final code conversions, esc to exit

This commit is contained in:
commy2 2017-12-22 21:41:13 +01:00
parent e3c94821a2
commit 96f3791855
4 changed files with 96 additions and 60 deletions

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@ -1,4 +1,6 @@
#include "script_component.hpp" #include "script_component.hpp"
#include "\z\ace\addons\arsenal\defines.hpp"
#include "\a3\ui_f\hpp\defineDIKCodes.inc"
enableSaving [false, false]; enableSaving [false, false];
cba_diagnostic_projectileMaxLines = 10; cba_diagnostic_projectileMaxLines = 10;
@ -29,6 +31,35 @@ cba_diagnostic_projectileMaxLines = 10;
_player call CBA_fnc_removeUnitTrackProjectiles; _player call CBA_fnc_removeUnitTrackProjectiles;
_player setFatigue 0; _player setFatigue 0;
// Esc to close mission
{
private _display = findDisplay IDD_ace_arsenal;
_display displayAddEventHandler ["KeyDown", {
params ["_display", "_key", "_shift"];
if (_key isEqualTo DIK_ESCAPE && {!_shift}) then {
[_display] spawn {
disableSerialization;
params ["_display"];
private _return = [
localize "str_a3_rscdisplaymain_buttonexit",
localize "str_sure",
true, false,
_display, false, true
] call BIS_fnc_GUImessage;
if (_return) then {
_display closeDisplay 2;
findDisplay 46 closeDisplay 0;
};
};
true
};
}];
} call CBA_fnc_execNextFrame;
}] call CBA_fnc_addEventHandler; }] call CBA_fnc_addEventHandler;
[QGVAR(displayClosed), { [QGVAR(displayClosed), {

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@ -4,6 +4,8 @@ params ["_display"];
private _ctrlButtonAbort = _display displayCtrl 104; private _ctrlButtonAbort = _display displayCtrl 104;
_ctrlButtonAbort ctrlSetText localize LSTRING(Mission); _ctrlButtonAbort ctrlSetText localize LSTRING(Mission);
_ctrlButtonAbort ctrlSetTooltip localize LSTRING(ReturnToArsenal);
_ctrlButtonAbort ctrlSetEventHandler ["ButtonClick", { _ctrlButtonAbort ctrlSetEventHandler ["ButtonClick", {
params ["_control"]; params ["_control"];
ctrlParent _control closeDisplay 2; ctrlParent _control closeDisplay 2;

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@ -54,55 +54,54 @@ for "_i" from 0 to 1 do {
_target setSpeedMode "LIMITED"; _target setSpeedMode "LIMITED";
}; };
/*
//--- Armored vehicles //--- Armored vehicles
_vehicles = []; private _vehicles = [];
if (isclass (configfile >> "cfgvehicles" >> "Land_VR_Target_MRAP_01_F")) then {
_step = 15; private _step = 15;
_positionCenter = [position _unit select 0,(position _unit select 1) + 30,0]; _position = [position _unit select 0,(position _unit select 1) + 30,0];
{
private _row = _forEachIndex;
private _rowCount = (count _x - 1) * 0.5;
{ {
_row = _foreachindex; private _position = _position vectorAdd [(-_rowCount + _forEachIndex) * _step, _row * _step, 0];
_rowCount = (count _x - 1) * 0.5;
{ private _vehicle = createVehicle [_x, _position, [], 0, "NONE"];
_position = [ _vehicle setPos _position;
(_positionCenter select 0) + (-_rowCount + _foreachindex) * _step, _vehicle setDir 180;
(_positionCenter select 1) + _row * _step, _vehicle setVelocity [0,0,-1];
0 _vehicle call BIS_fnc_VRHitpart;
];
_veh = createvehicle [_x,_position,[],0,"none"]; private _marker = _vehicle call BIS_fnc_boundingBoxMarker;
_veh setpos _position; _marker setMarkerColor "ColorOrange";
_veh setdir 180; _vehicles pushBack _vehicle;
_veh setvelocity [0,0,-1]; } forEach _x;
[_veh] call bis_fnc_VRHitpart; } forEach [[
_marker = _veh call bis_fnc_boundingboxmarker; "Land_VR_Target_MRAP_01_F",
_marker setmarkercolor "colororange"; "Land_VR_Target_APC_Wheeled_01_F",
_vehicles pushback _veh; "Land_VR_Target_MBT_01_cannon_F"
} foreach _x; ], [
} foreach [ "Land_VR_Target_MRAP_01_F",
[ "Land_VR_Target_APC_Wheeled_01_F",
"Land_VR_Target_MRAP_01_F", "Land_VR_Target_MBT_01_cannon_F"
"Land_VR_Target_APC_Wheeled_01_F", ]];
"Land_VR_Target_MBT_01_cannon_F"
],
[
"Land_VR_Target_MRAP_01_F",
"Land_VR_Target_APC_Wheeled_01_F",
"Land_VR_Target_MBT_01_cannon_F"
]
];
};
_vehicles spawn { _vehicles spawn {
waituntil { waituntil {
_allDisabled = true; private _allDisabled = true;
{ {
_hitalive = _x getvariable ["bis_fnc_VRHitParts_hitalive",[]]; _hitAlive = _x getVariable ["bis_fnc_VRHitParts_hitalive", []];
_allDisabled = _allDisabled && ({!_x} count _hitalive >= 2); _allDisabled = _allDisabled && ({!_x} count _hitAlive >= 2);
sleep 0.1; sleep 0.1;
} foreach _this; } forEach _this;
_allDisabled _allDisabled
}; };
setstatvalue ["MarkMassVirtualDestruction",1];
};*/ setStatValue ["MarkMassVirtualDestruction", 1];
};
//--- Cover objects //--- Cover objects
private _coverObjects = [ private _coverObjects = [
@ -149,20 +148,22 @@ _unit addEventHandler ["AnimChanged", {
["#(argb,8,8,3)color(0,0,0,1)", false, nil, 0.1, [0,0.5]] spawn BIS_fnc_textTiles; ["#(argb,8,8,3)color(0,0,0,1)", false, nil, 0.1, [0,0.5]] spawn BIS_fnc_textTiles;
//--- Target markers //--- Target markers
/*[] spawn { private _markers = [];
_targets = [];
{ {
_targets pushback vehiclevarname _x; private _marker = createMarker [vehicleVarName _x, position _x];
_var = vehiclevarname _x; _marker setMarkerType "mil_dot";
_marker = createmarker [_var,position _x]; _marker setMarkerColor "ColorOrange";
_marker setmarkertype "mil_dot";
_marker setmarkercolor "colororange"; _markers pushBack _marker;
} foreach (allmissionobjects "man") - [player]; } forEach (allMissionObjects "CAManBase" - [_unit]);
while {true} do {
_markers spawn {
while {true} do {
{ {
_t = missionnamespace getvariable _x; private _target = missionNamespace getVariable _x;
(vehiclevarname _t) setmarkerpos position _t; _x setMarkerPos position _target;
} foreach _targets; } forEach _this;
sleep 0.1; sleep 0.1;
}; };
}; };

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@ -434,16 +434,18 @@
<Japanese>ACE 武器庫を開けません</Japanese> <Japanese>ACE 武器庫を開けません</Japanese>
</Key> </Key>
<Key ID="STR_ACE_Arsenal_Mission"> <Key ID="STR_ACE_Arsenal_Mission">
<English>ACE Virtual Arsenal</English> <English>ACE Arsenal</English>
<German>ACE Virtuelles Arsenal</German> <German>ACE-Arsenal</German>
</Key>
<Key ID="STR_ACE_Arsenal_ReturnToArsenal">
<English>Return to ACE Arsenal.</English>
<German>Zurück zum ACE-Arsenal.</German>
</Key> </Key>
<Key ID="STR_ACE_Arsenal_Mission_tooltip"> <Key ID="STR_ACE_Arsenal_Mission_tooltip">
<English>View and try out different weapons, equipment and vehicles.</English> <English>Not as bad as the regular one.</English>
<German>Sieh dir verschiedene Waffen, Ausrüstung und Fahrzeuge an und probiere sie aus.</German>
</Key> </Key>
<Key ID="STR_ACE_Arsenal_Mission_overview"> <Key ID="STR_ACE_Arsenal_Mission_overview">
<English>View and try out different weapons, equipment and vehicles.</English> <English>Dress up simulator loading in progress...</English>
<German>Sieh dir verschiedene Waffen, Ausrüstung und Fahrzeuge an und probiere sie aus.</German>
</Key> </Key>
</Package> </Package>
</Project> </Project>