mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge branch 'master' into merge-basic-and-advanced
Conflicts: addons/medical/XEH_postInit.sqf addons/medical/functions/fnc_displayPatientInformation.sqf
This commit is contained in:
commit
e3f96b6594
@ -109,6 +109,7 @@ Riccardo Petricca <petriccarcc@gmail.com>
|
||||
Robert Boklahánics <bokirobi@gmail.com>
|
||||
ruPaladin <happyworm24@rambler.ru>
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||||
simon84 <badguy360th@gmail.com>
|
||||
Skengman2
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||||
Sniperwolf572 <tenga6@gmail.com>
|
||||
System98
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||||
SzwedzikPL <szwedzikpl@gmail.com>
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||||
|
@ -4,7 +4,7 @@
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||||
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||||
<p align="center">
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||||
<a href="https://github.com/acemod/ACE3/releases/latest">
|
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<img src="https://img.shields.io/badge/Version-3.5.1-blue.svg?style=flat-square" alt="ACE3 Version">
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||||
<img src="https://img.shields.io/badge/Version-3.6.0-blue.svg?style=flat-square" alt="ACE3 Version">
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||||
</a>
|
||||
<a href="https://github.com/acemod/ACE3/issues">
|
||||
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat-square&label=Issues" alt="ACE3 Issues">
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||||
|
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BIN
ace_fcs.dll
BIN
ace_fcs.dll
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BIN
ace_medical.dll
BIN
ace_medical.dll
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@ -2,6 +2,7 @@
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||||
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class CfgPatches {
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class ADDON {
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name = COMPONENT_NAME;
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units[] = {};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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||||
|
@ -3,10 +3,10 @@
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||||
*
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||||
* Displays a protractor in the top left corner of the screen
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||||
*
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||||
* Argument:
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||||
* Arguments:
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||||
* None
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||||
*
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||||
* Return value:
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||||
* Return Value:
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||||
* None
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||||
*
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||||
* Public: No
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||||
|
@ -1,4 +1,5 @@
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#define COMPONENT advanced_ballistics
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#define COMPONENT_BEAUTIFIED Advanced Ballistics
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#include "\z\ace\addons\main\script_mod.hpp"
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// #define DEBUG_MODE_FULL
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|
@ -68,7 +68,7 @@
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||||
<German>Für Scharfschützen aktiviert</German>
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||||
<Czech>Povoleno pro odstřelovače</Czech>
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||||
<Portuguese>Ativar para caçadores</Portuguese>
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||||
<French>Activer pour les snipers</French>
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<French>Activé pour les snipers</French>
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||||
<Hungarian>Mesterlövészeknek engedélyezve</Hungarian>
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||||
<Russian>Включена для снайперов</Russian>
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||||
<Italian>Abilita per Tiratori Scelti</Italian>
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||||
@ -92,7 +92,7 @@
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||||
<German>Für Gruppenmitglieder aktiviert</German>
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||||
<Czech>Povoleno pro členy skupiny</Czech>
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||||
<Portuguese>Ativada para membros do grupo</Portuguese>
|
||||
<French>Activer pour les membres du groupe</French>
|
||||
<French>Activé pour les membres groupés</French>
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||||
<Hungarian>Csoporttagoknak engedélyezve</Hungarian>
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||||
<Russian>Включена для группы</Russian>
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||||
<Italian>Abilita per Membri del Gruppo</Italian>
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||||
@ -116,7 +116,7 @@
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||||
<German>Für jeden aktiviert</German>
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||||
<Czech>Povoleno pro všechny</Czech>
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||||
<Portuguese>Ativada para todos</Portuguese>
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||||
<French>Activer pour tout le monde</French>
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||||
<French>Activé pour tout le monde</French>
|
||||
<Hungarian>Mindenkinek engedélyezve</Hungarian>
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||||
<Russian>Включена для всех</Russian>
|
||||
<Italian>Abilita per tutti</Italian>
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||||
@ -164,7 +164,7 @@
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||||
<German>Beim vollautomatischen Feuern deaktiviert</German>
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||||
<Czech>Zakázáno v automatickém režimu střelby</Czech>
|
||||
<Portuguese>Desabilitar no modo automático</Portuguese>
|
||||
<French>Désactiver en mode rafale libre</French>
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||||
<French>Désactiver en mode automatique</French>
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||||
<Hungarian>Automata módban letiltva</Hungarian>
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||||
<Russian>Выкл. для автомат. режима</Russian>
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||||
<Italian>Disabilita in modalità di fuoco automatico</Italian>
|
||||
@ -176,7 +176,7 @@
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||||
<German>Deaktiviert die erweiterte Ballistik beim vollautomatischen Feuern</German>
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||||
<Czech>Zákáže pokročilou balistiku během střelby v režimu automat</Czech>
|
||||
<Portuguese>Desabilitar a balística avançada durante fogo automático</Portuguese>
|
||||
<French>Désactive la balistique avancée pour les tirs en rafale libre</French>
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||||
<French>Désactive la balistique avancée pour les tirs en automatique</French>
|
||||
<Hungarian>Letiltja a fejlett ballisztikát automata tüzelés folyamán</Hungarian>
|
||||
<Russian>Выключает продвинутую баллистику при стрельбе в полностью автоматическом режиме</Russian>
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||||
<Italian>Disabilita Balistica Avanzata durante fuoco automatico</Italian>
|
||||
@ -188,7 +188,7 @@
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||||
<German>Simulation der Munitionstemperatur aktivieren</German>
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||||
<Czech>Povolit simulaci teploty munice</Czech>
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||||
<Portuguese>Ativar simulação de temperatura de munição</Portuguese>
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||||
<French>Activer la simulation de la température</French>
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||||
<French>Active la simulation de la température</French>
|
||||
<Hungarian>Lőszer-hő szimuláció engedélyezése</Hungarian>
|
||||
<Russian>Симуляция температуры для боеприпасов</Russian>
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||||
<Italian>Abilita simulazione della temperatura delle munizioni</Italian>
|
||||
@ -236,7 +236,7 @@
|
||||
<German>Geschossspureffekt aktivieren</German>
|
||||
<Czech>Povolit efekt trasírek</Czech>
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||||
<Portuguese>Ativa efeito traçante de projétil</Portuguese>
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||||
<French>Activer l'effet traçante</French>
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||||
<French>Activer l'effet balle traçante</French>
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||||
<Hungarian>Nyomkövető-effekt engedélyezése</Hungarian>
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||||
<Russian>Следы пуль</Russian>
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||||
<Italian>Abilita effetto di tracciatura dei proiettili</Italian>
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@ -307,11 +307,11 @@
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||||
<Polish>Moduł ten pozwala aktywować zaawansowaną balistykę biorącą przy obliczeniach trajektorii lotu pocisku pod uwagę takie rzeczy jak temperatura powietrza, ciśnienie atmosferyczne, wilgotność powietrza, siły Coriolisa i Eotvosa, grawitację a także broń z jakiej wykonywany jest strzał oraz rodzaj amunicji. Wszystko to sprowadza się na bardzo dokładne odwzorowanie balistyki.</Polish>
|
||||
<Czech>Tento modul umožňuje aktivovat pokročilou balistiku, která vypočítává trajektorii kulky a bere do úvahy věci jako je teplota vzduchu, atmosférický tlak, vlhkost vzduchu, gravitaci, typ munice a zbraň, ze které je náboj vystřelen. To vše přispívá k velmi přesné balistice.</Czech>
|
||||
<Portuguese>Este módulo permite que você ative cálculos de balística avançada, fazendo a trajetória do projétil levar em consideração coisas como temperatura do ar, pressão atmosférica, umidade, força de Coriolis, a gravidade, o modelo da arma no qual o disparo é realizado e o tipo de munição. Tudo isso acrescenta-se a um balística muito precisa.</Portuguese>
|
||||
<French>Ce module active la simulation de balistique avancée - ie les projectiles sont influencés par des varibles comme le vent, la température, la pression atmosphérique, l'humidité, la gravité, le type de munition et l'arme avec laquelle ils sont tirés.</French>
|
||||
<French>Ce module active la simulation de balistique avancée - les projectiles sont influencés par des variables comme le vent, la température, la pression atmosphérique, l'humidité, la gravité, le type de munition et l'arme avec laquelles ils sont tirés.</French>
|
||||
<Hungarian>Ez a modul engedélyezi a fejlett ballisztikai szimulációt - a lövedékek röppályáját befolyásolni fogja a levegő hőmérséklete, légnyomás, páratartalom, gravitáció, a lövedék fajtája, valamint a fegyver, amiből kilőtték a lövedéket.</Hungarian>
|
||||
<Russian>Этот модуль включает симуляцию продвинутой баллистики - при этом на траекторию полета снаряда влияют различные параметры, такие как температура воздуха, атмосферное давление, влажность, гравитация, тип боеприпаса и оружия, из которого произвели выстрел.</Russian>
|
||||
<Spanish>Este módulo permite la simulación balística avanzada - es decir, la trayectoria de los proyectiles está influenciada por variables como la temperatura del aire, la presión atmosférica, la humedad, la gravedad, el tipo de municiones y el arma desde el que fue disparada.</Spanish>
|
||||
<Italian>Questo modulo abilita la simulazione della Balistica Avanzata - cioè la traiettoria dei proiettili è influenzata da variabili come la temperatura dell'aria, pressione atmosferica, umidità, gravità, il tipo di munizione e l'arma da cui è sparata</Italian>
|
||||
</Key>
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||||
</Package>
|
||||
</Project>
|
||||
</Project>
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT ai
|
||||
#define COMPONENT_BEAUTIFIED AI
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
@ -14,4 +15,4 @@
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_AI
|
||||
#endif
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
@ -10,6 +11,9 @@ class CfgPatches {
|
||||
authors[] = {"KoffeinFlummi","Crusty","commy2","jaynus","Kimi"};
|
||||
url = ECSTRING(main,URL);
|
||||
VERSION_CONFIG;
|
||||
|
||||
// this prevents any patched class from requiring this addon
|
||||
addonRootClass = "A3_Characters_F";
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT aircraft
|
||||
#define COMPONENT_BEAUTIFIED Aircraft
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
@ -14,4 +15,4 @@
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_AIRCRAFT
|
||||
#endif
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
|
@ -7,7 +7,7 @@
|
||||
<Spanish>Ráfaga</Spanish>
|
||||
<Polish>Seria</Polish>
|
||||
<Czech>Dávka</Czech>
|
||||
<French>Contre mesures</French>
|
||||
<French>Rafale</French>
|
||||
<Russian>Очередь</Russian>
|
||||
<Hungarian>Sorozat</Hungarian>
|
||||
<Portuguese>Rajada</Portuguese>
|
||||
@ -50,4 +50,4 @@
|
||||
<Portuguese>Fechar porta de carga</Portuguese>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
</Project>
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT APL
|
||||
#define COMPONENT_BEAUTIFIED APL
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
@ -14,4 +15,4 @@
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_APL
|
||||
#endif
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {"ACE_Item_ATragMX"};
|
||||
weapons[] = {"ACE_ATragMX"};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT atragmx
|
||||
#define COMPONENT_BEAUTIFIED ATragMX
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
|
@ -18,7 +18,7 @@
|
||||
<Polish>Otwórz ATragMX</Polish>
|
||||
<Russian>Открыть ATragMX</Russian>
|
||||
<Spanish>Abrir ATragMX</Spanish>
|
||||
<French>Ouvrir ATragMX</French>
|
||||
<French>Ouvrir l'ATragMX</French>
|
||||
<German>ATragMX öffnen</German>
|
||||
<Italian>Apri ATragMX</Italian>
|
||||
<Hungarian>ATragMX elővétele</Hungarian>
|
||||
@ -42,7 +42,7 @@
|
||||
<Polish>Otwórz ATragMX</Polish>
|
||||
<Russian>Открыть ATragMX</Russian>
|
||||
<Spanish>Abrir ATragMX</Spanish>
|
||||
<French>Ouvrir ATragMX</French>
|
||||
<French>Ouvrir l'ATragMX</French>
|
||||
<German>ATragMX öffnen</German>
|
||||
<Italian>Apri ATragMX</Italian>
|
||||
<Hungarian>ATragMX elővétele</Hungarian>
|
||||
@ -50,4 +50,4 @@
|
||||
<Portuguese>Abrir ATragMX</Portuguese>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
</Project>
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {};
|
||||
weapons[] = {"ACE_IR_Strobe_Item"};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
|
@ -19,7 +19,7 @@
|
||||
params ["_attachToVehicle","_unit"],
|
||||
TRACE_2("params",_attachToVehicle,_unit);
|
||||
|
||||
private ["_attachedList", "_itemDisplayName", "_attachedObject", "_attachedIndex", "_itemName", "_minDistance"];
|
||||
private ["_attachedList", "_itemDisplayName", "_attachedObject", "_attachedIndex", "_itemName", "_minDistance", "_isChemlight"];
|
||||
|
||||
_attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
|
||||
|
||||
@ -44,13 +44,18 @@ _minDistance = 1000;
|
||||
// Check if unit has an attached item
|
||||
if (isNull _attachedObject || {_itemName == ""}) exitWith {ERROR("Could not find attached object")};
|
||||
|
||||
// Check if item is a chemlight
|
||||
_isChemlight = _attachedObject isKindOf "Chemlight_base";
|
||||
|
||||
// Exit if can't add the item
|
||||
if !(_unit canAdd _itemName) exitWith {
|
||||
if (!(_unit canAdd _itemName) && {!_isChemlight}) exitWith {
|
||||
[localize LSTRING(Inventory_Full)] call EFUNC(common,displayTextStructured);
|
||||
};
|
||||
|
||||
// Add item to inventory
|
||||
_unit addItem _itemName;
|
||||
// Add item to inventory (unless it's a chemlight)
|
||||
if (!_isChemlight) then {
|
||||
_unit addItem _itemName;
|
||||
};
|
||||
|
||||
if (toLower _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) then {
|
||||
// Hack for dealing with X_IR_Grenade effect not dissapearing on deleteVehicle
|
||||
@ -60,6 +65,7 @@ if (toLower _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) then
|
||||
[{deleteVehicle (_this select 0)}, [_attachedObject], 2] call CBA_fnc_waitAndExecute;
|
||||
} else {
|
||||
// Delete attached item
|
||||
detach _attachedObject;
|
||||
deleteVehicle _attachedObject;
|
||||
};
|
||||
|
||||
|
@ -3,11 +3,11 @@
|
||||
* Show the ammo counts for a static weapon.
|
||||
* Called from "insertChildren" on interact_menu
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Target <OBJECT>
|
||||
* 1: Player <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* ChildActiosn<ARRAY>
|
||||
*
|
||||
* Example:
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT attach
|
||||
#define COMPONENT_BEAUTIFIED Attach
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT backpacks
|
||||
#define COMPONENT_BEAUTIFIED Backpacks
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
@ -14,4 +15,4 @@
|
||||
#define DEBUG_SETTINGS DEBUG_ENABLED_BACKPACKS
|
||||
#endif
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {"ACE_TargetWall","ACE_Box_Ammo"};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT ballistics
|
||||
#define COMPONENT_BEAUTIFIED Ballistics
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
@ -14,4 +15,4 @@
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_BALLISTICS
|
||||
#endif
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
|
@ -55,3 +55,11 @@ class Extended_Respawn_EventHandlers {
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class Extended_Local_EventHandlers {
|
||||
class CAManBase {
|
||||
class ADDON {
|
||||
local = QUOTE(call FUNC(handleLocal));
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -14,8 +14,11 @@ PREP(doLoadCaptive);
|
||||
PREP(doRemoveHandcuffs);
|
||||
PREP(doUnloadCaptive);
|
||||
PREP(findEmptyNonFFVCargoSeat);
|
||||
PREP(handleAnimChangedHandcuffed);
|
||||
PREP(handleAnimChangedSurrendered);
|
||||
PREP(handleGetIn);
|
||||
PREP(handleGetOut);
|
||||
PREP(handleLocal);
|
||||
PREP(handleOnUnconscious);
|
||||
PREP(handlePlayerChanged);
|
||||
PREP(handleRespawn);
|
||||
|
@ -24,15 +24,15 @@ if (isServer) then {
|
||||
}];
|
||||
};
|
||||
|
||||
["ace_playerChanged", {_this call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
|
||||
[QGVAR(moveInCaptive), {_this call FUNC(vehicleCaptiveMoveIn)}] call CBA_fnc_addEventHandler;
|
||||
[QGVAR(moveOutCaptive), {_this call FUNC(vehicleCaptiveMoveOut)}] call CBA_fnc_addEventHandler;
|
||||
["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler;
|
||||
[QGVAR(moveInCaptive), FUNC(vehicleCaptiveMoveIn)] call CBA_fnc_addEventHandler;
|
||||
[QGVAR(moveOutCaptive), FUNC(vehicleCaptiveMoveOut)] call CBA_fnc_addEventHandler;
|
||||
|
||||
[QGVAR(setHandcuffed), {_this call FUNC(setHandcuffed)}] call CBA_fnc_addEventHandler;
|
||||
[QGVAR(setSurrendered), {_this call FUNC(setSurrendered)}] call CBA_fnc_addEventHandler;
|
||||
[QGVAR(setHandcuffed), FUNC(setHandcuffed)] call CBA_fnc_addEventHandler;
|
||||
[QGVAR(setSurrendered), FUNC(setSurrendered)] call CBA_fnc_addEventHandler;
|
||||
|
||||
//Medical Integration Events
|
||||
["ace_unconscious", {_this call ACE_Captives_fnc_handleOnUnconscious}] call CBA_fnc_addEventHandler;
|
||||
["ace_unconscious", FUNC(handleOnUnconscious)] call CBA_fnc_addEventHandler;
|
||||
|
||||
if (!hasInterface) exitWith {};
|
||||
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {QGVAR(ModuleSettings), QGVAR(ModuleSurrender), QGVAR(ModuleHandcuffed)};
|
||||
weapons[] = {"ACE_CableTie"};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
|
@ -0,0 +1,37 @@
|
||||
/*
|
||||
* Author: Nic547, commy2
|
||||
* Restart the handcuffing animation if it got interrupted. Called from a AnimChanged EH.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The Unit <OBJECT>
|
||||
* 1: New animation <STRING>
|
||||
*
|
||||
* ReturnValue:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_unit", "_newAnimation"];
|
||||
TRACE_2("AnimChanged",_unit,_newAnimation);
|
||||
if (_unit == (vehicle _unit)) then {
|
||||
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
|
||||
TRACE_1("Handcuff animation interrupted",_newAnimation);
|
||||
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
|
||||
};
|
||||
} else {
|
||||
_turretPath = [];
|
||||
{
|
||||
_x params ["_xUnit", "", "", "_xTurretPath"];
|
||||
if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
|
||||
} forEach (fullCrew (vehicle _unit));
|
||||
TRACE_1("turret Path",_turretPath);
|
||||
if (_turretPath isEqualTo []) exitWith {};
|
||||
|
||||
TRACE_1("Handcuff (FFV) animation interrupted",_newAnimation);
|
||||
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
|
||||
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
|
||||
};
|
@ -0,0 +1,24 @@
|
||||
/*
|
||||
* Author: Nic547, commy2
|
||||
* Restart the surrendering animation if it got interrupted. Called from a AnimChanged EH.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The Unit <OBJECT>
|
||||
* 1: New animation <STRING>
|
||||
*
|
||||
* ReturnValue:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_unit", "_newAnimation"];
|
||||
|
||||
TRACE_2("AnimChanged",_unit,_newAnimation);
|
||||
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
|
||||
TRACE_1("Surrender animation interrupted",_newAnimation);
|
||||
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
|
||||
};
|
63
addons/captives/functions/fnc_handleLocal.sqf
Normal file
63
addons/captives/functions/fnc_handleLocal.sqf
Normal file
@ -0,0 +1,63 @@
|
||||
/*
|
||||
* Author: esteldunedain
|
||||
* Called when a unit switched locality
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The Unit <OBJECT>
|
||||
* 1: Is local <BOOL>
|
||||
*
|
||||
* ReturnValue:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_unit", "_local"];
|
||||
|
||||
// Make sure that if the unit is captive or surrendered it has a AnimChanged EH running ONLY on the machine that owns it
|
||||
if (_local) then {
|
||||
|
||||
// If the unit is handcuffed
|
||||
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
|
||||
// If the unit already has an AnimChanged EH here then there's nothing to do either
|
||||
if (_unit getVariable [QGVAR(handcuffAnimEHID), -1] != -1) exitWith {};
|
||||
|
||||
// Otherwise, restart the AnimChanged EH in the new machine
|
||||
private _animChangedEHID = _unit addEventHandler ["AnimChanged", DFUNC(handleAnimChangedHandcuffed)];
|
||||
TRACE_2("Adding animChangedEH",_unit,_animChangedEHID);
|
||||
_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
|
||||
};
|
||||
|
||||
// If the unit is surrendering
|
||||
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
|
||||
// If the unit already has an AnimChanged EH here then there's nothing to do either
|
||||
if (_unit getVariable [QGVAR(surrenderAnimEHID), -1] != -1) exitWith {};
|
||||
|
||||
// Otherwise, restart the AnimChanged EH in the new machine
|
||||
private _animChangedEHID = _unit addEventHandler ["AnimChanged", DFUNC(handleAnimChangedSurrendered)];
|
||||
TRACE_2("Adding animChangedEH",_unit,_animChangedEHID);
|
||||
_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
|
||||
};
|
||||
|
||||
} else {
|
||||
|
||||
private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
|
||||
if (_animChangedEHID != -1) then {
|
||||
// If the unit had a AnimChanged EH for handcuffing in the old machine then remove it
|
||||
TRACE_1("Removing animChanged EH",_animChangedEHID);
|
||||
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
|
||||
_unit setVariable [QGVAR(handcuffAnimEHID), -1];
|
||||
};
|
||||
|
||||
_animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
|
||||
if (_animChangedEHID != -1) then {
|
||||
// If the unit had a AnimChanged EH for handcuffing in the old machine then remove it
|
||||
TRACE_1("Removing animChanged EH",_animChangedEHID);
|
||||
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
|
||||
_unit setVariable [QGVAR(surrenderAnimEHID), -1];
|
||||
};
|
||||
|
||||
};
|
@ -73,28 +73,7 @@ if (_state) then {
|
||||
TRACE_1("removing animChanged EH",_animChangedEHID);
|
||||
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
|
||||
};
|
||||
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
|
||||
params ["_unit", "_newAnimation"];
|
||||
TRACE_2("AnimChanged",_unit,_newAnimation);
|
||||
if (_unit == (vehicle _unit)) then {
|
||||
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
|
||||
TRACE_1("Handcuff animation interrupted",_newAnimation);
|
||||
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
|
||||
};
|
||||
} else {
|
||||
_turretPath = [];
|
||||
{
|
||||
_x params ["_xUnit", "", "", "_xTurretPath"];
|
||||
if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
|
||||
} forEach (fullCrew (vehicle _unit));
|
||||
TRACE_1("turret Path",_turretPath);
|
||||
if (_turretPath isEqualTo []) exitWith {};
|
||||
|
||||
TRACE_1("Handcuff (FFV) animation interrupted",_newAnimation);
|
||||
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
|
||||
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
|
||||
};
|
||||
}];
|
||||
_animChangedEHID = _unit addEventHandler ["AnimChanged", DFUNC(handleAnimChangedHandcuffed)];
|
||||
TRACE_2("Adding animChangedEH",_unit,_animChangedEHID);
|
||||
_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
|
||||
|
||||
|
@ -64,13 +64,7 @@ if (_state) then {
|
||||
TRACE_1("removing animChanged EH",_animChangedEHID);
|
||||
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
|
||||
};
|
||||
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
|
||||
params ["_unit", "_newAnimation"];
|
||||
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
|
||||
TRACE_1("Surrender animation interrupted",_newAnimation);
|
||||
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
|
||||
};
|
||||
}];
|
||||
_animChangedEHID = _unit addEventHandler ["AnimChanged", DFUNC(handleAnimChangedSurrendered)];
|
||||
_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
|
||||
};
|
||||
}, [_unit], 0.01] call CBA_fnc_waitAndExecute;
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT captives
|
||||
#define COMPONENT_BEAUTIFIED Captives
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
@ -14,4 +15,4 @@
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_CAPTIVES
|
||||
#endif
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
|
@ -5,7 +5,7 @@
|
||||
<English>Take Prisoner</English>
|
||||
<German>Gefangen nehmen</German>
|
||||
<Spanish>Tomar prisionero</Spanish>
|
||||
<French>Prendre prisonnier</French>
|
||||
<French>Prendre le prisonnier</French>
|
||||
<Polish>Aresztuj</Polish>
|
||||
<Czech>Zajmout osobu</Czech>
|
||||
<Italian>Arresta il prigioniero</Italian>
|
||||
@ -190,7 +190,7 @@
|
||||
<Czech>Spoutat jednotku</Czech>
|
||||
<Italian>Metti manette all'unità</Italian>
|
||||
<Spanish>Hacer que la unidad esté esposada</Spanish>
|
||||
<French>Rend une unité captive</French>
|
||||
<French>Rendre une unité captive</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_ModuleHandcuffed_Description">
|
||||
<English>Sync a unit to make them handcuffed.</English>
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
["ace_addCargoByClass", {_this call FUNC(addCargoItem)}] call CBA_fnc_addEventHandler;
|
||||
["ace_addCargo", {_this call FUNC(addCargoItem)}] call CBA_fnc_addEventHandler;
|
||||
|
||||
["ace_loadCargo", {
|
||||
params ["_item", "_vehicle"];
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
@ -22,8 +23,8 @@ class ACE_newEvents {
|
||||
LoadCargo = "ace_loadCargo";
|
||||
cargoUnloaded = "ace_cargoUnloaded";
|
||||
cargoLoaded = "ace_cargoLoaded";
|
||||
AddCargoByClass = "ace_addCargoByClass";
|
||||
AddCargoByClass = "ace_addCargo";
|
||||
ServerUnloadCargo = QGVAR(serverUnload);
|
||||
UnloadCargo = "ace_unloadCargo";
|
||||
cargoAddedByClass = "ace_cargoAddedByClass";
|
||||
cargoAddedByClass = "ace_cargoAdded";
|
||||
};
|
||||
|
@ -26,4 +26,4 @@ for "_i" from 1 to _amount do {
|
||||
};
|
||||
|
||||
// Invoke listenable event
|
||||
["ace_cargoAddedByClass", [_itemClass, _vehicle, _amount]] call CBA_fnc_globalEvent;
|
||||
["ace_cargoAdded", [_itemClass, _vehicle, _amount]] call CBA_fnc_globalEvent;
|
||||
|
@ -6,7 +6,7 @@
|
||||
* 0: Player <OBJECT>
|
||||
* 1: Object to load <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* Can load <BOOL>
|
||||
*
|
||||
* Example:
|
||||
|
@ -6,7 +6,7 @@
|
||||
* 0: Item <OBJECT or STRING>
|
||||
* 1: Holder Object (Vehicle) <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* Can load in <BOOL>
|
||||
*
|
||||
* Example:
|
||||
|
@ -7,7 +7,7 @@
|
||||
* 1: Object <OBJECT>
|
||||
* 2: Unloader (player) <OPTIONAL><OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* Can be unloaded <BOOL>
|
||||
*
|
||||
* Example:
|
||||
|
@ -5,7 +5,7 @@
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* Vehicle in Distance <OBJECT>
|
||||
*
|
||||
* Example:
|
||||
|
@ -5,7 +5,7 @@
|
||||
* Arguments:
|
||||
* 0: Object <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* Cargo space left <NUMBER>
|
||||
*
|
||||
* Example:
|
||||
|
@ -5,7 +5,7 @@
|
||||
* Arguments:
|
||||
* 0: Item <OBJECT or STRING>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* Cargo size <NUMBER> (default: -1)
|
||||
*
|
||||
* Example:
|
||||
|
@ -5,7 +5,7 @@
|
||||
* Arguments:
|
||||
* 0: Object <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
|
@ -5,7 +5,7 @@
|
||||
* Arguments:
|
||||
* 0: Object <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
|
@ -29,7 +29,7 @@ if (isServer) then {
|
||||
_cargoClassname = getText (_x >> "type");
|
||||
_cargoCount = getNumber (_x >> "amount");
|
||||
TRACE_3("adding ACE_Cargo", (configName _x), _cargoClassname, _cargoCount);
|
||||
["ace_addCargoByClass", [_cargoClassname, _vehicle, _cargoCount]] call CBA_fnc_localEvent;
|
||||
["ace_addCargo", [_cargoClassname, _vehicle, _cargoCount]] call CBA_fnc_localEvent;
|
||||
};
|
||||
} count ("true" configClasses (configFile >> "CfgVehicles" >> _type >> "ACE_Cargo" >> "Cargo"));
|
||||
};
|
||||
|
@ -7,7 +7,7 @@
|
||||
* 0: Item <OBJECT or STRING>
|
||||
* 1: Vehicle <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* Object loaded <BOOL>
|
||||
*
|
||||
* Example:
|
||||
|
@ -7,7 +7,7 @@
|
||||
* 1: Set as loadable (default: true) <BOOL><SCALAR>
|
||||
* 2: Size. (default: 1) <NUMBER>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
|
@ -5,7 +5,7 @@
|
||||
* Arguments:
|
||||
* 0: Display <DISPLAY>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
|
@ -6,7 +6,7 @@
|
||||
* 0: Player <OBJECT>
|
||||
* 1: Object <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* Load ProgressBar Started <BOOL>
|
||||
*
|
||||
* Example:
|
||||
|
@ -5,7 +5,7 @@
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
|
@ -6,7 +6,7 @@
|
||||
* 0: Item <OBJECT or STRING>
|
||||
* 1: Vehicle <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* Object unloaded <BOOL>
|
||||
*
|
||||
* Example:
|
||||
|
@ -5,7 +5,7 @@
|
||||
* Arguments:
|
||||
* 0: Object <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT cargo
|
||||
#define COMPONENT_BEAUTIFIED Cargo
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
|
@ -65,7 +65,7 @@
|
||||
<Czech>Povolit náklad</Czech>
|
||||
<Spanish>Habilitar carga</Spanish>
|
||||
<Italian>Abilita Cargo</Italian>
|
||||
<French>Activer la cargaison</French>
|
||||
<French>Activer la mise en cargaison</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Cargo_ModuleSettings_enable_Description">
|
||||
<English>Enable the load in cargo module</English>
|
||||
@ -76,7 +76,7 @@
|
||||
<Spanish>Habilitar la carga en el módulo de carga</Spanish>
|
||||
<Czech>Umožňuje naložit předměty do nákladového prostoru vozidla</Czech>
|
||||
<Italian>Abilita il modulo di caricamento in cargo</Italian>
|
||||
<French>Activer le chargement dans le module de cargaison.</French>
|
||||
<French>Active le chargement de cargaison dans un vehicule</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Cargo_SettingsModule_DisplayName">
|
||||
<English>Cargo Settings</English>
|
||||
@ -87,7 +87,7 @@
|
||||
<Czech>Nastavení nákladu</Czech>
|
||||
<Spanish>Ajustes de carga</Spanish>
|
||||
<Italian>Impostazioni Cargo</Italian>
|
||||
<French>Réglages de cargaison</French>
|
||||
<French>Paramètres de cargaison</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Cargo_SettingsModule_Description">
|
||||
<English>Configure the cargo module settings</English>
|
||||
@ -98,7 +98,7 @@
|
||||
<Spanish>Configure los ajustes del módulo de carga</Spanish>
|
||||
<Czech>Konfigurace nákladního modulu</Czech>
|
||||
<Italian>Configura le impostazioni del modulo cargo</Italian>
|
||||
<French>Configurer les réglages du module de cargaison</French>
|
||||
<French>Configure les paramètres du module de cargaison</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Cargo_LoadedItem">
|
||||
<English>%1<br/>loaded into<br/>%2</English>
|
||||
|
@ -284,7 +284,7 @@ enableCamShake true;
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
// Set the name for the current player
|
||||
["ace_playerChanged", {
|
||||
["unit", {
|
||||
params ["_newPlayer","_oldPlayer"];
|
||||
|
||||
if (alive _newPlayer) then {
|
||||
@ -294,124 +294,60 @@ enableCamShake true;
|
||||
if (alive _oldPlayer) then {
|
||||
[_oldPlayer] call FUNC(setName);
|
||||
};
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
}] call CBA_fnc_addPlayerEventHandler;
|
||||
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// Set up numerous eventhanders for player controlled units
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
// default variables
|
||||
GVAR(OldPlayerVehicle) = vehicle objNull;
|
||||
GVAR(OldPlayerTurret) = [objNull] call FUNC(getTurretIndex);
|
||||
GVAR(OldPlayerWeapon) = currentWeapon objNull;
|
||||
GVAR(OldPlayerInventory) = [];
|
||||
GVAR(OldPlayerInventoryNoAmmo) = [];
|
||||
GVAR(OldPlayerVisionMode) = currentVisionMode objNull;
|
||||
GVAR(OldCameraView) = "";
|
||||
GVAR(OldVisibleMap) = false;
|
||||
GVAR(OldInventoryDisplayIsOpen) = nil; //@todo check this
|
||||
// "playerChanged" event
|
||||
["unit", {
|
||||
ACE_player = (_this select 0);
|
||||
["ace_playerChanged", _this] call CBA_fnc_localEvent;
|
||||
}] call CBA_fnc_addPlayerEventHandler;
|
||||
|
||||
// "playerVehicleChanged" event
|
||||
["vehicle", {
|
||||
["ace_playerVehicleChanged", _this] call CBA_fnc_localEvent;
|
||||
}] call CBA_fnc_addPlayerEventHandler;
|
||||
|
||||
// "playerTurretChanged" event
|
||||
["turret", {
|
||||
["ace_playerTurretChanged", _this] call CBA_fnc_localEvent;
|
||||
}] call CBA_fnc_addPlayerEventHandler;
|
||||
|
||||
// "playerWeaponChanged" event
|
||||
["weapon", {
|
||||
["ace_playerWeaponChanged", _this] call CBA_fnc_localEvent;
|
||||
}] call CBA_fnc_addPlayerEventHandler;
|
||||
|
||||
// "playerInventoryChanged" event
|
||||
["loadout", {
|
||||
["ace_playerInventoryChanged", [ACE_player, [ACE_player, false] call FUNC(getAllGear)]] call CBA_fnc_localEvent;
|
||||
}] call CBA_fnc_addPlayerEventHandler;
|
||||
|
||||
// "playerVisionModeChanged" event
|
||||
["visionMode", {
|
||||
["ace_playerVisionModeChanged", _this] call CBA_fnc_localEvent;
|
||||
}] call CBA_fnc_addPlayerEventHandler;
|
||||
|
||||
// "cameraViewChanged" event
|
||||
["cameraView", {
|
||||
["ace_cameraViewChanged", _this] call CBA_fnc_localEvent;
|
||||
}] call CBA_fnc_addPlayerEventHandler;
|
||||
|
||||
["visibleMap", {
|
||||
["ace_visibleMapChanged", _this] call CBA_fnc_localEvent;
|
||||
}] call CBA_fnc_addPlayerEventHandler;
|
||||
|
||||
GVAR(OldIsCamera) = false;
|
||||
|
||||
// PFH to raise varios events
|
||||
[{
|
||||
BEGIN_COUNTER(stateChecker);
|
||||
|
||||
// "playerChanged" event
|
||||
private _data = call FUNC(player);
|
||||
if !(_data isEqualTo ACE_player) then {
|
||||
private _oldPlayer = ACE_player;
|
||||
|
||||
ACE_player = _data;
|
||||
uiNamespace setVariable ["ACE_player", _data];
|
||||
|
||||
// Raise ACE event locally
|
||||
["ace_playerChanged", [ACE_player, _oldPlayer]] call CBA_fnc_localEvent;
|
||||
};
|
||||
|
||||
// "playerVehicleChanged" event
|
||||
_data = vehicle ACE_player;
|
||||
if !(_data isEqualTo GVAR(OldPlayerVehicle)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldPlayerVehicle) = _data;
|
||||
["ace_playerVehicleChanged", [ACE_player, _data]] call CBA_fnc_localEvent;
|
||||
};
|
||||
|
||||
// "playerTurretChanged" event
|
||||
_data = [ACE_player] call FUNC(getTurretIndex);
|
||||
if !(_data isEqualTo GVAR(OldPlayerTurret)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldPlayerTurret) = _data;
|
||||
["ace_playerTurretChanged", [ACE_player, _data]] call CBA_fnc_localEvent;
|
||||
};
|
||||
|
||||
// "playerWeaponChanged" event
|
||||
_data = currentWeapon ACE_player;
|
||||
if (_data != GVAR(OldPlayerWeapon)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldPlayerWeapon) = _data;
|
||||
["ace_playerWeaponChanged", [ACE_player, _data]] call CBA_fnc_localEvent;
|
||||
};
|
||||
|
||||
// "playerInventoryChanged" event
|
||||
_data = getUnitLoadout ACE_player;
|
||||
if !(_data isEqualTo GVAR(OldPlayerInventory)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldPlayerInventory) = _data;
|
||||
|
||||
// we don't want to trigger this just because your ammo counter decreased.
|
||||
_data = + GVAR(OldPlayerInventory);
|
||||
|
||||
private _weaponInfo = _data param [0, []];
|
||||
if !(_weaponInfo isEqualTo []) then {
|
||||
_weaponInfo set [4, primaryWeaponMagazine ACE_player];
|
||||
_weaponInfo deleteAt 5;
|
||||
};
|
||||
|
||||
_weaponInfo = _data param [1, []];
|
||||
if !(_weaponInfo isEqualTo []) then {
|
||||
_weaponInfo set [4, secondaryWeaponMagazine ACE_player];
|
||||
_weaponInfo deleteAt 5;
|
||||
};
|
||||
|
||||
_weaponInfo = _data param [2, []];
|
||||
if !(_weaponInfo isEqualTo []) then {
|
||||
_weaponInfo set [4, handgunMagazine ACE_player];
|
||||
_weaponInfo deleteAt 5;
|
||||
};
|
||||
|
||||
if !(_data isEqualTo GVAR(OldPlayerInventoryNoAmmo)) then {
|
||||
GVAR(OldPlayerInventoryNoAmmo) = _data;
|
||||
["ace_playerInventoryChanged", [ACE_player, [ACE_player, false] call FUNC(getAllGear)]] call CBA_fnc_localEvent;
|
||||
};
|
||||
};
|
||||
|
||||
// "playerVisionModeChanged" event
|
||||
_data = currentVisionMode ACE_player;
|
||||
if !(_data isEqualTo GVAR(OldPlayerVisionMode)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldPlayerVisionMode) = _data;
|
||||
["ace_playerVisionModeChanged", [ACE_player, _data]] call CBA_fnc_localEvent;
|
||||
};
|
||||
|
||||
// "cameraViewChanged" event
|
||||
_data = cameraView;
|
||||
if !(_data isEqualTo GVAR(OldCameraView)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldCameraView) = _data;
|
||||
["ace_cameraViewChanged", [ACE_player, _data]] call CBA_fnc_localEvent;
|
||||
};
|
||||
|
||||
// "visibleMapChanged" event
|
||||
_data = visibleMap;
|
||||
if (!_data isEqualTo GVAR(OldVisibleMap)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldVisibleMap) = _data;
|
||||
["ace_visibleMapChanged", [ACE_player, _data]] call CBA_fnc_localEvent;
|
||||
};
|
||||
|
||||
// "activeCameraChanged" event
|
||||
_data = call FUNC(isfeatureCameraActive);
|
||||
private _data = call FUNC(isfeatureCameraActive);
|
||||
if !(_data isEqualTo GVAR(OldIsCamera)) then {
|
||||
// Raise ACE event locally
|
||||
GVAR(OldIsCamera) = _data;
|
||||
@ -419,7 +355,7 @@ GVAR(OldIsCamera) = false;
|
||||
};
|
||||
|
||||
END_COUNTER(stateChecker);
|
||||
}, 0, []] call CBA_fnc_addPerFrameHandler;
|
||||
}, 0.5, []] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {"ACE_Box_Misc", "ACE_bananaItem"};
|
||||
weapons[] = {"ACE_ItemCore","ACE_FakePrimaryWeapon", "ACE_Banana"};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
|
@ -28,7 +28,7 @@ GVAR(AssignedItemsShownItems) = [
|
||||
ACE_isGPSEnabled
|
||||
];
|
||||
|
||||
["ace_playerInventoryChanged", {
|
||||
["loadout", {
|
||||
params ["_unit"];
|
||||
|
||||
private _assignedItems = getUnitLoadout _unit param [9, ["","","","","",""]]; // ["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGoggles"]
|
||||
@ -48,4 +48,4 @@ GVAR(AssignedItemsShownItems) = [
|
||||
showWatch _showWatch;
|
||||
showRadio _showRadio;
|
||||
showGPS (_showGPS || {cameraOn == getConnectedUAV _unit}); //If player is activly controling a UAV, showGPS controls showing the map (m key)
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
}] call CBA_fnc_addPlayerEventHandler;
|
||||
|
@ -5,7 +5,7 @@
|
||||
* Arguments:
|
||||
* 0: Code <CODE, STRING>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* Code <STRING>
|
||||
*
|
||||
* Public: Yes
|
||||
|
@ -5,7 +5,7 @@
|
||||
* Arguments:
|
||||
* 0: Unit that has a backpack <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* Ground wepaon holder with backpack <OBJECT>
|
||||
*
|
||||
* Public: Yes
|
||||
|
@ -2,7 +2,7 @@
|
||||
* Author: esteldunedain
|
||||
* Unfied handling of weapon fire
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: unit - Object the event handler is assigned to <OBJECT>
|
||||
* 1: weapon - Fired weapon <STRING>
|
||||
* 2: muzzle - Muzzle that was used <STRING>
|
||||
@ -11,7 +11,7 @@
|
||||
* 5: magazine - magazine name which was used <STRING>
|
||||
* 6: projectile - Object of the projectile that was shot <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
|
@ -3,7 +3,7 @@
|
||||
*
|
||||
* Fixes position of an object. E.g. moves object above ground and adjusts to terrain slope. Requires local object.
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* Object <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
|
@ -4,7 +4,7 @@
|
||||
* Also gets longitude, latitude and altitude offset for the map.
|
||||
* Writes return values to GVAR(MGRS_data) if run on the current map.
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Map name (default: worldName) <STRING>
|
||||
*
|
||||
* Return Value:
|
||||
|
@ -2,7 +2,7 @@
|
||||
* Author: VKing, bux
|
||||
* Gets the current latitude and altitude offset for the map.
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Map name (default: worldName) <STRING>
|
||||
*
|
||||
* Return Value:
|
||||
@ -23,6 +23,7 @@ if (_map in ["altis"]) exitWith { [40, 0] };
|
||||
if (_map in ["stratis"]) exitWith { [40, 0] };
|
||||
|
||||
if (_map in ["abbottabad"]) exitWith { [34, 1256] }; //Abbottabad elevation 1256m (Wikipedia)
|
||||
if (_map in ["abel"]) exitWith { [39, 0] }; //CWR2 Malden
|
||||
if (_map in ["abramia"]) exitWith { [60, 0] };
|
||||
if (_map in ["af_kandahar_province"]) exitWith { [42, 0] };
|
||||
if (_map in ["angel"]) exitWith { [38, 0] };
|
||||
@ -31,14 +32,18 @@ if (_map in ["australia"]) exitWith { [-25, 0] };
|
||||
if (_map in ["bootcamp_acr"]) exitWith { [50, 0] };
|
||||
if (_map in ["bornholm"]) exitWith { [55, 0] };
|
||||
if (_map in ["bozcaada"]) exitWith { [40, 0] };
|
||||
if (_map in ["cain"]) exitWith { [40, 0] }; //CWR2 Kolgujev
|
||||
if (_map in ["caribou"]) exitWith { [68, 0] };
|
||||
if (_map in ["cartercity"]) exitWith { [43, 130] }; //Pecher, based on Grozny (1995 - 1996) elevation 130m (Wikipedia)
|
||||
if (_map in ["catalina"]) exitWith { [33, 0] };
|
||||
if (_map in ["chernarus", "chernarus_summer", "chernarus_winter"]) exitWith { [50, 0] };
|
||||
if (_map in ["chernobylzone", "chernobylzonea2"]) exitWith { [51, 0] };
|
||||
if (_map in ["clafghan"]) exitWith { [34, 640] };
|
||||
if (_map in ["dakrong"]) exitWith { [17, 0] }; //Unsung Mod
|
||||
if (_map in ["dakrong"]) exitWith { [16, 0] }; //Unsung Mod
|
||||
if (_map in ["desert_e"]) exitWith { [40, 800] };
|
||||
if (_map in ["desert_island"]) exitWith { [40, 0] }; //CWR2 Desert Island
|
||||
if (_map in ["dya"]) exitWith { [34, 110] }; //Diyala Iraq - default elevationOffset
|
||||
if (_map in ["eden"]) exitWith { [45, 0] }; //CWR2 Everon
|
||||
if (_map in ["esseker"]) exitWith { [43, 2000] };
|
||||
if (_map in ["evergreen"]) exitWith { [41, 0] }; //Burgazada, Turkey - default elevationOffset
|
||||
if (_map in ["fallujah"]) exitWith { [33, 0] };
|
||||
@ -53,16 +58,19 @@ if (_map in ["jacobi"]) exitWith { [34, 2000] }; //default elevationOffset
|
||||
if (_map in ["kapaulio"]) exitWith { [0, 0] };
|
||||
if (_map in ["kerama"]) exitWith { [26, 0] }; //Kerama Islands, Japan - default elevationOffset
|
||||
if (_map in ["kholm"]) exitWith { [36, 0] };
|
||||
if (_map in ["kidal"]) exitWith { [18, 0] }; //Kidal, Mali - default elevationOffset
|
||||
if (_map in ["koplic"]) exitWith { [42, 0] };
|
||||
if (_map in ["kunduz"]) exitWith { [37, 0] };
|
||||
if (_map in ["lingor", "lingor3"]) exitWith { [-4, 0] };
|
||||
if (_map in ["lost", "lostw"]) exitWith { [60, 0] };
|
||||
if (_map in ["mcn_aliabad"]) exitWith { [36, 0] };
|
||||
if (_map in ["malvinas"]) exitWith { [-52, 0] };
|
||||
if (_map in ["namalsk"]) exitWith { [65, 0] };
|
||||
if (_map in ["mcn_aliabad"]) exitWith { [36, 0] };
|
||||
if (_map in ["mef_alaska"]) exitWith { [60, 5] };
|
||||
if (_map in ["mountains_acr"]) exitWith { [35, 2000] };
|
||||
if (_map in ["namalsk"]) exitWith { [65, 0] };
|
||||
if (_map in ["napf", "napfwinter"]) exitWith { [47, 0] };
|
||||
if (_map in ["newyork_lumnuon"]) exitWith { [41, 5] }; //Governer´s Island, New York - default elevationOffset
|
||||
if (_map in ["noe"]) exitWith { [45, 0] }; //CWR2 Nogova
|
||||
if (_map in ["panthera3"]) exitWith { [46, 0] };
|
||||
if (_map in ["pianosa_aut"]) exitWith { [43, 0] }; //Pianosa, Italy - default elevationOffset
|
||||
if (_map in ["pja305"]) exitWith { [0, 0] }; //G.O.S N'Ziwasogo
|
||||
@ -75,12 +83,13 @@ if (_map in ["porquerolles"]) exitWith { [43, 0] };
|
||||
if (_map in ["porto"]) exitWith { [40, 0] };
|
||||
if (_map in ["provinggrounds_pmc"]) exitWith { [35, 100] };
|
||||
if (_map in ["reshmaan"]) exitWith { [35, 2000] };
|
||||
if (_map in ["rungsat"]) exitWith { [10, 0] }; //Unsung Mod
|
||||
if (_map in ["sara", "sara_dbe1"]) exitWith { [40, 0] };
|
||||
if (_map in ["saralite"]) exitWith { [40, 0] };
|
||||
if (_map in ["sb3"]) exitWith { [53, 25] }; //TrpUebPl Einfelde Nord (Munster North Training Area, Germany) - default elevationOffset
|
||||
if (_map in ["shapur_baf"]) exitWith { [35, 100] };
|
||||
if (_map in ["sfp_sturko"]) exitWith { [56, 0] };
|
||||
if (_map in ["sfp_wamako"]) exitWith { [14, 0] };
|
||||
if (_map in ["shapur_baf"]) exitWith { [35, 100] };
|
||||
if (_map in ["sugarlake"]) exitWith { [29, 0] };
|
||||
if (_map in ["takistan"]) exitWith { [35, 2000] };
|
||||
if (_map in ["thirsk"]) exitWith { [65, 0] };
|
||||
|
@ -5,7 +5,7 @@
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* Is the unit in a building? <BOOL>
|
||||
*
|
||||
* Public: Yes
|
||||
|
@ -2,7 +2,7 @@
|
||||
* Author: commy2
|
||||
* hint retun value of given function every frame
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* <CODE>
|
||||
*
|
||||
* Return Value:
|
||||
|
@ -2,11 +2,11 @@
|
||||
* Author: PabstMirror
|
||||
* Executes code after setting are initilized.
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Code to execute <CODE>
|
||||
* 1: Parameters to run the code with <ANY>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
|
@ -2,13 +2,13 @@
|
||||
* Author: esteldunedain
|
||||
* Publish a variable if it's different enough from the previously published value.
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Object the variable should be assigned to <OBJECT>
|
||||
* 1: Name of the variable <STRING>
|
||||
* 2: Value of the variable <ANY>
|
||||
* 3: Absolute tolerance <NUMBER>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* Nothing.
|
||||
*
|
||||
* Example:
|
||||
|
@ -9,8 +9,6 @@
|
||||
* None
|
||||
*
|
||||
* Public: Yes
|
||||
*
|
||||
* Note: Not functional, because FUNC(localAnim) does no longer exist
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
@ -19,4 +17,4 @@ params ["_unit"];
|
||||
[
|
||||
_unit,
|
||||
["amovppnemstpsnonwnondnon", "amovppnemstpsraswrfldnon", "amovppnemstpsraswlnrdnon", "amovppnemstpsraswpstdnon"] select (([primaryWeapon _unit, secondaryWeapon _unit, handgunWeapon _unit] find currentWeapon _unit) + 1)
|
||||
] call FUNC(localAnim);
|
||||
] call FUNC(doAnimation);
|
||||
|
@ -2,13 +2,13 @@
|
||||
* Author: commy2 and CAA-Picard and joko and PabstMirror
|
||||
* Publish a variable, but wait a certain amount of time before allowing it to be published it again.
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Object the variable should be assigned to <OBJECT>
|
||||
* 1: Name of the variable <STRING>
|
||||
* 2: Value of the variable <ANY>
|
||||
* 3: Embargo delay <NUMBER> (Optional. Default: 1)
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* Nothing.
|
||||
*
|
||||
* Example:
|
||||
|
@ -2,7 +2,7 @@
|
||||
* Author: commy2
|
||||
* hint the Variable ACE_isUsedBy from the input Object every frame
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
|
@ -2,12 +2,12 @@
|
||||
* Author: joko // Jonas
|
||||
* Executes a code once with after the Condition is True, using a PFH
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Condition <CODE>
|
||||
* 1: Code to execute <CODE>
|
||||
* 2: Parameters to run the code with <ARRAY,ANY,NIL>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT common
|
||||
#define COMPONENT_BEAUTIFIED Common
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
|
@ -738,7 +738,7 @@
|
||||
<Czech>ACE3 Vybavení</Czech>
|
||||
<Spanish>ACE3 Equipo</Spanish>
|
||||
<Italian>Equipaggiamento ACE3</Italian>
|
||||
<French>Equipement ACE3</French>
|
||||
<French>ACE3 Equipement</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Common_ACEKeybindCategoryCommon">
|
||||
<English>ACE3 Common</English>
|
||||
@ -749,7 +749,7 @@
|
||||
<Spanish>ACE3 Común</Spanish>
|
||||
<Czech>ACE3 Obecné</Czech>
|
||||
<Italian>Comune ACE3</Italian>
|
||||
<French>Commun ACE3</French>
|
||||
<French>ACE3 Commun</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Common_ACEKeybindCategoryWeapons">
|
||||
<English>ACE3 Weapons</English>
|
||||
@ -760,7 +760,7 @@
|
||||
<Czech>ACE3 Zbraně</Czech>
|
||||
<Spanish>ACE3 Armas</Spanish>
|
||||
<Italian>Armi ACE3</Italian>
|
||||
<French>Armes ACE3</French>
|
||||
<French>ACE3 Armes</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Common_ACEKeybindCategoryMovement">
|
||||
<English>ACE3 Movement</English>
|
||||
@ -771,7 +771,7 @@
|
||||
<Spanish>ACE3 Movimiento</Spanish>
|
||||
<Czech>ACE3 Pohyb</Czech>
|
||||
<Italian>Movimento ACE3</Italian>
|
||||
<French>Mouvement ACE3</French>
|
||||
<French>ACE3 Mouvement</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Common_ACEKeybindCategoryScopeAdjustment">
|
||||
<English>ACE3 Scope Adjustment</English>
|
||||
@ -782,7 +782,7 @@
|
||||
<Czech>ACE3 Nastavení optiky</Czech>
|
||||
<Spanish>ACE3 Ajuste de miras</Spanish>
|
||||
<Italian>Regolazione Ottiche ACE3</Italian>
|
||||
<French>Ajustement de la lunette ACE3</French>
|
||||
<French>ACE3 Ajustement de la lunette </French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Common_ACEKeybindCategoryVehicles">
|
||||
<English>ACE3 Vehicles</English>
|
||||
@ -793,7 +793,7 @@
|
||||
<Czech>ACE3 Vozidla</Czech>
|
||||
<Spanish>ACE3 Vehículos</Spanish>
|
||||
<Italian>Veicoli ACE3</Italian>
|
||||
<French>Vehicules ACE3</French>
|
||||
<French>ACE3 Vehicules</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Common_NoRoomToUnload">
|
||||
<English>No Room to unload</English>
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {"ACE_ConcertinaWire", "ACE_ConcertinaWireNoGeo", "ACE_ConcertinaWireCoil"};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT concertina_wire
|
||||
#define COMPONENT_BEAUTIFIED Concertina Wire
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {"ACE_Item_DAGR"};
|
||||
weapons[] = {"ACE_DAGR"};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT dagr
|
||||
#define COMPONENT_BEAUTIFIED DAGR
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {};
|
||||
weapons[] = {"ACE_DebugPotato"};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT disarming
|
||||
#define COMPONENT_BEAUTIFIED Disarming
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
|
@ -3,11 +3,11 @@
|
||||
|
||||
if (!hasInterface) exitWith {};
|
||||
|
||||
["ace_playerInventoryChanged", {
|
||||
["loadout", {
|
||||
params ["_unit"];
|
||||
[_unit] call FUNC(takeLoadedATWeapon);
|
||||
[_unit] call FUNC(updateInventoryDisplay);
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
}] call CBA_fnc_addPlayerEventHandler;
|
||||
|
||||
// Register fire event handler
|
||||
// Only for the local player and for AI. Non-local players will handle it themselves
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT disposable
|
||||
#define COMPONENT_BEAUTIFIED Disposable
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define DEBUG_MODE_FULL
|
||||
@ -14,4 +15,4 @@
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_ATTACH
|
||||
#endif
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
|
@ -20,9 +20,9 @@ if (isNil "ACE_maxWeightCarry") then {
|
||||
["isNotCarrying", {!((_this select 0) getVariable [QGVAR(isCarrying), false])}] call EFUNC(common,addCanInteractWithCondition);
|
||||
|
||||
// release object on player change. This does work when returning to lobby, but not when hard disconnecting.
|
||||
["ace_playerChanged", {_this call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
|
||||
["ace_playerVehicleChanged", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
|
||||
["ace_playerWeaponChanged", {_this call FUNC(handlePlayerWeaponChanged)}] call CBA_fnc_addEventHandler;
|
||||
["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addEventHandler;
|
||||
["vehicle", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
|
||||
["weapon", FUNC(handlePlayerWeaponChanged)] call CBA_fnc_addEventHandler;
|
||||
|
||||
// handle waking up dragged unit and falling unconscious while dragging
|
||||
["ace_unconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
name = COMPONENT_NAME;
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
|
@ -2,7 +2,7 @@
|
||||
* Author: commy2
|
||||
* Initialize variables for drag or carryable objects. Called from init EH.
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Any object <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
|
@ -2,10 +2,10 @@
|
||||
* Author: commy2
|
||||
* Initialize variables for drag or carryable persons. Called from init EH.
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
|
@ -2,10 +2,10 @@
|
||||
* Author: commy2
|
||||
* Check if Object is Overlapping
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Object <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* <BOOL>
|
||||
*
|
||||
* Example;
|
||||
|
@ -2,7 +2,7 @@
|
||||
* Author: commy2
|
||||
* Enable the object to be carried.
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Any object <OBJECT>
|
||||
* 1: true to enable carrying, false to disable <BOOL>
|
||||
* 2: Position offset for attachTo command <ARRAY> (default: [0,1,1])
|
||||
|
@ -2,13 +2,13 @@
|
||||
* Author: commy2
|
||||
* Enable the object to be dragged.
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Any object <OBJECT>
|
||||
* 1: true to enable dragging, false to disable <BOOL>
|
||||
* 2: Position offset for attachTo command (Array, optinal; default: [0,0,0])
|
||||
* 3: Direction in degree to rotate the object after attachTo (Number, optional; default: 0)
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
|
@ -2,11 +2,11 @@
|
||||
* Author: commy2
|
||||
* Start the dragging process.
|
||||
*
|
||||
* Argument:
|
||||
* Arguments:
|
||||
* 0: Unit that should do the dragging <OBJECT>
|
||||
* 1: Object to drag <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
|
@ -1,4 +1,5 @@
|
||||
#define COMPONENT dragging
|
||||
#define COMPONENT_BEAUTIFIED Dragging
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
//#define DEBUG_ENABLED_DRAGGING
|
||||
|
@ -44,7 +44,7 @@ class CfgVehicles {
|
||||
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};
|
||||
};
|
||||
|
||||
author = ECSTRING(common,Author);
|
||||
author = ECSTRING(common,aceteam);
|
||||
_generalMacro = "ACE_DefuseObject";
|
||||
displayName = "ACE Defuse Helper";
|
||||
model = "\A3\Weapons_f\dummyweapon.p3d";
|
||||
@ -67,7 +67,7 @@ class CfgVehicles {
|
||||
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};
|
||||
};
|
||||
|
||||
author = "ACE";
|
||||
author = ECSTRING(common,aceteam);
|
||||
_generalMacro = "ACE_Explosives_Place";
|
||||
displayName = "Multi-meter";
|
||||
mapSize = 0.2;
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user