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Captive FFV stuff
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7c276d9d25
commit
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@ -6,12 +6,11 @@
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if (isServer) then {
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if (isServer) then {
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addMissionEventHandler ["HandleDisconnect", {
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addMissionEventHandler ["HandleDisconnect", {
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PARAMS_1(_disconnectedPlayer);
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params ["_disconnectedPlayer"];
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private "_escortedUnit";
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private "_escortedUnit";
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_escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull];
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_escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull];
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if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then {
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if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then {
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detach _escortedUnit;
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detach _escortedUnit;
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//systemChat "debug: DC detach";
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};
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};
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if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then {
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if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then {
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_disconnectedPlayer setVariable [QGVAR(isEscorting), false, true];
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_disconnectedPlayer setVariable [QGVAR(isEscorting), false, true];
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@ -16,6 +16,7 @@ PREP(doFriskPerson);
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PREP(doLoadCaptive);
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PREP(doLoadCaptive);
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PREP(doRemoveHandcuffs);
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PREP(doRemoveHandcuffs);
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PREP(doUnloadCaptive);
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PREP(doUnloadCaptive);
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PREP(findEmptyNonFFVCargoSeat);
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PREP(handleGetIn);
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PREP(handleGetIn);
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PREP(handleGetOut);
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PREP(handleGetOut);
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PREP(handleKilled);
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PREP(handleKilled);
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@ -35,4 +35,4 @@ if (isNull _vehicle) then {
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&& {!isNull _vehicle}
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&& {!isNull _vehicle}
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&& {_unit getVariable [QGVAR(isEscorting), false]}
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&& {_unit getVariable [QGVAR(isEscorting), false]}
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&& {_target getVariable [QGVAR(isHandcuffed), false]}
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&& {_target getVariable [QGVAR(isHandcuffed), false]}
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&& {_vehicle emptyPositions "cargo" > 0}
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&& {([_vehicle] call FUNC(findEmptyNonFFVCargoSeat)) != -1}
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@ -18,7 +18,6 @@
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private ["_weapon", "_listedItemClasses", "_actions", "_allGear"];
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private ["_weapon", "_listedItemClasses", "_actions", "_allGear"];
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PARAMS_2(_player,_unit);
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params ["_player", "_unit"];
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params ["_player", "_unit"];
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_weapon = currentWeapon _player;
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_weapon = currentWeapon _player;
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40
addons/captives/functions/fnc_findEmptyNonFFVCargoSeat.sqf
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40
addons/captives/functions/fnc_findEmptyNonFFVCargoSeat.sqf
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@ -0,0 +1,40 @@
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#include "script_component.hpp"
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params ["_vehicle"];
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_vehicleConfig = configFile >> "CfgVehicles" >> (typeOf _vehicle);
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_proxyOrder = getArray (_vehicleConfig >> "getInProxyOrder");
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_transportSoldier = getNumber (_vehicleConfig >> "transportSoldier");
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_realCargoCount = if (isArray (_vehicleConfig >> "getInProxyOrder")) then {count _proxyOrder} else {_transportSoldier};
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//Find FFV turrets:
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_ffvCargoIndexes = [];
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{
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_turretConfig = [_vehicleConfig, _x] call EFUNC(common,getTurretConfigPath);
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_isCargoProxy = ((getText (_turretConfig >> "proxyType")) == "CPCargo") && {isNumber (_turretConfig >> "proxyIndex")};
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if (_isCargoProxy) then {
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_proxyCargoIndex = getNumber (_turretConfig >> "proxyIndex");
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_cargoIndex = _proxyOrder find _proxyCargoIndex;
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_ffvCargoIndexes pushBack _cargoIndex;
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};
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} forEach (allTurrets [_vehicle, true]);
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//Find Empty Seats:
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_occupiedSeats = [];
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{
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_x params ["", "", "_xIndex"];
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if (_xIndex > -1) then {_occupiedSeats pushBack _xIndex;};
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} forEach (fullCrew _vehicle);
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TRACE_3("Searching for empty seat",_realCargoCount,_ffvCargoIndexes,_occupiedSeats);
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_emptyCargoSeatReturn = -1;
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for "_index" from 0 to (_realCargoCount - 1) do {
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if ((!(_index in _ffvCargoIndexes)) && {!(_index in _occupiedSeats)}) exitWith {
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_emptyCargoSeatReturn = _index;
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};
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};
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_emptyCargoSeatReturn
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@ -30,4 +30,5 @@ if ((local _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
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};
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};
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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};
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};
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@ -18,7 +18,7 @@
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params ["_unit"];
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params ["_unit"];
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// prevent players from throwing grenades (added to all units)
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// prevent players from throwing grenades (added to all units)
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[_unit, "Throw", {((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}}, {}] call EFUNC(common,addActionEventhandler);
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// [_unit, "Throw", {systemChat "a"; ((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}; true}, {systemChat "b";}] call EFUNC(common,addActionEventhandler);
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if (local _unit) then {
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if (local _unit) then {
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// reset status on mission start
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// reset status on mission start
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@ -26,11 +26,11 @@ if (!_activated) exitWith {};
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if (local _logic) then {
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if (local _logic) then {
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//Modules run before postInit can instal the event handler, so we need to wait a little bit
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//Modules run before postInit can instal the event handler, so we need to wait a little bit
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[{
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[{
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PARAMS_1(_units);
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params ["_units"];
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{
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{
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["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
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["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
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} forEach _units;
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} forEach _units;
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}, [_units], 0.05, 0.05]call EFUNC(common,waitAndExecute);
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}, [_units], 0.05]call EFUNC(common,waitAndExecute);
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deleteVehicle _logic;
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deleteVehicle _logic;
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};
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};
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@ -43,24 +43,43 @@ if (_state) then {
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// fix anim on mission start (should work on dedicated servers)
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// fix anim on mission start (should work on dedicated servers)
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[{
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[{
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params ["_unit"];
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params ["_unit"];
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if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
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if (!(_unit getVariable [QGVAR(isHandcuffed), false])) exitWith {};
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if ((vehicle _unit) == _unit) then {
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[_unit] call EFUNC(common,fixLoweredRifleAnimation);
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[_unit] call EFUNC(common,fixLoweredRifleAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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};
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//Adds an animation changed eh
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//Adds an animation changed eh
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//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
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//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
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private "_animChangedEHID";
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private "_animChangedEHID";
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_animChangedEHID = _unit addEventHandler ["AnimChanged", {
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TRACE_1("Adding animChangedEH",_unit);
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PARAMS_2(_unit,_newAnimation);
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_animChangedEHID = _unit addEventHandler ["AnimChanged", {
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params ["_unit", "_newAnimation"];
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TRACE_2("AnimChanged",_unit,_newAnimation);
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if (_unit == (vehicle _unit)) then {
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if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
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if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
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TRACE_1("Handcuff animation interrupted",_newAnimation);
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TRACE_1("Handcuff animation interrupted",_newAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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};
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};
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}];
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} else {
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_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
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// _turretPath = [];
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// {
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// _x params ["_xUnit", "", "", "_xTurretPath"];
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// if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
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// } forEach (fullCrew (vehicle _unit));
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// TRACE_1("turret Path",_turretPath);
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// if (_turretPath isEqualTo []) exitWith {};
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// _turretConfig = [(configFile >> "CfgVehicles" >> (typeOf (vehicle _unit))), _turretPath] call EFUNC(common,getTurretConfigPath);
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// _gunnerAction = getText (_turretConfig >> "gunnerAction");
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// TRACE_1("reseting to",_gunnerAction);
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// [_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
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// [_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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};
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}];
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_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
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};
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}, [_unit], 0.01] call EFUNC(common,waitAndExecute);
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}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
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} else {
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} else {
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_unit setVariable [QGVAR(isHandcuffed), false, true];
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_unit setVariable [QGVAR(isHandcuffed), false, true];
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[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
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[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
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@ -43,13 +43,13 @@ if (_state) then {
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// fix anim on mission start (should work on dedicated servers)
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// fix anim on mission start (should work on dedicated servers)
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[{
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[{
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PARAMS_1(_unit);
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params ["_unit"];
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if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
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if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
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//Adds an animation changed eh
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//Adds an animation changed eh
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//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
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//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
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private "_animChangedEHID";
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private "_animChangedEHID";
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_animChangedEHID = _unit addEventHandler ["AnimChanged", {
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_animChangedEHID = _unit addEventHandler ["AnimChanged", {
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PARAMS_2(_unit,_newAnimation);
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params ["_unit", "_newAnimation"];
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if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
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if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
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TRACE_1("Surrender animation interrupted",_newAnimation);
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TRACE_1("Surrender animation interrupted",_newAnimation);
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[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
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[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
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@ -57,7 +57,7 @@ if (_state) then {
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}];
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}];
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_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
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_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
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};
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};
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}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
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}, [_unit], 0.01] call EFUNC(common,waitAndExecute);
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} else {
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} else {
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_unit setVariable [QGVAR(isSurrendering), false, true];
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_unit setVariable [QGVAR(isSurrendering), false, true];
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[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
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[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
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@ -85,8 +85,8 @@ if (_state) then {
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//spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up"
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//spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up"
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//Handles long animation chains
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//Handles long animation chains
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[{
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[{
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PARAMS_2(_args,_pfID);
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params ["_args", "_pfID"];
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EXPLODE_2_PVT(_args,_unit,_maxTime);
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_args params ["_unit", "_maxTime"];
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//If waited long enough or they re-surrendered or they are unconscious, exit loop
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//If waited long enough or they re-surrendered or they are unconscious, exit loop
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if ((ACE_time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith {
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if ((ACE_time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith {
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[_pfID] call CBA_fnc_removePerFrameHandler;
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[_pfID] call CBA_fnc_removePerFrameHandler;
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@ -20,7 +20,9 @@ private ["_cargoIndex"];
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params ["_target","_vehicle"];
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params ["_target","_vehicle"];
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_target moveInCargo _vehicle;
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_cargoIndex = [_vehicle] call FUNC(findEmptyNonFFVCargoSeat);
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if (_cargoIndex < 0) exitWith {ERROR("No Seat Avail");};
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_target moveInCargo [_vehicle, _cargoIndex];
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_target assignAsCargo _vehicle;
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_target assignAsCargo _vehicle;
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_cargoIndex = _vehicle getCargoIndex _target;
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_target setVariable [QGVAR(CargoIndex), _cargoIndex, true];
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_target setVariable [QGVAR(CargoIndex), _cargoIndex, true];
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@ -20,4 +20,5 @@ _unit setVariable [QGVAR(CargoIndex), -1, true];
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moveOut _unit;
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moveOut _unit;
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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unassignVehicle _unit;
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unassignVehicle _unit;
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