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Trenches - Add "placed" and "finished" events (#8998)
* Add trench placed and finished global events * Docs
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@ -48,6 +48,8 @@ private _fnc_onFinish = {
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private _progress = _trench getVariable [QGVAR(progress), 0];
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_trench setVariable [QGVAR(progress), _progress, true];
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[QGVAR(finished), [_unit, _trench]] call CBA_fnc_globalEvent;
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// Reset animation
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[_unit, "", 1] call EFUNC(common,doAnimation);
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};
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@ -44,6 +44,8 @@ GVAR(trenchPlacementData) params ["_dx", "_dy", "_offset"];
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private _basePos = GVAR(trenchPos);
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private _angle = (GVAR(digDirection) + getDir _unit);
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[QGVAR(placed), [_unit, _trench]] call CBA_fnc_globalEvent;
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// _v1 forward from the player, _v2 to the right, _v3 points away from the ground
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private _v3 = surfaceNormal _basePos;
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private _v2 = [sin _angle, +cos _angle, 0] vectorCrossProduct _v3;
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@ -118,6 +118,13 @@ MenuType: 0 = Interaction, 1 = Self Interaction
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|`ace_attach_attached` | [_attachedObject, _itemClassname, _temporary] | Local | Listen | After an item was attached to a unit/vehicle. _temporary flag means a item is being re-attached after the player exits a vehicle
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|`ace_attach_detaching` | [_attachedObject, _itemName, _temporary] | Local | Listen | Just before an item gets detached/removed from a unit/vehicle. _temporary flag means its detached because the player unit entered a vehicle.
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### 2.12 Trenches (`ace_trenches`)
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| Event Key | Parameters | Locality | Type | Description |
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|---------- |------------|----------|------|-------------|
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| `ace_trenches_placed` | [_unit, _trench] | Global | Listen | After trench object is placed by unit.
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| `ace_trenches_finished` | [_unit, _trench] | Global | Listen | After trench object is fully dug up by unit (100% progress).
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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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