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Fix interactions with civilians
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@ -122,7 +122,7 @@ class CfgVehicles {
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class ACE_GetDown {
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displayName = "$STR_ACE_Interaction_GetDown";
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distance = 5;
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condition = QUOTE([_target] call DFUNC(canInteractWith));
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condition = QUOTE([_target] call DFUNC(canInteractWithCivilian));
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statement = QUOTE([_target] call DFUNC(getDown));
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showDisabled = 0;
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priority = 2.2;
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@ -130,7 +130,7 @@ class CfgVehicles {
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class ACE_SendAway {
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displayName = "$STR_ACE_Interaction_SendAway";
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distance = 5;
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condition = QUOTE([_target] call DFUNC(canInteractWith));
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condition = QUOTE([_target] call DFUNC(canInteractWithCivilian));
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statement = QUOTE([_target] call DFUNC(sendAway));
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showDisabled = 0;
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priority = 2.0;
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@ -4,6 +4,7 @@ ADDON = false;
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PREP(addSelectableItem);
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PREP(applyButtons);
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PREP(canInteractWithCivilian);
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PREP(canTapShoulder);
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PREP(getDoor);
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PREP(getDoorAnimations);
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11
addons/interaction/functions/fnc_canInteractWithCivilian.sqf
Normal file
11
addons/interaction/functions/fnc_canInteractWithCivilian.sqf
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@ -0,0 +1,11 @@
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// by commy2
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#include "script_component.hpp"
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EXPLODE_2_PVT(_this,_unit,_isCivilian);
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if (isNil "_isCivilian") then {_isCivilian = true};
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alive _unit
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&& [side _unit != side ACE_player, side group _unit == civilian] select _isCivilian
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//&& {count (weapons _unit) == 0}
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