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https://github.com/acemod/ACE3.git
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General - Use QUOTE(ADDON)
for status effects (#10195)
Use ADDON for status effects
This commit is contained in:
parent
43d42c85cd
commit
ada7b93219
@ -50,8 +50,8 @@ if (_unit == _attachToVehicle) then { //Self Attachment
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} else {
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GVAR(placeAction) = PLACE_WAITING;
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[_unit, "forceWalk", "ACE_Attach", true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Attach", true] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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[{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call CBA_fnc_execNextFrame;
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_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)];
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@ -88,8 +88,8 @@ if (_unit == _attachToVehicle) then { //Self Attachment
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{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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[_unit, "forceWalk", "ACE_Attach", false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Attach", false] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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[] call EFUNC(interaction,hideMouseHint);
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[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
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_unit removeAction _actionID;
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@ -40,12 +40,12 @@ if (_respawn > 3) then {
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if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
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[_unit, false] call FUNC(setHandcuffed);
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};
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[_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set);
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[_unit, "setCaptive", QGVAR(handcuffed), false] call EFUNC(common,statusEffect_set);
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if (_unit getVariable [QGVAR(isSurrendering), false]) then {
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[_unit, false] call FUNC(setSurrendered);
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};
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[_unit, "setCaptive", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set);
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[_unit, "setCaptive", QGVAR(surrendered), false] call EFUNC(common,statusEffect_set);
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if (_unit getVariable [QGVAR(isEscorting), false]) then {
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_unit setVariable [QGVAR(isEscorting), false, true];
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@ -41,8 +41,8 @@ if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith
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if (_state) then {
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_unit setVariable [QGVAR(isHandcuffed), true, true];
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[_unit, "setCaptive", QGVAR(Handcuffed), true] call EFUNC(common,statusEffect_set);
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[_unit, "blockRadio", QGVAR(Handcuffed), true] call EFUNC(common,statusEffect_set);
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[_unit, "setCaptive", QGVAR(handcuffed), true] call EFUNC(common,statusEffect_set);
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[_unit, "blockRadio", QGVAR(handcuffed), true] call EFUNC(common,statusEffect_set);
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if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
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[_unit, false] call FUNC(setSurrendered);
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@ -82,8 +82,8 @@ if (_state) then {
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}, [_unit], 0.01] call CBA_fnc_waitAndExecute;
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} else {
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_unit setVariable [QGVAR(isHandcuffed), false, true];
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[_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockRadio", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set);
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[_unit, "setCaptive", QGVAR(handcuffed), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockRadio", QGVAR(handcuffed), false] call EFUNC(common,statusEffect_set);
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//remove AnimChanged EH
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private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
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@ -44,8 +44,8 @@ if (_state) then {
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_unit setVariable [QGVAR(isSurrendering), true, true];
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[_unit, "setCaptive", QGVAR(Surrendered), true] call EFUNC(common,statusEffect_set);
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[_unit, "blockRadio", QGVAR(Surrendered), true] call EFUNC(common,statusEffect_set);
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[_unit, "setCaptive", QGVAR(surrendered), true] call EFUNC(common,statusEffect_set);
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[_unit, "blockRadio", QGVAR(surrendered), true] call EFUNC(common,statusEffect_set);
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if (_unit == ACE_player) then {
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["captive", [false, false, false, false, false, false, false, false, false, true]] call EFUNC(common,showHud);
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@ -71,8 +71,8 @@ if (_state) then {
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}, [_unit], 0.01] call CBA_fnc_waitAndExecute;
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} else {
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_unit setVariable [QGVAR(isSurrendering), false, true];
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[_unit, "setCaptive", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockRadio", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set);
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[_unit, "setCaptive", QGVAR(surrendered), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockRadio", QGVAR(surrendered), false] call EFUNC(common,statusEffect_set);
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//remove AnimChanged EH
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private _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
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@ -19,16 +19,16 @@
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//Status Effect EHs:
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[QGVAR(setStatusEffect), LINKFUNC(statusEffect_set)] call CBA_fnc_addEventHandler;
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["forceWalk", false, ["ace_advanced_fatigue", "ACE_SwitchUnits", "ACE_Attach", "ace_dragging", "ACE_Explosives", "ACE_Ladder", "ACE_Sandbag", "ACE_refuel", "ACE_rearm", "ACE_Trenches", "ace_medical_fracture"]] call FUNC(statusEffect_addType);
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["blockSprint", false, ["ace_advanced_fatigue", "ace_dragging", "ace_medical_fracture"]] call FUNC(statusEffect_addType);
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["setCaptive", true, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered)]] call FUNC(statusEffect_addType);
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["blockDamage", false, ["fixCollision", "ACE_cargo"]] call FUNC(statusEffect_addType);
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["blockEngine", false, ["ACE_Refuel"]] call FUNC(statusEffect_addType);
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["blockThrow", false, ["ACE_Attach", "ACE_concertina_wire", "ace_dragging", "ACE_Explosives", "ACE_Ladder", "ACE_rearm", "ACE_refuel", "ACE_Sandbag", "ACE_Trenches", "ACE_tripod"]] call FUNC(statusEffect_addType);
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["forceWalk", false, ["ace_advanced_fatigue", "ace_attach", "ace_dragging", "ace_explosives", QEGVAR(medical,fracture), "ace_rearm", "ace_refuel", "ace_sandbag", "ace_switchunits", "ace_tacticalladder", "ace_trenches"]] call FUNC(statusEffect_addType);
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["blockSprint", false, ["ace_advanced_fatigue", "ace_dragging", QEGVAR(medical,fracture)]] call FUNC(statusEffect_addType);
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["setCaptive", true, [QEGVAR(captives,handcuffed), QEGVAR(captives,surrendered)]] call FUNC(statusEffect_addType);
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["blockDamage", false, ["fixCollision", "ace_cargo"]] call FUNC(statusEffect_addType);
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["blockEngine", false, ["ace_refuel"]] call FUNC(statusEffect_addType);
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["blockThrow", false, ["ace_attach", "ace_concertina_wire", "ace_dragging", "ace_explosives", "ace_rearm", "ace_refuel", "ace_sandbag", "ace_tacticalladder", "ace_trenches", "ace_tripod"]] call FUNC(statusEffect_addType);
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["setHidden", true, ["ace_unconscious"]] call FUNC(statusEffect_addType);
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["blockRadio", false, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered), "ace_unconscious"]] call FUNC(statusEffect_addType);
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["blockRadio", false, [QEGVAR(captives,handcuffed), QEGVAR(captives,surrendered), "ace_unconscious"]] call FUNC(statusEffect_addType);
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["blockSpeaking", false, ["ace_unconscious"]] call FUNC(statusEffect_addType);
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["disableWeaponAssembly", false, ["ace_common", "ace_common_lockVehicle", "ace_csw"]] call FUNC(statusEffect_addType);
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["disableWeaponAssembly", false, ["ace_common", QGVAR(lockVehicle), "ace_csw"]] call FUNC(statusEffect_addType);
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["lockInventory", true, [], true] call FUNC(statusEffect_addType);
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[QGVAR(forceWalk), {
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@ -29,8 +29,8 @@ if (!isClass (configFile >> "CfgVehicles" >> _setupObjectClass)) exitWith {ERROR
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private _p3dModel = getText (configFile >> "CfgVehicles" >> _setupObjectClass >> "model");
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if (_p3dModel == "") exitWith {ERROR("No Model");}; //"" - will crash game!
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[_unit, "forceWalk", "ACE_Explosives", true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Explosives", true] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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//Show mouse buttons:
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[localize LSTRING(PlaceAction), localize LSTRING(CancelAction), localize LSTRING(ScrollAction)] call EFUNC(interaction,showMouseHint);
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@ -149,8 +149,8 @@ GVAR(TweakedAngle) = 0;
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[_pfID] call CBA_fnc_removePerFrameHandler;
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GVAR(pfeh_running) = false;
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[_unit, "forceWalk", "ACE_Explosives", false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Explosives", false] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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[] call EFUNC(interaction,hideMouseHint);
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[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
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[_unit, "zoomtemp", (_unit getVariable [QGVAR(cancelActionEH), -1])] call EFUNC(common,removeActionEventHandler);
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@ -38,8 +38,8 @@ if (_actionID != -1) then {
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_unit removeAction _actionID;
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_unit setVariable [QGVAR(ReleaseActionID), nil];
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};
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[_unit, "forceWalk", "ACE_rearm", false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_rearm", false] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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if (_unholster) then {
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REARM_UNHOLSTER_WEAPON
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@ -19,8 +19,8 @@
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params ["_dummy", "_unit"];
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REARM_HOLSTER_WEAPON;
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[_unit, "forceWalk", "ACE_rearm", true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_rearm", true] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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[
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TIME_PROGRESSBAR(5),
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@ -36,8 +36,8 @@ if (_vehicle == _unit) exitWith {
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[_unit, _magazineClass, _rounds] call EFUNC(csw,reload_handleReturnAmmo);
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};
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[_unit, "forceWalk", "ACE_rearm", true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_rearm", true] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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private _dummy = [_unit, _magazineClass] call FUNC(createDummy);
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[_dummy, _unit] call FUNC(pickUpAmmo);
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@ -24,4 +24,4 @@ private _nozzle = _unit getVariable [QGVAR(nozzle), objNull];
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if (isNull _nozzle) exitWith {};
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[_unit, _nozzle] call FUNC(dropNozzle);
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[_unit, "forceWalk", "ACE_refuel", false] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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@ -43,12 +43,12 @@ if (isNull _nozzle || {_source != _nozzle getVariable QGVAR(source)}) exitWith {
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deleteVehicle _helper;
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};
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deleteVehicle _nozzle;
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// Restore ability to drag and carry this object
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_source setVariable [QEGVAR(dragging,canCarry), _source getVariable [QGVAR(canCarryLast), false], true];
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_source setVariable [QEGVAR(dragging,canDrag), _source getVariable [QGVAR(canDragLast), false], true];
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[_source, "blockEngine", "ACE_Refuel", false] call EFUNC(common,statusEffect_set);
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[_source, "blockEngine", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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},
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"",
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localize LSTRING(ReturnAction),
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@ -23,8 +23,8 @@
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#define END_PFH \
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_unit setVariable [QGVAR(hint), nil]; \
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call EFUNC(interaction,hideMouseHint); \
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[_unit, "forceWalk", "ACE_refuel", false] call EFUNC(common,statusEffect_set); \
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[_unit, "blockThrow", "ACE_refuel", false] call EFUNC(common,statusEffect_set); \
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); \
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[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); \
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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params ["_unit", "_nozzle"];
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@ -80,7 +80,7 @@ params [
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_nozzle setVariable [QGVAR(attachPos), _attachPos, true];
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_nozzle setVariable [QGVAR(source), _source, true];
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[_source, "blockEngine", "ACE_Refuel", true] call EFUNC(common,statusEffect_set);
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[_source, "blockEngine", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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_source setVariable [QGVAR(isConnected), true, true];
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_source setVariable [QGVAR(ownedNozzle), _nozzle, true];
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@ -100,8 +100,8 @@ params [
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_unit call EFUNC(common,fixLoweredRifleAnimation);
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_unit action ["SwitchWeapon", _unit, _unit, 299];
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[_unit, "forceWalk", "ACE_refuel", true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_refuel", true] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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[_unit, _nozzle] call FUNC(startNozzleInHandsPFH);
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},
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@ -18,8 +18,8 @@
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params ["_unit"];
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// prevent the placing unit from running
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[_unit, "forceWalk", "ACE_Sandbag", true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Sandbag", true] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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// create the sandbag
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private _sandBag = createVehicle ["ACE_SandbagObject_NoGeo", [0, 0, 0], [], 0, "NONE"];
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@ -21,8 +21,8 @@ params ["_unit", "_key"];
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if (_key != 1 || {GVAR(deployPFH) == -1}) exitWith {};
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// enable running again
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[_unit, "forceWalk", "ACE_Sandbag", false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Sandbag", false] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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// delete placement dummy
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deleteVehicle GVAR(sandBag);
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@ -18,8 +18,8 @@
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params ["_unit"];
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// enable running again
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[_unit, "forceWalk", "ACE_Sandbag", false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Sandbag", false] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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// remove sandbag from inventory
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_unit removeItem "ACE_Sandbag_empty";
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@ -36,7 +36,7 @@ if (vehicle _playerUnit == _playerUnit) then {
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removeAllContainers _playerUnit;
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_playerUnit linkItem "ItemMap";
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[_playerUnit, "forceWalk", "ACE_SwitchUnits", true] call EFUNC(common,statusEffect_set);
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[_playerUnit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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[] call FUNC(addMapFunction);
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};
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@ -23,8 +23,8 @@ params ["_unit", "_key"];
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if (_key != 1 || {isNull GVAR(ladder)}) exitWith {};
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// enable running again
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[_unit, "forceWalk", "ACE_Ladder", false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Ladder", false] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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detach GVAR(ladder);
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@ -19,8 +19,8 @@
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params ["_unit", "_ladder"];
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// enable running again
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[_unit, "forceWalk", "ACE_Ladder", false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Ladder", false] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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private _pos1 = getPosASL _ladder;
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private _pos2 = _ladder modelToWorldWorld (_ladder selectionPosition "check2");
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@ -21,8 +21,8 @@
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params ["_unit", "_ladder"];
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// prevent the placing unit from running
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[_unit, "forceWalk", "ACE_Ladder", true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Ladder", true] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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{
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_ladder animate [_x, 0];
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@ -21,8 +21,8 @@ params ["_unit", "_key"];
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if (_key != 1 || {GVAR(digPFH) == -1}) exitWith {};
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// enable running again
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[_unit, "forceWalk", "ACE_Trenches", false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Trenches", false] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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// delete placement dummy
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deleteVehicle GVAR(trench);
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@ -18,8 +18,8 @@
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params ["_unit"];
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// enable running again
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[_unit, "forceWalk", "ACE_Trenches", false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Trenches", false] call EFUNC(common,statusEffect_set);
|
||||
[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
|
||||
[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
|
||||
|
||||
// remove dig pfh
|
||||
[GVAR(digPFH)] call CBA_fnc_removePerFrameHandler;
|
||||
|
@ -27,8 +27,8 @@ GVAR(trenchPlacementData) = getArray (configFile >> "CfgVehicles" >> _trenchClas
|
||||
TRACE_1("",GVAR(trenchPlacementData));
|
||||
|
||||
// prevent the placing unit from running
|
||||
[_unit, "forceWalk", "ACE_Trenches", true] call EFUNC(common,statusEffect_set);
|
||||
[_unit, "blockThrow", "ACE_Trenches", true] call EFUNC(common,statusEffect_set);
|
||||
[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
|
||||
[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
|
||||
|
||||
// create the trench
|
||||
private _trench = createVehicle [_noGeoModel, [0, 0, 0], [], 0, "NONE"];
|
||||
|
Loading…
Reference in New Issue
Block a user