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cleanup attach
This commit is contained in:
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df23b44df5
commit
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@ -1,5 +1,6 @@
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE( call COMPILE_FILE(XEH_preInit) );
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init = QUOTE(call COMPILE_FILE(XEH_preInit));
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};
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};
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};
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@ -1,10 +1,12 @@
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class CfgMagazines {
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class CA_Magazine;
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class B_IR_Grenade: CA_Magazine {
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ACE_Attachable = 1;
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};
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class SmokeShell;
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class Chemlight_green: SmokeShell {
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ACE_Attachable = 1;
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};
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};
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};
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@ -1,7 +1,3 @@
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#define MACRO_ADDITEM(ITEM,COUNT) class _xx_##ITEM { \
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name = #ITEM; \
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count = COUNT; \
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};
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#define MACRO_ATTACHTOVEHICLE \
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class ACE_Actions { \
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@ -32,16 +28,20 @@ class CfgVehicles {
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class Car: LandVehicle {
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MACRO_ATTACHTOVEHICLE
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};
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class Tank: LandVehicle {
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MACRO_ATTACHTOVEHICLE
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};
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class Air;
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class Helicopter: Air {
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MACRO_ATTACHTOVEHICLE
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};
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class Plane: Air {
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MACRO_ATTACHTOVEHICLE
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};
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class Ship;
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class Ship_F: Ship {
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MACRO_ATTACHTOVEHICLE
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@ -96,6 +96,7 @@ class CfgVehicles {
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onlyInNvg = 1;
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useFlare = 0;
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};
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side = 7;//-1=NO_SIDE yellow box,3=CIV grey box,4=NEUTRAL yellow box,6=FRIENDLY green box,7=LOGIC no radar signature
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accuracy = 1000;
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cost = 0;
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@ -111,37 +112,36 @@ class CfgVehicles {
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};
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class NATO_Box_Base;
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class EAST_Box_Base;
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class IND_Box_Base;
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class FIA_Box_Base_F;
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class Box_NATO_Support_F: NATO_Box_Base {
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class TransportItems {
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MACRO_ADDITEM(ACE_IR_Strobe_Item,12)
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MACRO_ADDITEM(ACE_IR_Strobe_Item,12);
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};
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};
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class EAST_Box_Base;
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class Box_East_Support_F: EAST_Box_Base {
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class TransportItems {
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MACRO_ADDITEM(ACE_IR_Strobe_Item,12)
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MACRO_ADDITEM(ACE_IR_Strobe_Item,12);
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};
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};
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class IND_Box_Base;
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class Box_IND_Support_F: IND_Box_Base {
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class TransportItems {
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MACRO_ADDITEM(ACE_IR_Strobe_Item,12)
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MACRO_ADDITEM(ACE_IR_Strobe_Item,12);
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};
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};
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class FIA_Box_Base_F;
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class Box_FIA_Support_F: FIA_Box_Base_F {
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class TransportItems {
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MACRO_ADDITEM(ACE_IR_Strobe_Item,12)
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MACRO_ADDITEM(ACE_IR_Strobe_Item,12);
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};
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};
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class ACE_Box_Misc: Box_NATO_Support_F {
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class TransportItems {
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MACRO_ADDITEM(ACE_IR_Strobe_Item,12)
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MACRO_ADDITEM(ACE_IR_Strobe_Item,12);
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};
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};
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};
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};
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@ -1,16 +1,19 @@
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class CfgWeapons {
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class ACE_ItemCore;
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class InventoryItem_Base_F;
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class ACE_IR_Strobe_Item: ACE_ItemCore {
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ACE_attachable = 1;
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author = "$STR_ACE_Common_ACETeam";
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scope = 2;
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displayName = "$STR_ACE_IrStrobe_Name";
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descriptionShort = "$STR_ACE_IrStrobe_Description";
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model = "\A3\weapons_F\ammo\mag_univ.p3d";
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picture = PATHTOF(UI\irstrobe_item.paa);
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scope = 2;
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ACE_attachable = 1;
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class ItemInfo: InventoryItem_Base_F {
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mass = 1;
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};
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};
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};
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};
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@ -5,17 +5,14 @@ class CfgPatches {
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units[] = {};
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weapons[] = {"ACE_IR_Strobe_Item"};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_common", "ace_interaction"};
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author[] = {"KoffeinFlummi", "eRazeri", "CAA-Picard"};
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requiredAddons[] = {"ace_common","ace_interaction"};
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author[] = {"KoffeinFlummi","eRazeri","CAA-Picard"};
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authorUrl = "https://github.com/KoffeinFlummi/";
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VERSION_CONFIG;
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};
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};
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#include "CfgEventHandlers.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgWeapons.hpp"
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#include "CfgMagazines.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgWeapons.hpp"
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@ -20,31 +20,33 @@
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PARAMS_3(_unit,_attachToVehicle,_itemName);
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//Sanity Check (_unit has item in inventory, not over attach limit)
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if (!([_unit,_attachToVehicle,_itemName] call FUNC(canAttach))) exitWith {ERROR("Tried to attach, but check failed");};
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if !([_unit, _attachToVehicle, _itemName] call FUNC(canAttach)) exitWith {ERROR("Tried to attach, but check failed");};
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private ["_itemVehClass", "_onAtachText", "_selfAttachPosition"];
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_selfAttachPosition = [_unit, [-0.05,0,0.12], "rightshoulder"];
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_itemVehClass = "";
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_onAtachText = "";
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_selfAttachPosition = [_unit, [-0.05, 0, 0.12], "rightshoulder"];
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switch true do {
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case (_itemName == "ACE_IR_Strobe_Item"): {
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switch (true) do {
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case (_itemName == "ACE_IR_Strobe_Item"): {
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_itemVehClass = "ACE_IR_Strobe_Effect";
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_onAtachText = localize "STR_ACE_Attach_IrStrobe_Attached";
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_selfAttachPosition = [_unit,[0,-0.11,0.16],"pilot"]; //makes it attach to the head a bit better, shoulder is not good for visibility - eRazeri
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//_selfAttachPosition = [_unit, [0, -0.11, 0.16], "pilot"]; //makes it attach to the head a bit better, shoulder is not good for visibility - eRazeri
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};
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case (_itemName == "B_IR_Grenade"): {
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case (_itemName == "B_IR_Grenade"): {
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_itemVehClass = "B_IRStrobe";
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_onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached";
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};
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case (_itemName == "O_IR_Grenade"): {
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case (_itemName == "O_IR_Grenade"): {
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_itemVehClass = "O_IRStrobe";
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_onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached";
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};
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case (_itemName == "I_IR_Grenade"): {
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case (_itemName == "I_IR_Grenade"): {
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_itemVehClass = "I_IRStrobe";
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_onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached";
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};
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case (_itemName == "Chemlight_blue" or {_itemName == "Chemlight_green"} or {_itemName == "Chemlight_red"} or {_itemName == "Chemlight_yellow"}): {
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case (toLower _itemName in ["chemlight_blue", "chemlight_green", "chemlight_red", "chemlight_yellow"]): {
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_itemVehClass = _itemName;
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_onAtachText = localize "STR_ACE_Attach_Chemlight_Attached";
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};
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@ -57,8 +59,8 @@ if (_unit == _attachToVehicle) then { //Self Attachment
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_attachedItem = _itemVehClass createVehicle [0,0,0];
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_attachedItem attachTo _selfAttachPosition;
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[_onAtachText] call EFUNC(common,displayTextStructured);
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_attachToVehicle setVariable ["ACE_AttachedObjects", [_attachedItem], true];
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_attachToVehicle setVariable ["ACE_AttachedItemNames", [_itemName], true];
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_attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true];
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_attachToVehicle setVariable [QGVAR(ItemNames), [_itemName], true];
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} else {
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GVAR(setupObject) = _itemVehClass createVehicleLocal [0,0,-10000];
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GVAR(setupObject) enableSimulationGlobal false;
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@ -72,17 +74,17 @@ if (_unit == _attachToVehicle) then { //Self Attachment
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private "_player";
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_player = ACE_player;
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//Stop if player switch or player gets to far from vehicle
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if ((GVAR(placer) != _player) || {(_player distance GVAR(SetupAttachVehicle)) > 7}) exitWith {
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if (GVAR(placer) != _player || {_player distance GVAR(SetupAttachVehicle) > 7}) exitWith {
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call FUNC(placeCancel);
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};
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GVAR(pfeh_running) = true;
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_pos = (ASLtoATL eyePos _player) vectorAdd (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]);
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GVAR(setupObject) setPosATL _pos;
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}] call BIS_fnc_addStackedEventHandler;
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}] call BIS_fnc_addStackedEventHandler; // @todo replace with CBA PFH
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//had to delay the mouseHint, not sure why
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[{[localize "STR_ACE_Attach_PlaceAction", localize "STR_ACE_Attach_CancelAction"] call EFUNC(interaction,showMouseHint)}, [], 0, 0] call EFUNC(common,waitAndExecute);
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_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {GVAR(pfeh_running) AND !isNull (GVAR(setupObject))}, {call FUNC(placeApprove);}] call EFUNC(common,AddActionEventHandler)];
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_unit setVariable [QGVAR(cancelActionEH), [_unit, "MenuBack", {GVAR(pfeh_running) AND !isNull (GVAR(setupObject))}, {call FUNC(placeCancel);}] call EFUNC(common,AddActionEventHandler)];
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_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {GVAR(pfeh_running) && {!isNull (GVAR(setupObject))}}, {call FUNC(placeApprove);}] call EFUNC(common,AddActionEventHandler)];
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_unit setVariable [QGVAR(cancelActionEH), [_unit, "MenuBack", {GVAR(pfeh_running) && {!isNull (GVAR(setupObject))}}, {call FUNC(placeCancel);}] call EFUNC(common,AddActionEventHandler)];
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};
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PARAMS_3(_unit,_attachToVehicle,_item);
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_attachLimit = if (_unit == _attachToVehicle) then {1} else {10};
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_attachedObjects = _attachToVehicle getVariable ["ACE_AttachedObjects", []];
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private ["_attachLimit", "_attachedObjects"];
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canStand _unit && {alive _attachToVehicle} && {(count _attachedObjects) < _attachLimit} && {_item in ((magazines _unit) + (items _unit) + [""])}
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_attachLimit = [10, 1] select (_unit == _attachToVehicle);
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_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
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canStand _unit && {alive _attachToVehicle} && {count _attachedObjects < _attachLimit} && {_item in (itemsWithMagazines _unit + [""])}
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@ -16,24 +16,25 @@
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*/
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#include "script_component.hpp"
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private ["_attachedObjects", "_inRange", "_unitPos", "_objectPos"];
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PARAMS_2(_unit,_attachToVehicle);
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_attachedObjects = _attachToVehicle getVariable ["ACE_AttachedObjects", []];
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private ["_attachedObjects", "_inRange"];
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_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
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_inRange = false;
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if (_unit == _attachToVehicle) then {
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_inRange = (count _attachedObjects) > 0;
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_inRange = count _attachedObjects > 0;
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} else {
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//Scan if unit is within range (using 2d distance)
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private ["_unitPos", "_objectPos"];
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_unitPos = getPos _unit;
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_unitPos set [2,0];
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{
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_objectPos = getPos _x;
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_objectPos set [2, 0];
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if ((_objectPos distance _unitPos) < 4) exitWith {_inRange = true};
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if (_objectPos distance _unitPos < 4) exitWith {_inRange = true};
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} forEach _attachedObjects;
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};
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(canStand _unit) && _inRange && {alive _attachToVehicle}
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canStand _unit && {_inRange} && {alive _attachToVehicle}
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@ -16,12 +16,14 @@
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*/
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#include "script_component.hpp"
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private ["_itemName", "_count", "_attachedItem", "_fnc_detachDelay"];
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PARAMS_2(_unit,_attachToVehicle);
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_attachedObjectsArray = _attachToVehicle getVariable ["ACE_AttachedObjects", []];
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_attachedItemsArray = _attachToVehicle getVariable ["ACE_AttachedItemNames", []];
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private ["_attachedObjects", "_attachedItems"];
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_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
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_attachedItems = _attachToVehicle getVariable [QGVAR(ItemNames), []];
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private ["_attachedObject", "_attachedIndex", "_itemName", "_minDistance", "_unitPos", "_objectPos"];
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_attachedObject = objNull;
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_attachedIndex = -1;
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@ -34,53 +36,51 @@ _unitPos set [2,0];
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{
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_objectPos = getPos _x;
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_objectPos set [2, 0];
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if ((_objectPos distance _unitPos) < _minDistance) then {
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_minDistance = (_objectPos distance _unitPos);
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if (_objectPos distance _unitPos < _minDistance) then {
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_minDistance = _objectPos distance _unitPos;
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_attachedObject = _x;
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_itemName = _attachedItemsArray select _forEachIndex;
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_itemName = _attachedItems select _forEachIndex;
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_attachedIndex = _forEachIndex;
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};
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} forEach _attachedObjectsArray;
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} forEach _attachedObjects;
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// Check if unit has an attached item
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if ((isNull _attachedObject) || {_itemName == ""}) exitWith {ERROR("Could not find attached object")};
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if (isNull _attachedObject || {_itemName == ""}) exitWith {ERROR("Could not find attached object")};
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// Add item to inventory
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_count = (count items _unit) + (count magazines _unit);
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_unit addItem _itemName;
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if ((count items _unit) + (count magazines _unit) <= _count) exitWith {
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// Exit if can't add the item
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if !(_unit canAdd _itemName) exitWith {
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[localize "STR_ACE_Attach_Inventory_Full"] call EFUNC(common,displayTextStructured);
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};
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if (_itemName == "B_IR_Grenade" or _itemName == "O_IR_Grenade" or _itemName == "I_IR_Grenade") then {
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// Add item to inventory
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_unit addItem _itemName;
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if (toLower _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) then {
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// Hack for dealing with X_IR_Grenade effect not dissapearing on deleteVehicle
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detach _attachedObject;
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_attachedObject setPos [getPos _unit select 0, getPos _unit select 1, ((getPos _unit select 2) - 1000)];
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_attachedObject setPos ((getPos _unit) vectorAdd [0, 0, -1000]);
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// Delete attached item after 0.5 seconds
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_fnc_detachDelay = {
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deleteVehicle (_this select 0);
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};
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[_fnc_detachDelay, [_attachedObject], 0.5, 0] call EFUNC(common,waitAndExecute);
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[{deleteVehicle (_this select 0)}, [_attachedObject], 0.5, 0] call EFUNC(common,waitAndExecute);
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} else {
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// Delete attached item
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deleteVehicle _attachedObject;
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};
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// Reset unit variables
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_attachedObjectsArray deleteAt _attachedIndex;
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_attachedItemsArray deleteAt _attachedIndex;
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_attachToVehicle setVariable ["ACE_AttachedObjects", _attachedObjectsArray, true];
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_attachToVehicle setVariable ["ACE_AttachedItemNames", _attachedItemsArray, true];
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_attachedObjects deleteAt _attachedIndex;
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_attachedItems deleteAt _attachedIndex;
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_attachToVehicle setVariable [QGVAR(Objects), _attachedObjects, true];
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_attachToVehicle setVariable [QGVAR(ItemNames), _attachedItems, true];
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// Display message
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switch true do {
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case (_itemName == "ACE_IR_Strobe_Item") : {
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switch (true) do {
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case (_itemName == "ACE_IR_Strobe_Item") : {
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[localize "STR_ACE_Attach_IrStrobe_Detached"] call EFUNC(common,displayTextStructured);
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};
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case (_itemName == "B_IR_Grenade" or _itemName == "O_IR_Grenade" or _itemName == "I_IR_Grenade") : {
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case (toLower _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) : {
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[localize "STR_ACE_Attach_IrGrenade_Detached"] call EFUNC(common,displayTextStructured);
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};
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case (_itemName == "Chemlight_blue" or {_itemName == "Chemlight_green"} or {_itemName == "Chemlight_red"} or {_itemName == "Chemlight_yellow"}) : {
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case (toLower _itemName in ["chemlight_blue", "chemlight_green", "chemlight_red", "chemlight_yellow"]) : {
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[localize "STR_ACE_Attach_Chemlight_Detached"] call EFUNC(common,displayTextStructured);
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};
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};
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@ -55,13 +55,13 @@ _attachables = items _unit;
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} forEach _attachables;
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[
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_actions,
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{
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[ACE_player, GVAR(attachTarget), _this] call FUNC(attach);
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call EFUNC(interaction,hideMenu);
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},
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{
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call EFUNC(interaction,hideMenu);
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if !(profileNamespace getVariable [QEGVAR(interaction,AutoCloseMenu), false]) then {"Default" call EFUNC(interaction,openMenuSelf)};
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}
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_actions,
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{
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[ACE_player, GVAR(attachTarget), _this] call FUNC(attach);
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call EFUNC(interaction,hideMenu);
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},
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{
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call EFUNC(interaction,hideMenu);
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if !(profileNamespace getVariable [QEGVAR(interaction,AutoCloseMenu), false]) then {"Default" call EFUNC(interaction,openMenuSelf)};
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}
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] call EFUNC(interaction,openSelectMenu);
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@ -100,11 +100,11 @@ _attachedObject attachTo [_attachToVehicle, _endPosTestOffset];
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_placer removeItem _itemClassname;
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//Add Object to ACE_AttachedObjects and ACE_AttachedItemNames
|
||||
_currentObjects = _attachToVehicle getVariable ["ACE_AttachedObjects", []];
|
||||
_currentObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
|
||||
_currentObjects pushBack _attachedObject;
|
||||
_attachToVehicle setVariable ["ACE_AttachedObjects", _currentObjects, true];
|
||||
_currentItemNames = _attachToVehicle getVariable ["ACE_AttachedItemNames", []];
|
||||
_attachToVehicle setVariable [QGVAR(Objects), _currentObjects, true];
|
||||
_currentItemNames = _attachToVehicle getVariable [QGVAR(ItemNames), []];
|
||||
_currentItemNames pushBack _itemClassname;
|
||||
_attachToVehicle setVariable ["ACE_AttachedItemNames", _currentItemNames, true];
|
||||
_attachToVehicle setVariable [QGVAR(ItemNames), _currentItemNames, true];
|
||||
|
||||
[_placementText] call EFUNC(common,displayTextStructured);
|
||||
|
@ -176,4 +176,4 @@
|
||||
<Spanish>Error en Acoplar</Spanish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
</Project>
|
||||
|
Loading…
Reference in New Issue
Block a user