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Laser code dialog entry. ACTUALLY HIDE THE DAMN LASER
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@ -4,30 +4,16 @@ class CfgVehicles {
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class LaserTarget: All {
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// @TODO: Changing the model and simulation hides it, but THEN IT DOESNT SPAWN WTF!?
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model = "\A3\Weapons_F\empty.p3d";
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simulation = "nvmarker";
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nvTarget = 1;
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//simulation = "laserTarget";
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//threat[] = {0,0,0};
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simulation = "house";
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class EventHandlers {
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init = QUOTE(_this call FUNC(laser_init));
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};
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diffuse[] = {0,0,0};
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ambient[] = {0,0,0};
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brightness = 0;
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name = "pozicni blik";
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drawLight = 0;
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drawLightSize = 0;
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drawLightCenterSize = 0;
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activeLight = 0;
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blinking = 0;
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dayLight = 0;
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onlyInNvg = 0;
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useFlare = 0;
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};
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// Visual laserTarget override
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class ACE_LaserTarget_Visual : LaserTarget {
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//model = "\A3\Weapons_f\laserTgt.p3d";
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simulation = "LaserTarget";
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model = "\A3\Weapons_f\laserTgt.p3d";
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};
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};
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@ -1,20 +1,27 @@
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class RscControlsGroup;
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class VScrollbar;
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class HScrollbar;
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class RscText;
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class RscInGameUI {
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class RscOptics_LaserDesignator {
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idd = 300;
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controls[] = {"CA_IGUI_elements_group"};
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class CA_IGUI_elements_group: RscControlsGroup {
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idc = 170;
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x = "0 * (0.01875 * SafezoneH) + (SafezoneX + ((SafezoneW - SafezoneH) / 2))";
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y = "0 * (0.025 * SafezoneH) + (SafezoneY)";
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w = "53.5 * (0.01875 * SafezoneH)";
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h = "40 * (0.025 * SafezoneH)";
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class VScrollbar: VScrollbar {
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width = 0;
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};
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class HScrollbar: HScrollbar {
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height = 0;
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};
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x = "0 * (0.01875 * SafezoneH) + (SafezoneX + ((SafezoneW - SafezoneH) / 2))";
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y = "0 * (0.025 * SafezoneH) + (SafezoneY)";
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w = "53.5 * (0.01875 * SafezoneH)";
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h = "40 * (0.025 * SafezoneH)";
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class controls {
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class controls {
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class CA_OpticsZoom: RscText {
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idc = 180;
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style = 1;
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@ -102,11 +109,12 @@ class RscInGameUI {
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shadow = 0;
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font = "EtelkaMonospacePro";
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text = "Code: 1001";
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x = "20.1 * (0.01875 * SafezoneH)";
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y = "3 * (0.025 * SafezoneH)";
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w = "3.5 * (0.01875 * SafezoneH)";
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x = "32.7 * (0.01875 * SafezoneH)";
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y = "35.5 * (0.025 * SafezoneH)";
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w = "12 * (0.01875 * SafezoneH)";
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h = "1.6 * (0.025 * SafezoneH)";
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};
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};
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};
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};
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};
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};
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@ -1 +1,9 @@
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// @TODO: This is to draw the actual LaserTarget positions to utilize for laser shooting.
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// This is a debug function for displaying visible lasers for ourselves
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#include "script_component.hpp"
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diag_log text format["[ACE]: Laser Emitter Dump"];
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{
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diag_log text format[" %1", _x];
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diag_log text format[" %2", HASH_GET(GVAR(laserEmitters), _x)];
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} forEach GVAR(laserEmitters) select 0;
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