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Merge pull request #2893 from acemod/155selectRandom
1.55 use new selectRandom command
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commit
9851ed6d3d
@ -30,7 +30,7 @@ private _sounds = [
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private _position = AGLToASL (_target modelToWorldVisual (_target selectionPosition "Spine3"));
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playSound3D [
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_sounds select floor random count _sounds,
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selectRandom _sounds,
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objNull,
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false,
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_position,
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@ -289,6 +289,7 @@ class CfgVehicles {
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icon = PATHTOF(UI\team\team_management_ca.paa);
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};
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};
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class ACE_Equipment {
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displayName = CSTRING(Equipment);
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condition = QUOTE(true);
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@ -81,7 +81,7 @@ _createdLitter = [];
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// Loop through through the litter options and place the litter
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{
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if (_x isEqualType [] && {(count _x > 0)}) then {
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[_target, _x select (floor(random(count _x)))] call _createLitter;
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[_target, selectRandom _x] call _createLitter;
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};
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if (_x isEqualType "") then {
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[_target, _x] call _createLitter;
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@ -32,7 +32,7 @@ TRACE_7("ACE_DEBUG: HandleDamage_Caching Called",_unit, _selectionName, _damage,
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private _vehicle = vehicle _unit;
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if ((_vehicle != _unit) && {!(_vehicle isKindOf "StaticWeapon")} && {_source in [objNull, driver _vehicle, _vehicle]} && {_projectile == ""} && {_selectionName == ""}) then {
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if (GVAR(enableVehicleCrashes)) then {
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_selectionName = _hitSelections select (floor(random(count _hitSelections)));
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_selectionName = selectRandom _hitSelections;
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_projectile = "vehiclecrash";
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_this set [1, _selectionName];
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_this set [4, _projectile];
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@ -60,7 +60,7 @@ if (_unit getVariable [QGVAR(isFalling), false]) then {
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};
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} else {
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if (_selectionName == "") then {
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_selectionName = ["leg_l", "leg_r"] select (floor(random 2));
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_selectionName = selectRandom ["leg_l", "leg_r"];
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_this set [1, _selectionName];
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};
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_newDamage = _newDamage * 0.7;
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@ -83,7 +83,7 @@ _woundsCreated = [];
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for "_i" from 0 to ((_x select 1)-1) do {
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// Find the injury we are going to add. Format [ classID, allowdSelections, bloodloss, painOfInjury, minimalDamage]
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_toAddInjury = if (random(1) >= 0.85) then {_allInjuriesForDamageType select _highestPossibleSpot} else {_allPossibleInjuries select (floor(random (count _allPossibleInjuries)));};
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_toAddInjury = if (random(1) >= 0.85) then {_allInjuriesForDamageType select _highestPossibleSpot} else {selectRandom _allPossibleInjuries};
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_toAddClassID = _toAddInjury select 0;
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_foundIndex = -1;
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@ -59,12 +59,12 @@ if (_pain > 0 && {[_unit] call EFUNC(common,isAwake)}) exitWith {
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// Select the to be played sound based upon damage amount.
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if (_pain > 0.5) then {
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if (random(1) > 0.5) then {
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_sound = _availableSounds_A select (round(random((count _availableSounds_A) - 1)));
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_sound = selectRandom _availableSounds_A;
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} else {
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_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
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_sound = selectRandom _availableSounds_B;
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};
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} else {
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_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
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_sound = selectRandom _availableSounds_B;
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};
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// Play the sound
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playSound3D [(getArray(configFile >> "CfgSounds" >> _sound >> "sound") select 0) + ".wss", objNull, false, getPos _unit, 15, 1, 25]; // +2db, 15 meters.
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@ -108,7 +108,7 @@ if (_activated && local _logic) then {
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// If no unit is to close to this position, we will play the sound.
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if ({(_newPos distance _x < (_minimalDistance / 2))}count _allUnits == 0) then {
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playSound3D [_ambianceSounds call BIS_fnc_selectRandom, objNull, false, _newPos, _volume, 1, 1000];
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playSound3D [selectRandom _ambianceSounds, objNull, false, _newPos, _volume, 1, 1000];
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_args set [8, ACE_time];
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};
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};
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@ -37,7 +37,7 @@ if (_adjustmentDifference isEqualTo [0,0,0]) exitWith {false}; // Don't coninue
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_adjustment set [_weaponIndex, [_elevation, _windage, _zero]];
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[_unit, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic);
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playSound (["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"] select floor random 3);
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playSound selectRandom ["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"];
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// slightly rotate the player if looking through optic
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if (cameraView == "GUNNER") then {
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@ -15,8 +15,8 @@
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*/
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#include "script_component.hpp"
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// Animations Pool
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private _animations = [
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// Select random animation from Animations Pool
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selectRandom [
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QGVAR(HubSittingChairA_idle1),
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QGVAR(HubSittingChairA_idle2),
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QGVAR(HubSittingChairA_idle3),
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@ -41,7 +41,4 @@ private _animations = [
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QGVAR(HubSittingChairUC_idle2),
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QGVAR(HubSittingChairUC_idle3),
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QGVAR(HubSittingChairUC_move1)
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];
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// Select random animation
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(_animations select (floor (random (count _animations))))
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]
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@ -66,7 +66,7 @@ if (_newMode == 0) then { // Free
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// When null unit is given choose random
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if (isNull _newUnit) then {
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_newUnit = GVAR(unitList) select floor(random(count GVAR(unitList)));
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_newUnit = selectRandom GVAR(unitList);
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};
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// Switch camera view to internal unit view (external uses the camera)
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@ -57,8 +57,8 @@ if (_activated) then {
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if (_isAdmin) then {
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_letters = ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z"];
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_adminVar = "admin_";
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for "_i" from 0 to 9 do {_adminVar = _adminVar + (_letters call bis_fnc_selectrandom);};
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_logic setVariable ["adminVar",_adminVar,true];
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for "_i" from 0 to 9 do {_adminVar = _adminVar + selectRandom _letters};
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_logic setvariable ["adminVar",_adminVar,true];
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};
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//--- Get allowed addons
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@ -65,8 +65,8 @@ if (_activated) then {
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_altitude = 1000;
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_velocity = [0,0,-100];
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_radio = "SentGenIncoming";
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_sounds = if (getnumber (_CfgAmmo >> "hit") < 200) then {["mortar1","mortar2"]} else {["shell1","shell2","shell3","shell4"]};
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_sound = _sounds call bis_fnc_selectrandom;
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_sounds = if (getnumber (_cfgAmmo >> "hit") < 200) then {["mortar1","mortar2"]} else {["shell1","shell2","shell3","shell4"]};
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_sound = selectRandom _sounds;
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_hint = ["Curator","PlaceOrdnance"];
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_shakeStrength = 0.01;
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_shakeRadius = 300;
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