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https://github.com/acemod/ACE3.git
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Deadman switch - trigger explosives in inventory
Also allow manual triggering of the deadman device
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parent
027de27e33
commit
deac4395c1
@ -51,22 +51,103 @@ _explosivesList = [];
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};
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};
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} forEach _result;
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// Add action to detonate all explosives tied to the detonator
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if (count _explosivesList > 0) then {
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_children pushBack [
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if (_detonator != "ACE_DeadManSwitch") then {
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// Add action to detonate all explosives tied to the detonator
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if (count _explosivesList > 0) then {
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_children pushBack [
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[
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"Explosive_All",
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localize LSTRING(DetonateAll),
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localize LSTRING(DetonateAll),
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getText(ConfigFile >> "CfgWeapons" >> _detonator >> "picture"),
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{(_this select 2) call FUNC(detonateExplosiveAll);},
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{true},
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{},
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[_unit,_range,_explosivesList]
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] call EFUNC(interact_menu,createAction),
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[],
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_unit
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] call EFUNC(interact_menu,createAction),
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[],
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_unit
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];
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};
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} else {
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//Add action to detonate all explosives (including the inventory explosive):
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_children pushBack [
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[
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"Explosive_All_Deadman",
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localize LSTRING(DetonateAll),
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getText(ConfigFile >> "CfgWeapons" >> _detonator >> "picture"),
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{[_player] call FUNC(onIncapacitated)},
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{true}
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] call EFUNC(interact_menu,createAction),
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[],
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_unit
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];
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//Adds actions for the explosives you can connect to the deadman switch.
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private _connectedInventoryExplosive = _unit getVariable [QGVAR(deadmanInvExplosive), ""];
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if ((_connectedInventoryExplosive != "") && {!(_connectedInventoryExplosive in (magazines _unit))}) then {
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TRACE_1("set, but missing in inventory",_connectedInventoryExplosive);
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_unit setVariable [QGVAR(deadmanInvExplosive), "", true];
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};
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_connectedInventoryExplosive = _unit getVariable [QGVAR(deadmanInvExplosive), ""];
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if (_connectedInventoryExplosive != "") then {
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//Add the disconect action
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private _magConfig = configFile >> "CfgMagazines" >> _connectedInventoryExplosive;
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private _name = if ((getText (_magConfig >> "displayNameShort")) != "") then {
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getText (_magConfig >> "displayNameShort")
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} else {
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getText(_magConfig >> "displayName")
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};
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private _picture = getText (_magConfig >> "picture");
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_children pushBack [
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([
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"Deadman_disconnect",
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format ["%1 %2", localize "str_disp_disconnect", _name],
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_picture,
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{
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params ["_player"];
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TRACE_1("clear",_player);
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_player setVariable [QGVAR(deadmanInvExplosive), "", true];
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},
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{true}
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] call EFUNC(interact_menu,createAction)), [], _unit];
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} else {
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//Add all magazines that would work with the deadman switch
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private _procressedMags = [];
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{
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private _mag = _x;
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if (!(_mag in _procressedMags)) then {
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_procressedMags pushBack _x;
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private _magConfig = configFile >> "CfgMagazines" >> _mag;
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private _supportedTriggers = getArray (_magConfig >> "ACE_Triggers" >> "SupportedTriggers");
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if (({_x == "DeadmanSwitch"} count _supportedTriggers) == 1) then { //case insensitive search
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private _name = if ((getText (_magConfig >> "displayNameShort")) != "") then {
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getText (_magConfig >> "displayNameShort")
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} else {
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getText(_magConfig >> "displayName")
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};
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private _picture = getText (_magConfig >> "picture");
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_children pushBack [
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([
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format ["Deadman_exp_%1", _mag],
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format [localize LSTRING(connectInventoryExplosiveToDeadman), _name],
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_picture,
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{
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params ["_player", "", "_mag"];
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TRACE_2("set new",_player,_mag);
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_player setVariable [QGVAR(deadmanInvExplosive), _mag, true];
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},
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{(_this select 2) in (magazines _player)},
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{},
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(_mag)
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] call EFUNC(interact_menu,createAction)), [], _unit];
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};
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};
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} forEach (magazines _unit);
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};
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};
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_children
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@ -25,3 +25,24 @@ _deadman = [_unit, "DeadManSwitch"] call FUNC(getPlacedExplosives);
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{
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[_unit, -1, _x, true] call FUNC(detonateExplosive);
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} forEach _deadman;
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//Handle deadman connected to explosive in inventory
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private _connectedInventoryExplosive = _unit getVariable [QGVAR(deadmanInvExplosive), ""];
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if (_connectedInventoryExplosive != "") then {
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if (!(_connectedInventoryExplosive in (magazines _unit))) exitWith {};
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//Remove mag and reset variable
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_unit removeMagazine _connectedInventoryExplosive;
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_unit setVariable [QGVAR(deadmanInvExplosive), "", true];
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private _ammo = getText (configFile >> "CfgMagazines" >> _connectedInventoryExplosive >> "ammo");
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TRACE_2("deadman inventory",_connectedInventoryExplosive,_ammo);
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private _magazineTrigger = configFile >> "CfgMagazines" >> _connectedInventoryExplosive >> "ACE_Triggers" >> "DeadmanSwitch";
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if (isText (_magazineTrigger >> "ammo")) then {
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_ammo = getText (_magazineTrigger >> "ammo");
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};
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private _explosive = createVehicle [_ammo, (getPos _unit), [], 0, "NONE"];
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_explosive setPosASL (getPosASL _unit);
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[_unit, -1, [_explosive, -1]] call FUNC(detonateExplosive); //Explode, ignoring range, with a random 0-1 second delay
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};
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@ -686,5 +686,17 @@
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<!-- <Russian>Малое СВУ (зарытое)</Russian> -->
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<!-- <Spanish>IED pequeño (Enterrado)</Spanish> -->
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</Key>
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<Key ID="STR_ACE_Explosives_connectInventoryExplosiveToDeadman">
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<English>Connect to %1</English>
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<Spanish>Conectar a %1</Spanish>
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<Russian>Подключиться к %1</Russian>
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<German>Verbinde zu %1</German>
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<Czech>Připojit k %1</Czech>
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<Polish>Podłącz do %1</Polish>
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<French>Connecter %1</French>
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<Hungarian>Csatlakozás %1</Hungarian>
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<Italian>Collega a %1</Italian>
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<Portuguese>Conectar à %1</Portuguese>
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</Key>
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</Package>
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</Project>
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