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https://github.com/acemod/ACE3.git
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Check if a parachute is already attached
Objct can be attached to a parachute if the unloading is done throught ViV command
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@ -29,33 +29,41 @@ private _distBehind = ((_bb1 select 1) min (_bb2 select 1)) - 4; // 4 meters beh
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TRACE_1("",_distBehind);
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private _posBehindVehicleAGL = _vehicle modelToWorld [0, _distBehind, -2];
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private _object = [_item, _posBehindVehicleAGL, _loaded, _vehicle, true] call FUNC(unload);
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private _object = [_item, _posBehindVehicleAGL, _loaded, _vehicle] call FUNC(unload);
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_object setVelocity ((velocity _vehicle) vectorAdd ((vectorNormalized (vectorDir _vehicle)) vectorMultiply -5));
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// open parachute and ir light effect
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[{
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params ["_object"];
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params ["_object", "_vehicle"];
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if (isNull _object || {getPos _object select 2 < 1}) exitWith {};
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private _parachute = createVehicle ["B_Parachute_02_F", [0,0,0], [], 0, "CAN_COLLIDE"];
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private _objectAttachedTo = attachedTo _object;
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private _parachuteTypeVehicle = getText (configOf _vehicle >> "VehicleTransport" >> "Cargo" >> "parachuteClass");
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private _parachuteTypeObject = getText (configOf _object >> "VehicleTransport" >> "Carrier" >> "parachuteClassDefault");
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if (
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!(_objectAttachedTo isKindOf _parachuteTypeVehicle) &&
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!(_objectAttachedTo isKindOf _parachuteTypeObject)
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) then {
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private _velocity = velocity _object;
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// cannot use setPos on parachutes without them closing down
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_parachute attachTo [_object, [0,0,0]];
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detach _parachute;
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private _parachute = createVehicle ["B_Parachute_02_F", [0,0,0], [], 0, "CAN_COLLIDE"];
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private _velocity = velocity _object;
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// cannot use setPos on parachutes without them closing down
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_parachute attachTo [_object, [0,0,0]];
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detach _parachute;
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_object attachTo [_parachute, [0,0,1]];
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_object attachTo [_parachute, [0,0,1]];
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_parachute setVelocity _velocity;
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_parachute setVelocity _velocity;
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};
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if ((GVAR(disableParadropEffectsClasstypes) findIf {_object isKindOf _x}) == -1) then {
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private _light = "Chemlight_yellow" createVehicle [0,0,0];
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_light attachTo [_object, [0,0,0]];
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};
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}, [_object], 0.7] call CBA_fnc_waitAndExecute;
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}, [_object, _vehicle], 0.7] call CBA_fnc_waitAndExecute;
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// smoke effect when crate landed
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[{
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@ -8,7 +8,6 @@
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* 1: Empty position <ARRAY>
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* 2: Items loaded in cargo <ARRAY>
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* 3: Vehicle with the item loaded <OBJECT>
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* 4: Avoid creation of a parachute by A3 <BOOL>
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*
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* Return Value:
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* Object unloaded <OBJECT>
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@ -19,7 +18,7 @@
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* Public: No
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*/
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params ["_item", "_posAGL", "_loaded", "_vehicle", "_isParadrop"];
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params ["_item", "_posAGL", "_loaded", "_vehicle"];
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_loaded deleteAt (_loaded find _item);
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_vehicle setVariable [QGVAR(loaded), _loaded, true];
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@ -47,11 +46,7 @@ if (_object isEqualType objNull) then {
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};
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};
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} else {
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if (_isParadrop) then {
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detach _object; // Don't create a parachute by A3 engine
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} else {
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objNull setVehicleCargo _object;
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};
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objNull setVehicleCargo _object;
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_object setPosASL (AGLtoASL _posAGL);
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};
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} else {
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@ -40,7 +40,7 @@ if !(_item in _loaded) exitWith {
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false
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};
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private _object = [_item, _emptyPosAGL, _loaded, _vehicle, false] call FUNC(unload);
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private _object = [_item, _emptyPosAGL, _loaded, _vehicle] call FUNC(unload);
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// Invoke listenable event
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["ace_cargoUnloaded", [_object, _vehicle, "unload"]] call CBA_fnc_globalEvent;
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