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commit
ceb940a124
@ -1,7 +1,7 @@
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#include "..\script_component.hpp"
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/*
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* Author: commy2, PabstMirror
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* Unit claims the ownership over an object. This is used to prevent multiple players from draging the same ammo box or using up the same wheel when repairing etc.
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* Unit claims the ownership over an object. This is used to prevent multiple players from dragging the same ammo box or using up the same wheel when repairing etc.
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* This function only runs on the server and handles the "ace_common_claimSafe" event. It provides a network safe way claiming objects as all claims are run on server.
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* Return event is passed [_unit, _target, _success] for new claims, no event on claim release
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*
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@ -28,6 +28,8 @@ PREP(resumeDrag);
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PREP(setCarryable);
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PREP(setDraggable);
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PREP(startCarry);
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PREP(startCarryLocal);
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PREP(startCarryPFH);
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PREP(startDrag);
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PREP(startDragLocal);
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PREP(startDragPFH);
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@ -80,6 +80,9 @@ if (isNil QGVAR(maxWeightCarryRun)) then {
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};
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}] call CBA_fnc_addEventHandler;
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[QGVAR(startCarry), LINKFUNC(startCarryLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(startDrag), LINKFUNC(startDragLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(carryingContainerClosed), {
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params ["_container", "_owner"];
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TRACE_2("carryingContainerClosed EH",_container,_owner);
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@ -18,7 +18,10 @@
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params ["_unit", "_target"];
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if !((alive _target || {_target isKindOf "CAManBase"}) && {_target getVariable [QGVAR(canCarry), false]} && {isNull objectParent _target}) exitWith {false};
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private _alive = alive _target;
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private _isPerson = _target isKindOf "CAManBase";
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if !((_alive || _isPerson) && {_target getVariable [QGVAR(canCarry), false]} && {isNull objectParent _target}) exitWith {false};
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if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
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@ -26,18 +29,19 @@ if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// The fireman carry animation does not slow down for injured legs, so you could carry and run
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if ((_unit getHitPointDamage "HitLegs") >= 0.5) exitWith {false};
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// Units need to be unconscious or limping; Units also need to not be in ragdoll if alive, as that causes desync issues
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if (_isPerson) exitWith {
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!_alive ||
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{(isAwake _target) && // not ragdolled if alive
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{!(lifeState _target in ["HEALTHY", "INJURED"]) ||
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{_target getHitPointDamage "HitLegs" >= 0.5}}}
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};
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// Static weapons need to be empty for carrying (ignore UAV AI)
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if (_target isKindOf "StaticWeapon") exitWith {
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(crew _target) findIf {!unitIsUAV _x} == -1
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};
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// Units need to be unconscious or limping; Units also need to not be in ragdoll, as that causes desync issues
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if (_target isKindOf "CAManBase") exitWith {
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(isAwake _target == alive _target) && // not ragdolled
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{!(lifeState _target in ["HEALTHY", "INJURED"]) ||
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{_target getHitPointDamage "HitLegs" >= 0.5}}
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};
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// Check max items for WeaponHolders
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if (["WeaponHolder", "WeaponHolderSimulated"] findIf {_target isKindOf _x} != -1) exitWith {
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(count (weaponCargo _target + magazineCargo _target + itemCargo _target)) <= MAX_DRAGGED_ITEMS
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@ -18,22 +18,26 @@
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params ["_unit", "_target"];
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if !((alive _target || {_target isKindOf "CAManBase"}) && {_target getVariable [QGVAR(canDrag), false]} && {isNull objectParent _target}) exitWith {false};
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private _alive = alive _target;
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private _isPerson = _target isKindOf "CAManBase";
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if !((_alive || _isPerson) && {_target getVariable [QGVAR(canDrag), false]} && {isNull objectParent _target}) exitWith {false};
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if !([_unit, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Units need to be unconscious or limping; Units also need to not be in ragdoll if alive, as that causes desync issues
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if (_isPerson) exitWith {
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!_alive ||
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{(isAwake _target) && // not ragdolled if alive
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{!(lifeState _target in ["HEALTHY", "INJURED"]) ||
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{_target getHitPointDamage "HitLegs" >= 0.5}}}
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};
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// Static weapons need to be empty for dragging (ignore UAV AI)
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if (_target isKindOf "StaticWeapon") exitWith {
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(crew _target) findIf {!unitIsUAV _x} == -1
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};
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// Units need to be unconscious or limping; Units also need to not be in ragdoll, as that causes desync issues
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if (_target isKindOf "CAManBase") exitWith {
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(isAwake _target == alive _target) && // not ragdolled
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{!(lifeState _target in ["HEALTHY", "INJURED"]) ||
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{_target getHitPointDamage "HitLegs" >= 0.5}}
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};
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// Check max items for WeaponHolders
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if (["WeaponHolder", "WeaponHolderSimulated"] findIf {_target isKindOf _x} != -1) exitWith {
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(count (weaponCargo _target + magazineCargo _target + itemCargo _target)) <= MAX_DRAGGED_ITEMS
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@ -4,7 +4,8 @@
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* Creates a draggable / carryable clone of a dead unit.
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*
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* Arguments:
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* 0: Dead unit <OBJECT>
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* 0: Unit dragging/carrying <OBJECT>
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* 1: Dead unit <OBJECT>
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*
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* Return Value:
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* Cloned unit <OBJECT>
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@ -15,17 +16,19 @@
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* Public: No
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*/
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params ["_target"];
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params ["_unit", "_target"];
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// Get current position of unit, -10 m below surface
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private _posATL = getPosATL _target;
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private _posATL = getPosASL _target;
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// Create clone
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private _clone = createVehicle [QGVAR(clone), ASLToAGL _posATL, [], 0, "CAN_COLLIDE"];
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// Claim the clone
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[_unit, _clone] call EFUNC(common,claim);
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// Move unit -10 m below terrain in order to hide it and remove its inventory access
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_posATL set [2, -10];
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private _clone = createVehicle [QGVAR(clone), _posATL];
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// Clone loadout
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[_clone, _target call CBA_fnc_getLoadout] call CBA_fnc_setLoadout;
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// Hide unit until it can be moved below terrain
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private _isObjectHidden = isObjectHidden _target;
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@ -48,13 +51,15 @@ if (_isInRemainsCollector) then {
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// Make sure clone has the same wound textures as the corpse
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private _targetDamage = damage _target;
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if (_targetDamage != 0) then {
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_clone setDamage (_targetDamage min 0.99); // Don't kill the clone
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_clone setDamage (_targetDamage min 0.99); // don't kill the clone
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};
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private _relevantHitpoints = ["HitHead", "HitBody", "HitHands", "HitLegs"];
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{
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private _hitpointDamage = _target getHitPointDamage _x;
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_clone setHitPointDamage [_x, _hitpointDamage min 0.99];
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_clone setHitPointDamage [_x, (_target getHitPointDamage _x) min 0.99];
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} forEach _relevantHitpoints;
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// Disable all damage
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@ -65,16 +70,38 @@ _clone setVariable [QGVAR(original), [_target, _isInRemainsCollector, _isObjectH
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[QEGVAR(common,awake), [_target, true]] call CBA_fnc_globalEvent;
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[{
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params ["_target", "_posATL"];
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params ["_clone", "_target", "_posATL"];
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// Remove clone from all zeuses
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if (["ace_zeus"] call EFUNC(common,isModLoaded)) then {
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[QEGVAR(zeus,removeObjects), [[_clone]]] call CBA_fnc_serverEvent;
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};
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// Make sure PhysX is on
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[QEGVAR(common,awake), [_target, true]] call CBA_fnc_globalEvent;
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// Move unit below terrain in order to hide it and remove its inventory access
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_target setPosATL _posATL;
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}, [_target, _posATL], 0.25] call CBA_fnc_waitAndExecute;
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// Clone loadout (sometimes default loadouts are randomised, so overwrite those)
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[_clone, _target call CBA_fnc_getLoadout] call CBA_fnc_setLoadout;
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// Sets the facial expression
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[[QGVAR(cloneCreated), [_target, _clone]] call CBA_fnc_globalEventJIP, _clone] call CBA_fnc_removeGlobalEventJIP;
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// Sets the facial expression
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[[QGVAR(cloneCreated), [_target, _clone]] call CBA_fnc_globalEventJIP, _clone] call CBA_fnc_removeGlobalEventJIP;
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// Corpse is desynced, but it doesn't matter here
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_target setPosATL _posATL;
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// Release claim on corpse
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[objNull, _target] call EFUNC(common,claim);
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}, [_clone, _target, _posATL], 0.25] call CBA_fnc_waitAndExecute;
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// Save which curators had this object as editable
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if (["ace_zeus"] call EFUNC(common,isModLoaded)) then {
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private _objectCurators = objectCurators _target;
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_target setVariable [QGVAR(objectCurators), _objectCurators, true];
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if (_objectCurators isEqualTo []) exitWith {};
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[QEGVAR(zeus,removeObjects), [[_target], _objectCurators]] call CBA_fnc_serverEvent;
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};
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_clone
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@ -37,40 +37,49 @@ if (!isNull _target) then {
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_posASL = _posASL vectorAdd [0, 0, 0.05];
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};
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// Set the unit's direction
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[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
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[{
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params ["_target", "", "", "", "_posASL", "_dir"];
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params ["_target", "_clone", "_isObjectHidden", "_simulationEnabled", "_posASL"];
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// Make sure PhysX is on
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[QEGVAR(common,awake), [_target, true]] call CBA_fnc_globalEvent;
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// Set the unit's direction
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[QEGVAR(common,setDir), [_target, _dir], _target] call CBA_fnc_targetEvent;
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// Bring unit back to clone's position
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_target setPosASL _posASL;
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[{
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params ["_target", "_clone", "_isObjectHidden", "_simulationEnabled"];
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// Unhide unit
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if (!_isObjectHidden) then {
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[QEGVAR(common,hideObjectGlobal), [_target, false]] call CBA_fnc_serverEvent;
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};
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if (!_isObjectHidden) then {
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[QEGVAR(common,hideObjectGlobal), [_target, false]] call CBA_fnc_serverEvent;
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};
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// Enable simulation again
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if (_simulationEnabled) then {
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[QEGVAR(common,enableSimulationGlobal), [_target, true]] call CBA_fnc_serverEvent;
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};
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if (_simulationEnabled) then {
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[QEGVAR(common,enableSimulationGlobal), [_target, true]] call CBA_fnc_serverEvent;
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};
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// Detach first to prevent objNull in attachedObjects
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detach _clone;
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deleteVehicle _clone;
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}, [_target, _clone, _isObjectHidden, _simulationEnabled, _posASL], 0.25] call CBA_fnc_waitAndExecute;
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deleteVehicle _clone;
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}, _this, 0.25] call CBA_fnc_waitAndExecute;
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}, [_target, _clone, _isObjectHidden, _simulationEnabled, _posASL, getDir _unit + 180], 0.25] call CBA_fnc_waitAndExecute;
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// Get which curators had this object as editable
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if (["ace_zeus"] call EFUNC(common,isModLoaded)) then {
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private _objectCurators = _target getVariable [QGVAR(objectCurators), []];
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if (_objectCurators isEqualTo []) exitWith {};
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[QEGVAR(zeus,addObjects), [[_target], _objectCurators]] call CBA_fnc_serverEvent;
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};
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if (_isInRemainsCollector) then {
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addToRemainsCollector [_target];
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};
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} else {
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// Detach first to prevent objNull in attachedObjects
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detach _clone;
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deleteVehicle _clone;
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};
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// Detach first to prevent objNull in attachedObjects
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detach _clone;
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deleteVehicle _clone;
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_target
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@ -1,7 +1,7 @@
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#include "..\script_component.hpp"
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/*
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* Author: johnb43
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* Removes user input affecting dragging.
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* Removes user input affecting carrying.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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@ -56,8 +56,25 @@ GVAR(initializedClasses_carry) = _initializedClasses;
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private _icon = [QPATHTOF(UI\icons\box_carry.paa), QPATHTOF(UI\icons\person_carry.paa)] select (_object isKindOf "CAManBase");
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private _carryAction = [QGVAR(carry), LLSTRING(Carry), _icon, {[_player, _target] call FUNC(startCarry)}, {[_player, _target] call FUNC(canCarry)}] call EFUNC(interact_menu,createAction);
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private _dropAction = [QGVAR(drop_carry), LLSTRING(Drop), "", {[_player, _target] call FUNC(dropObject_carry)}, {[_player, _target] call FUNC(canDrop_carry)}] call EFUNC(interact_menu,createAction);
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private _carryAction = [
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QGVAR(carry),
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LLSTRING(Carry),
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_icon,
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{
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[_player, _target] call FUNC(startCarry)
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}, {
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[_player, _target] call FUNC(canCarry)
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}] call EFUNC(interact_menu,createAction);
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private _dropAction = [
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QGVAR(drop_carry),
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LLSTRING(Drop),
|
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"",
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{
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[_player, _target] call FUNC(dropObject_carry)
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}, {
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[_player, _target] call FUNC(canDrop_carry)
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}] call EFUNC(interact_menu,createAction);
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[_type, 0, ["ACE_MainActions"], _carryAction] call EFUNC(interact_menu,addActionToClass);
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[_type, 0, [], _dropAction] call EFUNC(interact_menu,addActionToClass);
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|
@ -56,8 +56,25 @@ GVAR(initializedClasses) = _initializedClasses;
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private _icon = [QPATHTOF(UI\icons\box_drag.paa), QPATHTOF(UI\icons\person_drag.paa)] select (_object isKindOf "CAManBase");
|
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|
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private _dragAction = [QGVAR(drag), LLSTRING(Drag), _icon, {[_player, _target] call FUNC(startDrag)}, {[_player, _target] call FUNC(canDrag)}] call EFUNC(interact_menu,createAction);
|
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private _dropAction = [QGVAR(drop), LLSTRING(Drop), "", {[_player, _target] call FUNC(dropObject)}, {[_player, _target] call FUNC(canDrop)}] call EFUNC(interact_menu,createAction);
|
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private _dragAction = [
|
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QGVAR(drag),
|
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LLSTRING(Drag),
|
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_icon,
|
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{
|
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[_player, _target] call FUNC(startDrag)
|
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}, {
|
||||
[_player, _target] call FUNC(canDrag)
|
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}] call EFUNC(interact_menu,createAction);
|
||||
|
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private _dropAction = [
|
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QGVAR(drop),
|
||||
LLSTRING(Drop),
|
||||
"",
|
||||
{
|
||||
[_player, _target] call FUNC(dropObject);
|
||||
}, {
|
||||
[_player, _target] call FUNC(canDrop)
|
||||
}] call EFUNC(interact_menu,createAction);
|
||||
|
||||
[_type, 0, ["ACE_MainActions"], _dragAction] call EFUNC(interact_menu,addActionToClass);
|
||||
[_type, 0, [], _dropAction] call EFUNC(interact_menu,addActionToClass);
|
||||
|
@ -1,7 +1,7 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: commy2, PiZZADOX
|
||||
* Starts the carrying process.
|
||||
* Author: johnb43
|
||||
* Starts the carrying process safely.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit that should do the carrying <OBJECT>
|
||||
@ -17,81 +17,6 @@
|
||||
*/
|
||||
|
||||
params ["_unit", "_target"];
|
||||
TRACE_2("params",_unit,_target);
|
||||
|
||||
// Exempt from weight check if object has override variable set
|
||||
private _weight = 0;
|
||||
|
||||
if !(_target getVariable [QGVAR(ignoreWeightCarry), false]) then {
|
||||
_weight = _target call FUNC(getWeight);
|
||||
};
|
||||
|
||||
// Exit if object weight is over global var value
|
||||
if (_weight > GETMVAR(ACE_maxWeightCarry,1E11)) exitWith {
|
||||
[LLSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
|
||||
};
|
||||
|
||||
private _timer = CBA_missionTime + 5;
|
||||
|
||||
// Handle objects vs. persons
|
||||
if (_target isKindOf "CAManBase") then {
|
||||
// Create clone for dead units
|
||||
if (!alive _target) then {
|
||||
_target = _target call FUNC(createClone);
|
||||
};
|
||||
|
||||
private _primaryWeapon = primaryWeapon _unit;
|
||||
|
||||
// Add a primary weapon if the unit has none
|
||||
if (_primaryWeapon == "") then {
|
||||
_unit addWeapon "ACE_FakePrimaryWeapon";
|
||||
_primaryWeapon = "ACE_FakePrimaryWeapon";
|
||||
};
|
||||
|
||||
// Select primary, otherwise the drag animation actions don't work
|
||||
_unit selectWeapon _primaryWeapon;
|
||||
|
||||
// Move a bit closer and adjust direction when trying to pick up a person
|
||||
[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
|
||||
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit));
|
||||
|
||||
[_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2] call EFUNC(common,doAnimation);
|
||||
[_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2] call EFUNC(common,doAnimation);
|
||||
|
||||
_timer = CBA_missionTime + 10;
|
||||
} else {
|
||||
// Select no weapon and stop sprinting
|
||||
private _previousWeaponIndex = [_unit] call EFUNC(common,getFiremodeIndex);
|
||||
_unit setVariable [QGVAR(previousWeapon), _previousWeaponIndex, true];
|
||||
|
||||
_unit action ["SwitchWeapon", _unit, _unit, 299];
|
||||
|
||||
[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
|
||||
|
||||
private _canRun = _weight call FUNC(canRun_carry);
|
||||
|
||||
// Only force walking if we're overweight
|
||||
[_unit, "forceWalk", QUOTE(ADDON), !_canRun] call EFUNC(common,statusEffect_set);
|
||||
[_unit, "blockSprint", QUOTE(ADDON), _canRun] call EFUNC(common,statusEffect_set);
|
||||
};
|
||||
|
||||
[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
|
||||
|
||||
// Prevent multiple players from accessing the same object
|
||||
[_unit, _target, true] call EFUNC(common,claim);
|
||||
|
||||
// Prevents dragging and carrying at the same time
|
||||
_unit setVariable [QGVAR(isCarrying), true, true];
|
||||
|
||||
// Required for aborting animation
|
||||
_unit setVariable [QGVAR(carriedObject), _target, true];
|
||||
|
||||
[FUNC(startCarryPFH), 0.2, [_unit, _target, _timer]] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
// Disable collisions by setting the PhysX mass to almost zero
|
||||
private _mass = getMass _target;
|
||||
|
||||
if (_mass > 1) then {
|
||||
_target setVariable [QGVAR(originalMass), _mass, true];
|
||||
[QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // Force global sync
|
||||
};
|
||||
// Try to claim the object
|
||||
[QEGVAR(common,claimSafe), [_unit, _target, true, QGVAR(startCarry)]] call CBA_fnc_serverEvent;
|
||||
|
97
addons/dragging/functions/fnc_startCarryLocal.sqf
Normal file
97
addons/dragging/functions/fnc_startCarryLocal.sqf
Normal file
@ -0,0 +1,97 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: commy2, PiZZADOX
|
||||
* Starts the carrying process.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit that should do the carrying <OBJECT>
|
||||
* 1: Object to carry <OBJECT>
|
||||
* 2: If object was successfully claimed <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [player, cursorTarget, true] call ace_dragging_fnc_startCarryLocal;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_unit", "_target", "_claimed"];
|
||||
TRACE_3("params",_unit,_target,_claimed);
|
||||
|
||||
if (!_claimed) exitWith {};
|
||||
|
||||
// Exempt from weight check if object has override variable set
|
||||
private _weight = 0;
|
||||
|
||||
if !(_target getVariable [QGVAR(ignoreWeightCarry), false]) then {
|
||||
_weight = _target call FUNC(getWeight);
|
||||
};
|
||||
|
||||
// Exit if object weight is over global var value
|
||||
if (_weight > GETMVAR(ACE_maxWeightCarry,1E11)) exitWith {
|
||||
[LLSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
|
||||
};
|
||||
|
||||
// Create clone for dead units
|
||||
if (!alive _target) then {
|
||||
_target = [_unit, _target] call FUNC(createClone);
|
||||
};
|
||||
|
||||
private _timer = CBA_missionTime + 5;
|
||||
|
||||
// Handle objects vs. persons
|
||||
if (_target isKindOf "CAManBase") then {
|
||||
private _primaryWeapon = primaryWeapon _unit;
|
||||
|
||||
// Add a primary weapon if the unit has none
|
||||
if (_primaryWeapon == "") then {
|
||||
_unit addWeapon "ACE_FakePrimaryWeapon";
|
||||
_primaryWeapon = "ACE_FakePrimaryWeapon";
|
||||
};
|
||||
|
||||
// Select primary, otherwise the drag animation actions don't work
|
||||
_unit selectWeapon _primaryWeapon;
|
||||
|
||||
// Move a bit closer and adjust direction when trying to pick up a person
|
||||
[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
|
||||
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit));
|
||||
|
||||
[_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2] call EFUNC(common,doAnimation);
|
||||
[_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2] call EFUNC(common,doAnimation);
|
||||
|
||||
_timer = CBA_missionTime + 10;
|
||||
} else {
|
||||
// Select no weapon and stop sprinting
|
||||
private _previousWeaponIndex = [_unit] call EFUNC(common,getFiremodeIndex);
|
||||
_unit setVariable [QGVAR(previousWeapon), _previousWeaponIndex, true];
|
||||
|
||||
_unit action ["SwitchWeapon", _unit, _unit, 299];
|
||||
|
||||
[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
|
||||
|
||||
private _canRun = _weight call FUNC(canRun_carry);
|
||||
|
||||
// Only force walking if we're overweight
|
||||
[_unit, "forceWalk", QUOTE(ADDON), !_canRun] call EFUNC(common,statusEffect_set);
|
||||
[_unit, "blockSprint", QUOTE(ADDON), _canRun] call EFUNC(common,statusEffect_set);
|
||||
};
|
||||
|
||||
[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
|
||||
|
||||
// Prevents dragging and carrying at the same time
|
||||
_unit setVariable [QGVAR(isCarrying), true, true];
|
||||
|
||||
// Required for aborting animation
|
||||
_unit setVariable [QGVAR(carriedObject), _target, true];
|
||||
|
||||
[FUNC(startCarryPFH), 0.2, [_unit, _target, _timer]] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
// Disable collisions by setting the PhysX mass to almost zero
|
||||
private _mass = getMass _target;
|
||||
|
||||
if (_mass > 1) then {
|
||||
_target setVariable [QGVAR(originalMass), _mass, true];
|
||||
[QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // Force global sync
|
||||
};
|
@ -1,10 +1,10 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: commy2, PiZZADOX, Malbryn
|
||||
* Starts the dragging process.
|
||||
* Author: johnb43
|
||||
* Starts the dragging process safely.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit that should do the dragging <OBJECT>
|
||||
* 0: Unit that should do the carrying <OBJECT>
|
||||
* 1: Object to drag <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
@ -17,93 +17,6 @@
|
||||
*/
|
||||
|
||||
params ["_unit", "_target"];
|
||||
TRACE_2("params",_unit,_target);
|
||||
|
||||
// Exempt from weight check if object has override variable set
|
||||
private _weight = 0;
|
||||
|
||||
if !(_target getVariable [QGVAR(ignoreWeightDrag), false]) then {
|
||||
_weight = _target call FUNC(getWeight);
|
||||
};
|
||||
|
||||
// Exit if object weight is over global var value
|
||||
if (_weight > GETMVAR(ACE_maxWeightDrag,1E11)) exitWith {
|
||||
[LLSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
|
||||
};
|
||||
|
||||
// Create clone for dead units
|
||||
if (!alive _target) then {
|
||||
_target = _target call FUNC(createClone);
|
||||
};
|
||||
|
||||
private _primaryWeapon = primaryWeapon _unit;
|
||||
|
||||
// Add a primary weapon if the unit has none
|
||||
if !(GVAR(dragAndFire)) then {
|
||||
if (_primaryWeapon == "") then {
|
||||
_unit addWeapon "ACE_FakePrimaryWeapon";
|
||||
_primaryWeapon = "ACE_FakePrimaryWeapon";
|
||||
};
|
||||
|
||||
_unit selectWeapon _primaryWeapon;
|
||||
} else { // Making sure the unit is holding a primary weapon or handgun
|
||||
private _handgunWeapon = handgunWeapon _unit;
|
||||
|
||||
if !(currentWeapon _unit in [_primaryWeapon, _handgunWeapon]) then {
|
||||
if (_primaryWeapon != "") then {
|
||||
// Use primary if possible
|
||||
_unit selectWeapon _primaryWeapon;
|
||||
} else {
|
||||
if (_handgunWeapon != "") then {
|
||||
// Use pistol if unit has no primary
|
||||
_unit selectWeapon _handgunWeapon;
|
||||
} else {
|
||||
// Add fake weapon if no weapons besides launcher are available
|
||||
_unit addWeapon "ACE_FakePrimaryWeapon";
|
||||
_unit selectWeapon "ACE_FakePrimaryWeapon";
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// Save the weapon so we can monitor if it changes
|
||||
_unit setVariable [QGVAR(currentWeapon), currentWeapon _unit];
|
||||
|
||||
[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
|
||||
|
||||
// Prevent multiple players from accessing the same object
|
||||
[_unit, _target, true] call EFUNC(common,claim);
|
||||
|
||||
// Can't play action that depends on weapon if it was added the same frame
|
||||
if !(_unit call EFUNC(common,isSwimming)) then {
|
||||
[{
|
||||
private _unitWeapon = _this getVariable [QGVAR(currentWeapon), ""];
|
||||
|
||||
if (_unitWeapon isKindOf ["Pistol", configFile >> "CfgWeapons"]) then {
|
||||
[_this, "ACE_dragWithPistol"] call EFUNC(common,doGesture);
|
||||
} else {
|
||||
[_this, "ACE_dragWithRifle"] call EFUNC(common,doGesture);
|
||||
};
|
||||
}, _unit] call CBA_fnc_execNextFrame;
|
||||
};
|
||||
|
||||
// Move a bit closer and adjust direction when trying to pick up a person
|
||||
if (_target isKindOf "CAManBase") then {
|
||||
[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
|
||||
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit vectorMultiply 1.5));
|
||||
|
||||
[_target, "AinjPpneMrunSnonWnonDb_grab", 2] call EFUNC(common,doAnimation);
|
||||
};
|
||||
|
||||
// Prevents dragging and carrying at the same time
|
||||
_unit setVariable [QGVAR(isDragging), true, true];
|
||||
|
||||
[FUNC(startDragPFH), 0.2, [_unit, _target, CBA_missionTime + 5]] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
// Disable collisions by setting the physx mass to almost zero
|
||||
private _mass = getMass _target;
|
||||
|
||||
if (_mass > 1) then {
|
||||
_target setVariable [QGVAR(originalMass), _mass, true];
|
||||
[QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // Force global sync
|
||||
};
|
||||
// Try to claim the object
|
||||
[QEGVAR(common,claimSafe), [_unit, _target, true, QGVAR(startDrag)]] call CBA_fnc_serverEvent;
|
||||
|
109
addons/dragging/functions/fnc_startDragLocal.sqf
Normal file
109
addons/dragging/functions/fnc_startDragLocal.sqf
Normal file
@ -0,0 +1,109 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: commy2, PiZZADOX, Malbryn
|
||||
* Starts the dragging process.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit that should do the dragging <OBJECT>
|
||||
* 1: Object to drag <OBJECT>
|
||||
* 2: If object was successfully claimed <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [player, cursorTarget, true] call ace_dragging_fnc_startDragLocal;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_unit", "_target", "_claimed"];
|
||||
TRACE_3("params",_unit,_target,_claimed);
|
||||
|
||||
if (!_claimed) exitWith {};
|
||||
|
||||
// Exempt from weight check if object has override variable set
|
||||
private _weight = 0;
|
||||
|
||||
if !(_target getVariable [QGVAR(ignoreWeightDrag), false]) then {
|
||||
_weight = _target call FUNC(getWeight);
|
||||
};
|
||||
|
||||
// Exit if object weight is over global var value
|
||||
if (_weight > GETMVAR(ACE_maxWeightDrag,1E11)) exitWith {
|
||||
[LLSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
|
||||
};
|
||||
|
||||
// Create clone for dead units
|
||||
if (!alive _target) then {
|
||||
_target = [_unit, _target] call FUNC(createClone);
|
||||
};
|
||||
|
||||
private _primaryWeapon = primaryWeapon _unit;
|
||||
|
||||
// Add a primary weapon if the unit has none
|
||||
if !(GVAR(dragAndFire)) then {
|
||||
if (_primaryWeapon == "") then {
|
||||
_unit addWeapon "ACE_FakePrimaryWeapon";
|
||||
_primaryWeapon = "ACE_FakePrimaryWeapon";
|
||||
};
|
||||
|
||||
_unit selectWeapon _primaryWeapon;
|
||||
} else { // Making sure the unit is holding a primary weapon or handgun
|
||||
private _handgunWeapon = handgunWeapon _unit;
|
||||
|
||||
if !(currentWeapon _unit in [_primaryWeapon, _handgunWeapon]) then {
|
||||
if (_primaryWeapon != "") then {
|
||||
// Use primary if possible
|
||||
_unit selectWeapon _primaryWeapon;
|
||||
} else {
|
||||
if (_handgunWeapon != "") then {
|
||||
// Use pistol if unit has no primary
|
||||
_unit selectWeapon _handgunWeapon;
|
||||
} else {
|
||||
// Add fake weapon if no weapons besides launcher are available
|
||||
_unit addWeapon "ACE_FakePrimaryWeapon";
|
||||
_unit selectWeapon "ACE_FakePrimaryWeapon";
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// Save the weapon so we can monitor if it changes
|
||||
_unit setVariable [QGVAR(currentWeapon), currentWeapon _unit];
|
||||
|
||||
[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
|
||||
|
||||
// Can't play action that depends on weapon if it was added the same frame
|
||||
if !(_unit call EFUNC(common,isSwimming)) then {
|
||||
[{
|
||||
private _unitWeapon = _this getVariable [QGVAR(currentWeapon), ""];
|
||||
|
||||
if (_unitWeapon isKindOf ["Pistol", configFile >> "CfgWeapons"]) then {
|
||||
[_this, "ACE_dragWithPistol"] call EFUNC(common,doGesture);
|
||||
} else {
|
||||
[_this, "ACE_dragWithRifle"] call EFUNC(common,doGesture);
|
||||
};
|
||||
}, _unit] call CBA_fnc_execNextFrame;
|
||||
};
|
||||
|
||||
// Move a bit closer and adjust direction when trying to pick up a person
|
||||
if (_target isKindOf "CAManBase") then {
|
||||
[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
|
||||
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit vectorMultiply 1.5));
|
||||
|
||||
[_target, "AinjPpneMrunSnonWnonDb_grab", 2] call EFUNC(common,doAnimation);
|
||||
};
|
||||
|
||||
// Prevents dragging and carrying at the same time
|
||||
_unit setVariable [QGVAR(isDragging), true, true];
|
||||
|
||||
[FUNC(startDragPFH), 0.2, [_unit, _target, CBA_missionTime + 5]] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
// Disable collisions by setting the physx mass to almost zero
|
||||
private _mass = getMass _target;
|
||||
|
||||
if (_mass > 1) then {
|
||||
_target setVariable [QGVAR(originalMass), _mass, true];
|
||||
[QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // Force global sync
|
||||
};
|
@ -5,7 +5,7 @@
|
||||
if (!alive _player) exitWith {false};
|
||||
if !([_player, objNull, ["isNotDragging", "isNotCarrying", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
|
||||
|
||||
// If we are drag/carrying something right now then just drop it:
|
||||
// If we are dragging/carrying something right now then just drop it
|
||||
if (_player getVariable [QGVAR(isDragging), false]) exitWith {
|
||||
[_player, _player getVariable [QGVAR(draggedObject), objNull]] call FUNC(dropObject);
|
||||
|
||||
@ -34,7 +34,7 @@
|
||||
if (!alive _player) exitWith {false};
|
||||
if !([_player, objNull, ["isNotDragging", "isNotCarrying"]] call EFUNC(common,canInteractWith)) exitWith {false};
|
||||
|
||||
// If we are drag/carrying something right now then just drop it:
|
||||
// If we are dragging/carrying something right now then just drop it
|
||||
if (_player getVariable [QGVAR(isDragging), false]) exitWith {
|
||||
[_player, _player getVariable [QGVAR(draggedObject), objNull]] call FUNC(dropObject);
|
||||
|
||||
|
@ -32,7 +32,7 @@ GVAR(actions) = [];
|
||||
|
||||
if ("ace_dragging" call EFUNC(common,isModLoaded)) then {
|
||||
GVAR(actions) pushBack [
|
||||
localize ELSTRING(dragging,Drag), "drag",
|
||||
LELSTRING(dragging,Drag), "drag",
|
||||
{ACE_player != GVAR(target) && {[ACE_player, GVAR(target)] call EFUNC(dragging,canDrag)}},
|
||||
{
|
||||
GVAR(pendingReopen) = false;
|
||||
@ -41,7 +41,7 @@ if ("ace_dragging" call EFUNC(common,isModLoaded)) then {
|
||||
];
|
||||
|
||||
GVAR(actions) pushBack [
|
||||
localize ELSTRING(dragging,Carry), "drag",
|
||||
LELSTRING(dragging,Carry), "drag",
|
||||
{ACE_player != GVAR(target) && {[ACE_player, GVAR(target)] call EFUNC(dragging,canCarry)}},
|
||||
{
|
||||
GVAR(pendingReopen) = false;
|
||||
|
@ -57,9 +57,60 @@ class ACE_Medical_Treatment_Actions {
|
||||
};
|
||||
```
|
||||
|
||||
## 2. Mission Variables
|
||||
## 2. Medical Vehicles and Facilities
|
||||
|
||||
### 2.1 Grave Digging Object Configuration
|
||||
### 2.1 Medical Vehicles
|
||||
|
||||
To configure a vehicle as a Medical Vehicle by default, set the `attendant` property in the vehicle's config to `1`.
|
||||
```cpp
|
||||
class CfgVehicles {
|
||||
class MyAmbulance {
|
||||
attendant = 1;
|
||||
};
|
||||
};
|
||||
```
|
||||
To set a vehicle as a Medical Vehicle mid-mission, set the `ace_medical_isMedicalVehicle` variable globally.
|
||||
```sqf
|
||||
// Sets the object behind your cursor to be a medical vehicle
|
||||
cursorObject setVariable ["ace_medical_isMedicalVehicle", true, true];
|
||||
|
||||
// Create an interaction to turn a vehicle into a medical vehicle
|
||||
private _statement = {_target setVariable ["ace_medical_isMedicalVehicle", true, true]};
|
||||
private _action = ["TAG_makeMedicalVehicle", "Set as Medical Vehicle", _statement, {!([_target] call ace_medical_treatment_fnc_isMedicalVehicle)}] call ace_interact_menu_fnc_createAction;
|
||||
[cursorObject, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_createAction;
|
||||
|
||||
// Set all vehicles of type "B_Truck_01_transport_F" as medical vehicles
|
||||
private _classname = "B_Truck_01_transport_F";
|
||||
private _affectChildClasses = false; // Affect variants of this vehicle
|
||||
["B_Truck_01_transport_F", "InitPost", {
|
||||
params ["_vehicle"];
|
||||
if (!local _vehicle) exitWith {};
|
||||
_vehicle setVariable ["ace_medical_isMedicalVehicle", true, true];
|
||||
}, _affectChildClasses, [], true] call CBA_fnc_addClassEventHandler;
|
||||
```
|
||||
|
||||
### 2.2 Medical Facilities
|
||||
|
||||
To configure an object as a Medical Facility by default, add a new array containing its classname to the `ace_medical_facilities` class in config root.
|
||||
```cpp
|
||||
class CfgVehicles {
|
||||
class ThingX;
|
||||
class MyMedicalFacility: ThingX {};
|
||||
class MyMedicalFacility2_ElectricBoogaloo: MyMedicalFacility {};
|
||||
};
|
||||
|
||||
class ace_medical_facilities {
|
||||
TAG_allOfMyFacilities[] = {"MyMedicalFacility", "MyMedicalFacility2_ElectricBoogaloo"};
|
||||
};
|
||||
```
|
||||
To set an object as a Medical Facility mid-mission, set the `ace_medical_isMedicalFacility` variable globally. See above.
|
||||
|
||||
|
||||
Both Medical Facilities and Medical Vehicles can also be created via the Eden Editor's attributes menu.
|
||||
|
||||
## 3. Mission Variables
|
||||
|
||||
### 3.1 Grave Digging Object Configuration
|
||||
|
||||
The object created when digging a grave can be modified by setting the `ace_medical_treatment_graveClassname` variable.
|
||||
```sqf
|
||||
@ -71,7 +122,7 @@ The object's rotation can also be modified, if necessary.
|
||||
ace_medical_treatment_graveRotation = 0; // rotation angle (will depend on model classname)
|
||||
```
|
||||
|
||||
### 2.2 Zeus Medical Menu Module
|
||||
### 3.2 Zeus Medical Menu Module
|
||||
|
||||
If a mission maker wishes to disable Zeus access to the medical menu, they can set the variable below:
|
||||
ace_medical_gui_enableZeusModule = false; // default is true
|
||||
|
Loading…
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Reference in New Issue
Block a user