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