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clearAllItemsFromBackpack _playerUnit;
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removeBackpack _playerUnit;
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_playerUnit linkItem "ItemMap";
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removeUniform _playerUnit;
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[_playerUnit, "AGM_SwitchUnits", true] call AGM_Core_fnc_setForceWalkStatus;
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[_playerUnit, _sides] call AGM_SwitchUnits_fnc_addMapFunction;
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};
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/*
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Name: AGM_SwitchUnits_fnc_isValidAi
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Author(s):
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bux578
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Description:
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Checks if AI is a valid target for switching
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Parameters:
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0: OBJECT - unit
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Returns:
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VOID
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*/
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private ["_unit"];
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_unit = _this select 0;
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!([_unit] call AGM_Core_fnc_isPlayer
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|| {_unit in playableUnits}
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|| {vehicle _unit != _unit}
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|| {_unit getVariable ["AGM_SwitchUnits_IsPlayerUnit", false]}
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|| {_unit getVariable ["AGM_SwitchUnits_IsPlayerControlled", false]})
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/*
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Name: AGM_SwitchUnits_fnc_markAiOnMap
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Author(s):
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bux578
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Description:
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Creates markers for AI units for given sides
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Marks players in a different color
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Parameters:
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0: OBJECT - side
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Returns:
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VOID
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*/
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private ["_sidesToShow"];
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_sidesToShow = _this select 0;
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_sidesToShow spawn {
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private ["_sides", "_allMarkerNames"];
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_sides = _this;
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_allMarkerNames = [];
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while { true } do {
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sleep 1.5;
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// delete markers
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{
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deleteMarkerLocal _x;
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} forEach _allMarkerNames;
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// create markers
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{
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if (([_x] call AGM_SwitchUnits_fnc_isValidAi && (side group _x in _sides)) || (_x getVariable ["AGM_SwitchUnits_IsPlayerControlled", false])) then {
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private ["_markerName", "_marker", "_markerColor"];
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//_markerName = format ["%1", [_x] call AGM_Core_fnc_getName];
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_markerName = str _x;
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_marker = createMarkerLocal [_markerName, position _x];
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_markerName setMarkerTypeLocal "mil_triangle";
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_markerName setMarkerShapeLocal "ICON";
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_markerName setMarkerSizeLocal [0.5,0.7];
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_markerName setMarkerDirLocal getDir _x;
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// commy's one liner magic
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_markerColor = format ["Color%1", side group _x];
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if ((_x getVariable ["AGM_SwitchUnits_IsPlayerControlled", false])) then {
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_markerName setMarkerColorLocal "ColorOrange";
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_markerName setMarkerTextLocal (_x getVariable ["AGM_SwitchUnits_PlayerControlledName",""]);
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} else {
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_markerName setMarkerColorLocal _markerColor;
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_markerName setMarkerTextLocal (getText (configFile >> "CfgVehicles" >> typeOf _x >> "displayName"));
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};
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_allMarkerNames pushBack _markerName;
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};
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} forEach allUnits;
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};
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};
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@ -1,38 +0,0 @@
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/*
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Name: AGM_SwitchUnits_fnc_module
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Author(s):
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bux578
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Description:
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Initializes the SwitchUnits module
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Parameters:
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0: OBJECT - module logic
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1: ARRAY<OBJECT> - list of affected units
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2: BOOLEAN - isActivated
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Returns:
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BOOLEAN (Good practice to include one)
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*/
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if !(isServer) exitWith {};
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_logic = _this select 0;
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_activated = _this select 2;
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if !(_activated) exitWith {};
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AGM_SwitchUnits_Module = true;
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["AGM_SwitchUnits_EnableSwitchUnits", true] call AGM_Core_fnc_setParameter;
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[_logic, "AGM_SwitchUnits_SwitchToWest", "SwitchToWest"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, "AGM_SwitchUnits_SwitchToEast", "SwitchToEast"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, "AGM_SwitchUnits_SwitchToIndependent", "SwitchToIndependent"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, "AGM_SwitchUnits_SwitchToCivilian", "SwitchToCivilian"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, "AGM_SwitchUnits_EnableSafeZone", "EnableSafeZone"] call AGM_Core_fnc_readBooleanParameterFromModule;
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[_logic, "AGM_SwitchUnits_SafeZoneRadius", "SafeZoneRadius"] call AGM_Core_fnc_readNumericParameterFromModule;
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diag_log text "[AGM]: SwitchUnits Module Initialized.";
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@ -1,31 +0,0 @@
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/*
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Name: AGM_SwitchUnits_fnc_nearestPlayers
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Author(s):
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bux578
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Description:
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Returns an array of alive players in a given radius around a given location
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Parameters:
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0: POSTION - Center position
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1: NUMBER - Radius
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Returns:
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ARRAY<OBJECT> - Player units
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*/
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private ["_position", "_radius", "_nearestPlayers"];
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_position = _this select 0;
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_radius = _this select 1;
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_nearestPlayers = [];
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{
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if ([_x] call AGM_Core_fnc_isPlayer && {alive _x}) then {
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_nearestPlayers pushBack _x;
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};
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} forEach (nearestObjects [_position, ["Man"], _radius]);
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_nearestPlayers
|
@ -1,29 +0,0 @@
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/*
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Name: AGM_SwitchUnits_fnc_switchBack
|
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|
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Author(s):
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bux578
|
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|
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Description:
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Switches back to the original player unit
|
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This method needs to be "spawn"ed
|
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|
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Parameters:
|
||||
0: OBJECT - original player unit
|
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1: OBJECT - respawned unit
|
||||
|
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Returns:
|
||||
VOID
|
||||
*/
|
||||
|
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private ["_originalPlayerUnit", "_currentUnit"];
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_originalPlayerUnit = _this select 0;
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_currentUnit = _this select 1;
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|
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[_originalPlayerUnit] joinSilent AGM_SwitchUnits_OriginalGroup;
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waitUntil {local _originalPlayerUnit};
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selectPlayer _originalPlayerUnit;
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|
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deleteVehicle _currentUnit;
|
@ -1,79 +0,0 @@
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/*
|
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Name: AGM_SwitchUnits_fnc_switchUnit
|
||||
|
||||
Author(s):
|
||||
bux578
|
||||
|
||||
Description:
|
||||
Selects the new given player unit
|
||||
|
||||
Parameters:
|
||||
0: OBJECT - the unit to switch to
|
||||
|
||||
Returns:
|
||||
VOID
|
||||
*/
|
||||
|
||||
private ["_newUnit"];
|
||||
|
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_newUnit = _this select 1;
|
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|
||||
// don't switch to original player units
|
||||
if (!([_newUnit] call AGM_SwitchUnits_fnc_isValidAi)) exitWith {};
|
||||
|
||||
_newUnit spawn {
|
||||
private ["_unit", "_allNearestPlayers", "_oldUnit", "_respawnEhId", "_oldOwner", "_leave"];
|
||||
|
||||
_unit = _this;
|
||||
|
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_leave = false;
|
||||
|
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if (AGM_SwitchUnits_EnableSafeZone) then {
|
||||
|
||||
_allNearestPlayers = [position _unit, AGM_SwitchUnits_SafeZoneRadius] call AGM_SwitchUnits_fnc_nearestPlayers;
|
||||
_nearestEnemyPlayers = [_allNearestPlayers, {((side AGM_SwitchUnits_OriginalGroup) getFriend (side _this) < 0.6) && !(_this getVariable ["AGM_SwitchUnits_IsPlayerControlled", false])}] call AGM_Core_fnc_filter;
|
||||
|
||||
if (count _nearestEnemyPlayers > 0) exitWith {
|
||||
_leave = true;
|
||||
};
|
||||
};
|
||||
|
||||
// exitWith doesn't exit past the "if(EnableSafeZone)" block
|
||||
if (_leave) exitWith {
|
||||
[localize "STR_AGM_SwitchUnits_TooCloseToEnemy"] call AGM_Core_fnc_displayTextStructured;
|
||||
};
|
||||
|
||||
// should switch locality
|
||||
// This doesn't work anymore, because one's now able to switch to units from a different side
|
||||
//[_unit] joinSilent group player;
|
||||
[[_unit, player], "{(_this select 0) setVariable ['AGM_SwitchUnits_OriginalOwner', owner (_this select 0), true]; (_this select 0) setOwner owner (_this select 1)}", 1] call AGM_Core_fnc_execRemoteFnc;
|
||||
|
||||
_oldUnit = player;
|
||||
waitUntil {sleep 0.2; local _unit};
|
||||
|
||||
_oldUnit setVariable ["AGM_SwitchUnits_IsPlayerControlled", false, true];
|
||||
_oldUnit setVariable ["AGM_SwitchUnits_PlayerControlledName", "", true];
|
||||
|
||||
_respawnEhId = _unit getVariable ["AGM_SwitchUnits_RespawnEhId", -1];
|
||||
if (_respawnEhId != -1) then {
|
||||
_oldUnit removeEventHandler ["Respawn", _respawnEhId];
|
||||
};
|
||||
|
||||
selectPlayer _unit;
|
||||
|
||||
_unit setVariable ["AGM_SwitchUnits_IsPlayerControlled", true, true];
|
||||
_unit setVariable ["AGM_SwitchUnits_PlayerControlledName", AGM_SwitchUnits_OriginalName, true];
|
||||
|
||||
_respawnEhId = _unit addEventHandler ["Respawn", {
|
||||
[AGM_SwitchUnits_OriginalUnit, _this select 0] spawn AGM_SwitchUnits_fnc_switchBack;
|
||||
}];
|
||||
_unit setVariable ["AGM_SwitchUnits_RespawnEhId", _respawnEhId, true];
|
||||
|
||||
// set owner back to original owner
|
||||
_oldOwner = _oldUnit getVariable["AGM_SwitchUnits_OriginalOwner", -1];
|
||||
if (_oldOwner > -1) then {
|
||||
[[_oldUnit, _oldOwner], "{(_this select 0) setOwner (_this select 1)}", 1] call AGM_Core_fnc_execRemoteFnc;
|
||||
};
|
||||
|
||||
[localize "STR_AGM_SwitchUnits_SwitchedUnit"] call AGM_Core_fnc_displayTextStructured;
|
||||
};
|
@ -1,22 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!-- Edited with tabler - 2014-12-20 -->
|
||||
<Project name="ACE">
|
||||
<Package name="SwitchUnits">
|
||||
<Key ID="STR_ACE_SwitchUnits_SwitchedUnit">
|
||||
<English>Switched unit</English>
|
||||
<German>Einheit gewechselt</German>
|
||||
<Russian>Юнит переключен</Russian>
|
||||
<Czech>Prohozená jednotka</Czech>
|
||||
<Polish>Przełącz jednostkę</Polish>
|
||||
<Spanish>Cambiado de unidad</Spanish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_SwitchUnits_TooCloseToEnemy">
|
||||
<English>This unit is too close to the enemy.</English>
|
||||
<German>Diese Einheit ist zu nah am Feind.</German>
|
||||
<Russian>Юнит слишком близок к противнику</Russian>
|
||||
<Czech>Tato jednotka je moc blízko k nepříteli.</Czech>
|
||||
<Polish>Ta jednostka jest zbyt blisko przeciwnika.</Polish>
|
||||
<Spanish>Esta unidad está demasiado cerca del enemigo.</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
Loading…
Reference in New Issue
Block a user