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Merge branch 'master' into release-3.11.0
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commit
c2c1ae538a
@ -30,8 +30,8 @@ private _carriedItem = _unit getVariable [QGVAR(carriedObject), objNull];
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//disabled for persons
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if (_carriedItem isKindOf "CAManBase") exitWith {false};
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private _position = getPosATL _carriedItem;
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private _maxHeight = (_unit modelToWorldVisual [0,0,0]) select 2;
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private _position = getPosASL _carriedItem;
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private _maxHeight = (_unit modelToWorldVisualWorld [0, 0, 0]) select 2;
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_position set [2, ((_position select 2) + _scrollAmount min (_maxHeight + 1.5)) max _maxHeight];
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@ -39,7 +39,7 @@ _position set [2, ((_position select 2) + _scrollAmount min (_maxHeight + 1.5))
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detach _carriedItem;
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// Uses this method of selecting position because setPosATL did not have immediate effect
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private _positionChange = _position vectorDiff (getPosATL _carriedItem);
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private _positionChange = _position vectorDiff (getPosASL _carriedItem);
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private _selectionPosition = _unit worldToModel (ASLtoAGL getPosWorld _carriedItem);
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_selectionPosition = _selectionPosition vectorAdd _positionChange;
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_carriedItem attachTo [_unit, _selectionPosition];
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@ -57,7 +57,7 @@ if (["ace_fastroping"] call EFUNC(common,isModLoaded) && {_hasFRIES > 1}) then {
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GVAR(comboBoxes) = [];
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{
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private _combo = _display ctrlCreate ["ctrlCombo", -1];
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private _combo = _display ctrlCreate [QGVAR(CtrlCombo), -1];
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private _picturePos = ctrlPosition (_display displayCtrl ID_PICTURE_AIRCRAFT);
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private _uiPos = getArray (_x >> "UIposition");
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_combo ctrlSetPosition [
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@ -1,3 +1,11 @@
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// combo box that looks good + doesn't get cut off
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class RscCombo;
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class GVAR(CtrlCombo): RscCombo {
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arrowEmpty = "\a3\3DEN\Data\Controls\ctrlCombo\arrowEmpty_ca.paa";
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arrowFull = "\a3\3DEN\Data\Controls\ctrlCombo\arrowFull_ca.paa";
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colorSelectBackground[] = {"(profileNamespace getVariable ['GUI_BCG_RGB_R', 0.13])","(profileNamespace getVariable ['GUI_BCG_RGB_G', 0.54])","(profileNamespace getVariable ['GUI_BCG_RGB_B', 0.21])",1};
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};
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class IGUIBack;
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class RscCheckBox;
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class RscListBox;
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@ -19,12 +19,10 @@ This adds the option to refuel vehicles. The basic concept of refuel a vehicle i
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## 2. Usage
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### 2.1 Start refueling vehicles
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- Interact with the fuel truck <kbd>⊞ Win</kbd> (ACE3 default key bind `Interact Key`).
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- Interact with the fuel source <kbd>⊞ Win</kbd> (ACE3 default key bind `Interact Key`).
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- Select `Take fuel nozzle`. Your character will holster his weapon and receive a fuel nozzle.
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- Walk to the vehicle you want to refuel and interact with it.
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- Select `Connect fuel nozzle`.
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- Place the nozzle on the vehicle and interact with it.
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- Select `Start fueling`. The vehicle is now being refuel.
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- Walk close to the vehicle you want to refuel and follow the instructions on the screen to connect the nozzle.
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- Refueling starts automatically after nozzle connecting if possible.
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Refueling takes some time which depends on its fuel tank size, the vehicle type and the module settings.
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@ -32,8 +30,7 @@ Refueling takes some time which depends on its fuel tank size, the vehicle type
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- Interact with the nozzle <kbd>⊞ Win</kbd> (ACE3 default key bind `Interact Key`).
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- Select `Stop fueling` if refueling is still under way.
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- Select `Take fuel nozzle` which is only possible after stopping. Your character will holster his weapon and pick up the fuel nozzle.
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- Walk to the fuel truck and interact with it.
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- Select `Return fuel nozzle`.
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- Walk close to the fuel source and follow the instructions on the screen to return the nozzle.
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### 2.3 Checking the remaining fuel
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- Interact with the fuel truck <kbd>⊞ Win</kbd> (ACE3 default key bind `Interact Key`).
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@ -41,14 +38,14 @@ Refueling takes some time which depends on its fuel tank size, the vehicle type
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- A hint will display the remaining fuel in liters.
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### 2.4 Checking the fuel counter
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- Interact with the fuel truck <kbd>⊞ Win</kbd> (ACE3 default key bind `Interact Key`).
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- Interact with the fuel source <kbd>⊞ Win</kbd> (ACE3 default key bind `Interact Key`).
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- Select `Check fuel counter`.
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- A hint will display the fueled amount in liters.
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## 3. FAQ
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### Can I drop the nozzle?
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Yes, using the action menu.
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Yes, follow the instructions on the screen.
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### Can I pick up a nozzle?
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Yes, using the interact menu <kbd>⊞ Win</kbd> (ACE3 default key bind `Interact Key`).
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@ -56,7 +53,7 @@ Yes, using the interact menu <kbd>⊞ Win</kbd> (ACE3 default key bind `Int
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### The nozzle was dropped. What's wrong?
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You can only use the nozzle within a close distance from its source. You may need to park closer.
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### The engine of the fuel truck is broken. Why?
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### The engine of the fuel truck can't be on. Why?
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While refueling, you can't move the fuel truck. Return the nozzle.
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### How do I replenish the fuel supply on a fuel truck?
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@ -16,8 +16,15 @@ version:
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```cpp
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class CfgVehicles {
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class MyFuturisticMBT {
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ace_refuel_fuelCapacity = 3000; // set to correct path static model
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class MyFuelTruck {
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ace_refuel_fuelCargo = 3000; // Fuel cargo
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ace_refuel_hooks[] = {{0.38,-3.17,-.7},{-0.41,-3.17,-.7}}; // Nozzle hooks positions
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};
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class MyCar {
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ace_refuel_fuelCapacity = 100; // Fuel tank volume
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};
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class MyElectricCar {
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ace_refuel_canReceive = 0; // For vehicles which can't be refueled
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};
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};
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```
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@ -62,7 +69,7 @@ class CfgVehicles {
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| Arguments | Explanation
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---| --------- | -----------
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0 | `can` | My jerry can object
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0 | `can` | My jerry can object
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The jerry can will have the default 20 liters volume.
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@ -72,8 +79,8 @@ The jerry can will have the default 20 liters volume.
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| Arguments | Explanation
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---| --------- | -----------
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0 | `can` | My jerry can object
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1 | `200` | Vehicle class name
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0 | `can` | My jerry can object
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1 | `200` | Vehicle class name
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The jerry can will now have a volume of 200 liters.
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@ -93,5 +100,26 @@ The jerry can will now have a volume of 200 liters.
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| Arguments | Explanation
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---| --------- | -----------
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0 | `fuelTruck` | My fuel truck object
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1 | `428` | New fuel supply
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0 | `fuelTruck` | My fuel truck object
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1 | `428` | New fuel supply
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### 2.4 Make an object into a refuel source
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*Added in ACE3 3.11.0*
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`ace_refuel_fnc_makeSource`
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| Arguments | Type | Optional (default value)
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---| --------- | ---- | ------------------------
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0 | Fuel Source | Object | Required
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1 | Amount (in liters) | Number | Optional (default: `0`)
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2 | Hooks positions | Array | Optional (default: `[[0,0,0]]`)
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**R** | None | None | Return value
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#### 2.4.1 Example
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`[cursorObject, 100] call ace_refuel_fnc_makeSource`
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| Arguments | Explanation
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---| --------- | -----------
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0 | `cursorObject` | Fuel source object
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1 | `100` | Fuel supply
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