mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
1.55 use new selectRandom command
This commit is contained in:
parent
3be60a2f6e
commit
e5c4d35969
@ -37,7 +37,7 @@ _sounds = [
|
|||||||
_position = AGLToASL (_target modelToWorldVisual (_target selectionPosition "Spine3"));
|
_position = AGLToASL (_target modelToWorldVisual (_target selectionPosition "Spine3"));
|
||||||
|
|
||||||
playSound3D [
|
playSound3D [
|
||||||
_sounds select floor random count _sounds,
|
selectRandom _sounds,
|
||||||
objNull,
|
objNull,
|
||||||
false,
|
false,
|
||||||
_position,
|
_position,
|
||||||
|
@ -299,7 +299,7 @@ class CfgVehicles {
|
|||||||
class ACE_Gesture_Go {
|
class ACE_Gesture_Go {
|
||||||
displayName = CSTRING(Gestures_Go);
|
displayName = CSTRING(Gestures_Go);
|
||||||
condition = QUOTE(canStand _target);
|
condition = QUOTE(canStand _target);
|
||||||
statement = QUOTE(_target playActionNow ([ARR_2('gestureGo','gestureGoB')] select floor random 2););
|
statement = QUOTE(_target playActionNow selectRandom [ARR_2('gestureGo','gestureGoB')];);
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 1.8;
|
priority = 1.8;
|
||||||
hotkey = "2";
|
hotkey = "2";
|
||||||
@ -354,7 +354,7 @@ class CfgVehicles {
|
|||||||
class ACE_Gesture_Yes {
|
class ACE_Gesture_Yes {
|
||||||
displayName = ECSTRING(common,Yes);
|
displayName = ECSTRING(common,Yes);
|
||||||
condition = QUOTE(canStand _target);
|
condition = QUOTE(canStand _target);
|
||||||
statement = QUOTE(_target playActionNow ([ARR_2('gestureYes','gestureNod')] select floor random 2););
|
statement = QUOTE(_target playActionNow selectRandom [ARR_2('gestureYes','gestureNod')];);
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 1.1;
|
priority = 1.1;
|
||||||
hotkey = "8";
|
hotkey = "8";
|
||||||
@ -370,7 +370,7 @@ class CfgVehicles {
|
|||||||
class ACE_Gesture_Hi {
|
class ACE_Gesture_Hi {
|
||||||
displayName = CSTRING(Gestures_Hi);
|
displayName = CSTRING(Gestures_Hi);
|
||||||
condition = QUOTE(canStand _target);
|
condition = QUOTE(canStand _target);
|
||||||
statement = QUOTE(_target playActionNow ([ARR_3('gestureHi','gestureHiB','gestureHiC')] select floor random 3););
|
statement = QUOTE(_target playActionNow selectRandom [ARR_3('gestureHi','gestureHiB','gestureHiC')];);
|
||||||
showDisabled = 1;
|
showDisabled = 1;
|
||||||
priority = 0.9;
|
priority = 0.9;
|
||||||
hotkey = "0";
|
hotkey = "0";
|
||||||
|
@ -78,7 +78,7 @@ _createdLitter = [];
|
|||||||
// Loop through through the litter options and place the litter
|
// Loop through through the litter options and place the litter
|
||||||
{
|
{
|
||||||
if (typeName _x == "ARRAY" && {(count _x > 0)}) then {
|
if (typeName _x == "ARRAY" && {(count _x > 0)}) then {
|
||||||
[_target, _x select (floor(random(count _x)))] call _createLitter;
|
[_target, selectRandom _x] call _createLitter;
|
||||||
};
|
};
|
||||||
if (typeName _x == "STRING") then {
|
if (typeName _x == "STRING") then {
|
||||||
[_target, _x] call _createLitter;
|
[_target, _x] call _createLitter;
|
||||||
|
@ -77,7 +77,7 @@ _minLethalDamage = if (_typeIndex >= 0) then {
|
|||||||
|
|
||||||
if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _shooter} && {_projectile == ""} && {_selection == ""}) then {
|
if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _shooter} && {_projectile == ""} && {_selection == ""}) then {
|
||||||
if (GVAR(enableVehicleCrashes)) then {
|
if (GVAR(enableVehicleCrashes)) then {
|
||||||
_selection = GVAR(SELECTIONS) select (floor(random(count GVAR(SELECTIONS))));
|
_selection = selectRandom GVAR(SELECTIONS);
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -35,7 +35,7 @@ if (_selectionName in _hitSelections) then {
|
|||||||
// Check for vehicle crash
|
// Check for vehicle crash
|
||||||
if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _source} && {_projectile == ""} && {_selectionName == ""}) then {
|
if (vehicle _unit != _unit && {!(vehicle _unit isKindOf "StaticWeapon")} && {isNull _source} && {_projectile == ""} && {_selectionName == ""}) then {
|
||||||
if (GVAR(enableVehicleCrashes)) then {
|
if (GVAR(enableVehicleCrashes)) then {
|
||||||
_selectionName = _hitSelections select (floor(random(count _hitSelections)));
|
_selectionName = selectRandom _hitSelections;
|
||||||
_projectile = "vehiclecrash";
|
_projectile = "vehiclecrash";
|
||||||
_this set [1, _selectionName];
|
_this set [1, _selectionName];
|
||||||
_this set [4, _projectile];
|
_this set [4, _projectile];
|
||||||
@ -57,7 +57,7 @@ if (_unit getVariable [QGVAR(isFalling), false]) then {
|
|||||||
};
|
};
|
||||||
} else {
|
} else {
|
||||||
if (_selectionName == "") then {
|
if (_selectionName == "") then {
|
||||||
_selectionName = ["leg_l", "leg_r"] select (floor(random 2));
|
_selectionName = selectRandom ["leg_l", "leg_r"];
|
||||||
_this set [1, _selectionName];
|
_this set [1, _selectionName];
|
||||||
};
|
};
|
||||||
_newDamage = _newDamage * 0.7;
|
_newDamage = _newDamage * 0.7;
|
||||||
|
@ -83,7 +83,7 @@ _woundsCreated = [];
|
|||||||
for "_i" from 0 to (1+ floor(random(_x select 1)-1)) /* step +1 */ do {
|
for "_i" from 0 to (1+ floor(random(_x select 1)-1)) /* step +1 */ do {
|
||||||
|
|
||||||
// Find the injury we are going to add. Format [ classID, allowdSelections, bloodloss, painOfInjury, minimalDamage]
|
// Find the injury we are going to add. Format [ classID, allowdSelections, bloodloss, painOfInjury, minimalDamage]
|
||||||
_toAddInjury = if (random(1) >= 0.85) then {_allInjuriesForDamageType select _highestPossibleSpot} else {_allPossibleInjuries select (floor(random (count _allPossibleInjuries)));};
|
_toAddInjury = if (random(1) >= 0.85) then {_allInjuriesForDamageType select _highestPossibleSpot} else {selectRandom _allPossibleInjuries};
|
||||||
_toAddClassID = _toAddInjury select 0;
|
_toAddClassID = _toAddInjury select 0;
|
||||||
_foundIndex = -1;
|
_foundIndex = -1;
|
||||||
|
|
||||||
|
@ -59,9 +59,9 @@ if (_pain > 0 && {[_unit] call EFUNC(common,isAwake)}) exitwith {
|
|||||||
// Select the to be played sound based upon damage amount.
|
// Select the to be played sound based upon damage amount.
|
||||||
if (_pain > 0.5) then {
|
if (_pain > 0.5) then {
|
||||||
if (random(1) > 0.5) then {
|
if (random(1) > 0.5) then {
|
||||||
_sound = _availableSounds_A select (round(random((count _availableSounds_A) - 1)));
|
_sound = selectRandom _availableSounds_A;
|
||||||
} else {
|
} else {
|
||||||
_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
|
_sound = selectRandom _availableSounds_B;
|
||||||
};
|
};
|
||||||
} else {
|
} else {
|
||||||
_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
|
_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
|
||||||
|
@ -36,7 +36,7 @@ _adjustmentDifference = (_adjustment select _weaponIndex) vectorDiff [_elevation
|
|||||||
_adjustment set [_weaponIndex, [_elevation, _windage, _zero]];
|
_adjustment set [_weaponIndex, [_elevation, _windage, _zero]];
|
||||||
[_unit, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic);
|
[_unit, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic);
|
||||||
|
|
||||||
playSound (["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"] select floor random 3);
|
playSound selectRandom ["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"];
|
||||||
|
|
||||||
// slightly rotate the player if looking through optic
|
// slightly rotate the player if looking through optic
|
||||||
if (cameraView == "GUNNER") then {
|
if (cameraView == "GUNNER") then {
|
||||||
|
@ -46,4 +46,4 @@ _animations = [
|
|||||||
];
|
];
|
||||||
|
|
||||||
// Select random animation
|
// Select random animation
|
||||||
(_animations select (floor (random (count _animations))))
|
selectRandom _animations
|
||||||
|
@ -67,7 +67,7 @@ if (_newMode == 0) then { // Free
|
|||||||
|
|
||||||
// When null unit is given choose random
|
// When null unit is given choose random
|
||||||
if (isNull _newUnit) then {
|
if (isNull _newUnit) then {
|
||||||
_newUnit = GVAR(unitList) select floor(random(count GVAR(unitList)));
|
_newUnit = selectRandom GVAR(unitList);
|
||||||
};
|
};
|
||||||
|
|
||||||
// Switch camera view to internal unit view (external uses the camera)
|
// Switch camera view to internal unit view (external uses the camera)
|
||||||
|
@ -66,7 +66,7 @@ if (_activated) then {
|
|||||||
_velocity = [0,0,-100];
|
_velocity = [0,0,-100];
|
||||||
_radio = "SentGenIncoming";
|
_radio = "SentGenIncoming";
|
||||||
_sounds = if (getnumber (_cfgAmmo >> "hit") < 200) then {["mortar1","mortar2"]} else {["shell1","shell2","shell3","shell4"]};
|
_sounds = if (getnumber (_cfgAmmo >> "hit") < 200) then {["mortar1","mortar2"]} else {["shell1","shell2","shell3","shell4"]};
|
||||||
_sound = _sounds call bis_fnc_selectrandom;
|
_sound = selectRandom _sounds;
|
||||||
_hint = ["Curator","PlaceOrdnance"];
|
_hint = ["Curator","PlaceOrdnance"];
|
||||||
_shakeStrength = 0.01;
|
_shakeStrength = 0.01;
|
||||||
_shakeRadius = 300;
|
_shakeRadius = 300;
|
||||||
|
Loading…
Reference in New Issue
Block a user