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Cleanup optional argument headers (#5543)
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@ -1,13 +1,13 @@
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/*
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* Author: PabstMirror
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* Tests if player can stop escorting
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* Tests if player can stop escorting.
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*
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* Arguments:
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* 0: caller (player) <OBJECT>
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* 1: target <OBJECT><OPTIONAL>
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* 0: Caller (player) <OBJECT>
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* 1: Target <OBJECT> (default: objNull)
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*
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* Return Value:
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* The return value <BOOL>
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* Can unit stop escorting another unit <BOOL>
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*
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* Example:
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* [player, bob] call ACE_captives_fnc_canStopEscorting
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@ -5,7 +5,7 @@
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* Arguments:
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* 0: loaded Object <OBJECT>
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* 1: Object <OBJECT>
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* 2: Unloader (player) <OPTIONAL><OBJECT>
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* 2: Unloader (player) <OBJECT> (default: objNull)
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*
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* Return Value:
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* Can be unloaded <BOOL>
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@ -5,13 +5,13 @@
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* Arguments:
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* 0: Original throw projectile <OBJECT>
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* 1: Class of projectile <STRING>
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* 2: Adv throw (default: false) <BOOL><OPTIONAL>
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* 2: Adv throw <BOOL> (default: false)
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*
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* Return Value:
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* None
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*
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* Example:
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* [_projectile, _ammoType] call ace_chemlights_fnc_throwIR;
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* [_projectile, _ammoType] call ace_chemlights_fnc_throwIR
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*
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* Public: No
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*/
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@ -4,7 +4,7 @@
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*
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* Arguments:
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* 0: Array to be dumped <ARRAY>
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* 1: Depth <NUMBER><OPTIONAL>
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* 1: Depth <NUMBER> (default: 0)
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*
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* Return Value:
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* None
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@ -1,20 +1,20 @@
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/*
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* Author: PabstMirror, ViperMaul
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* Find a safe place near a vehicle to unload something
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* Handles Normal Terrain, In Water or On Buildings (Pier, StaticShip)
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* Find a safe place near a vehicle to unload something.
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* Handles Normal Terrain, In Water or On Buildings (Pier, StaticShip).
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*
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* Arguments:
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* 0: Source Vehicle <OBJECT>
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* 1: Cargo Classname <STRING>
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* 2: Unloader (player) <OBJECT><OPTIONAL>
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* 3: Max Distance (meters) <NUMBER><OPTIONAL>
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* 4: Check Vehicle is Stable <BOOL><OPTIONAL>
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* 2: Unloader (player) <OBJECT> (default: objNull)
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* 3: Max Distance (meters) <NUMBER> (default: 10)
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* 4: Check Vehicle is Stable <BOOL> (default: true)
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*
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* Return Value:
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* Unload PositionAGL (Can Be [] if no valid pos found) <ARRAY>
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* Unload PositionAGL (can Be [] if no valid pos found) <ARRAY>
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*
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* Example:
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* [theCar, "CAManBase", player, 10, true] call ace_common_fnc_findUnloadPosition;
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* [theCar, "CAManBase", player, 10, true] call ace_common_fnc_findUnloadPosition
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*
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* Public: No
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*/
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@ -1,11 +1,11 @@
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/*
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* Author: PabstMirror
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* Allows multiple sources to not overwrite showHud command
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* Bitwise AND Logic (a single false in a mask will make it false)
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* Allows multiple sources to not overwrite showHud command.
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* Bitwise AND Logic (a single false in a mask will make it false).
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*
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* Arguments:
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* 0: Source ID <STRING><OPTIONAL>
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* 1: Show Hud Bool Array (8 to set, empty to remove) <ARRAY><OPTIONAL>
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* 0: Source ID <STRING> (default: "")
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* 1: Show Hud Bool Array (8 to set, empty to remove) <ARRAY> (default: [])
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* - [hud, info, radar, compass, direction, menu, group, cursors]
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* - hud: Boolean - show scripted HUD (same as normal showHUD true/false)
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* - info: Boolean - show vehicle + soldier info (hides weapon info from the HUD as well)
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@ -3,12 +3,12 @@
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* Unload a person from a vehicle, local
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*
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* Arguments:
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* 0: unit to unload <OBJECT>
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* 0: Unit to unload <OBJECT>
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* 1: Vehicle <OBJECT>
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* 2: Unloader (player) <OBJECT><OPTIONAL>
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* 2: Unloader (player) <OBJECT> (default: objNull)
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*
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* Return Value:
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* Returns true if succesfully unloaded person <BOOL>
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* Succesfully unloaded person <BOOL>
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*
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* Example:
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* [bob, car, bob] call ace_common_fnc_unloadpersonLocal
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@ -1,27 +1,27 @@
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/*
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* Author: PabstMirror
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* Shows multiple watched variables on the main display (for easy debugging)
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* Shows multiple watched variables on the main display (for easy debugging).
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*
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* Arguments:
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* 0: Title (var name) <STRING>
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* 1: Code to generate result (passed nothing, can return any) <OPTIONAL><CODE>
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* 2: Array containing modifiers <OPTIONAL><ARRAY>
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* 0: Title (var name) <STRING> (default: "")
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* 1: Code to generate result (passed nothing, can return any) <CODE> (default: {})
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* 2: Array containing modifiers <ARRAY> (default: [])
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* For Numbers:
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* 0: Show Delta change (default: true) <OPTIONAL><BOOL>
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* 1: Slider Min Value (default: 0) <OPTIONAL><NUMBER>
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* 1: Slider Max Value (default: 0) <OPTIONAL><NUMBER>
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* 0: Show Delta change <BOOL> (default: true)
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* 1: Slider Min Value <NUMBER> (default: 0)
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* 1: Slider Max Value <NUMBER> (default: 0)
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* For Anything else:
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* 0: Number of structured text lines (default: 1) <OPTIONAL><NUMBER>
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* 0: Number of structured text lines <NUMBER> (default: 1)
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*
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* Return Value:
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* None
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*
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* Example:
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* ["CBA_missionTime"] call ace_common_fnc_watchVariable; // Uses title as code
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* ["diag_frameNo", {diag_frameNo}, [false]] call ace_common_fnc_watchVariable; // Won't show delta
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* ["blood", {player getVariable "ace_medical_bloodVolume"}, [true, 0, 100]] call ace_common_fnc_watchVariable; // Shows slider
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* ["multiLine text", {"Line 1 <br/>Line 2"}, [2]] call ace_common_fnc_watchVariable;
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* ["player names", {allPlayers apply {name _x}}, [5]] call ace_common_fnc_watchVariable; // handles any data types
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* ["CBA_missionTime"] call ace_common_fnc_watchVariable // Uses title as code
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* ["diag_frameNo", {diag_frameNo}, [false]] call ace_common_fnc_watchVariable // Won't show delta
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* ["blood", {player getVariable "ace_medical_bloodVolume"}, [true, 0, 100]] call ace_common_fnc_watchVariable // Shows slider
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* ["multiLine text", {"Line 1 <br/>Line 2"}, [2]] call ace_common_fnc_watchVariable
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* ["player names", {allPlayers apply {name _x}}, [5]] call ace_common_fnc_watchVariable // handles any data types
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*
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* Public: Yes
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*/
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@ -4,10 +4,10 @@
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* Makes a unit drop items
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*
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* Arguments:
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* 0: caller (player) <OBJECT>
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* 1: target <OBJECT>
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* 2: classnamess <ARRAY>
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* 3: Do Not Drop Ammo <BOOL><OPTIONAL>
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* 0: Caller (player) <OBJECT>
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* 1: Target <OBJECT>
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* 2: Classnames <ARRAY>
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* 3: Do Not Drop Ammo <BOOL> (default: false)
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*
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* Return Value:
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* None
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@ -1,6 +1,6 @@
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/*
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* Author: Garth 'L-H' de Wet
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* Places an explosive at the requested position
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* Places an explosive at the requested position.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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@ -9,14 +9,13 @@
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* 3: Magazine class <STRING>
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* 4: Config of trigger <STRING>
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* 5: Variables required for the trigger type <ARRAY>
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* 6: Explosive placeholder <OBJECT> <OPTIONAL>
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* 6: Explosive placeholder <OBJECT> (default: objNull)
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*
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* Return Value:
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* Placed explosive <OBJECT>
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*
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* Example:
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* _explosive = [player, player modelToWorldVisual [0,0.5, 0.1], 134,
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* "SatchelCharge_Remote_Mag", "Command", []] call ACE_Explosives_fnc_placeExplosive;
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* _explosive = [player, player modelToWorldVisual [0,0.5, 0.1], 134, "SatchelCharge_Remote_Mag", "Command", []] call ace_explosives_fnc_placeExplosive
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*
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* Public: Yes
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*/
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@ -1,19 +1,18 @@
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/*
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* Author: VKing
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* Detonate explosives via script, for use in triggers or mission scripts to
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* detonate editor-placed explosives.
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* Detonate explosives via script, for use in triggers or mission scripts to detonate editor-placed explosives.
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*
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* Arguments:
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* 0: Explosives objects to detonate <OBJECT or ARRAY>
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* 1: Fuze delay (for each explosive; use negative number for random time up to value) <NUMBER> <OPTIONAL>
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* 2: Trigger Item Classname <STRING><OPTIONAL>
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* 1: Fuze delay (for each explosive; use negative number for random time up to value) <NUMBER> (default: 0)
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* 2: Trigger Item Classname <STRING> (default: "#scripted")
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*
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* Return Value:
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* None
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*
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* Example:
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* [[charge1, charge2, charge3], -1] call ACE_Explosives_fnc_scriptedExplosive;
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* [[claymore1, claymore2]] call ACE_Explosives_fnc_scriptedExplosive;
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* [[charge1, charge2, charge3], -1] call ace_explosives_fnc_scriptedExplosive
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* [[claymore1, claymore2]] call ace_explosives_fnc_scriptedExplosive
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*
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* Public: Yes
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*/
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@ -5,13 +5,13 @@
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* Arguments:
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* 0: Explosive <OBJECT>
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* 1: Time till detonate <NUMBER>
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* 2: Trigger Item Classname <STRING><OPTIONAL>
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* 2: Trigger Item Classname <STRING> (default: "#timer")
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*
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* Return Value:
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* None
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*
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* Example:
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* [_explosive, 10] call ACE_Explosives_fnc_startTimer;
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* [_explosive, 10] call ace_explosives_fnc_startTimer
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*
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* Public: Yes
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*/
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@ -1,10 +1,10 @@
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/*
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* Author: commy2 and esteldunedain and Ruthberg
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* Updates and applys the current deafness. Called every 1 sec from a PFEH.
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* Updates and applies the current deafness. Called every 1 sec from a PFEH.
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*
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* Arguments:
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* 0: Args <ARRAY>
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* -----0: Just update volume (skip ringing/recovery) <BOOL><OPTIONAL>
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* 0: Just update volume (skip ringing/recovery) <BOOL> (default: false)
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*
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* Return Value:
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* None
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@ -22,7 +22,7 @@ if (!alive ACE_player) exitWith {
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[QUOTE(ADDON), 1, true] call EFUNC(common,setHearingCapability);
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};
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(_this select 0) params ["_justUpdateVolume"];
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(_this select 0) params [["_justUpdateVolume", false]];
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GVAR(deafnessDV) = (GVAR(deafnessDV) min 20) max 0;
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GVAR(volume) = (1 - (GVAR(deafnessDV) / 20)) max 0.05;
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@ -3,10 +3,13 @@
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* Handle the escape key being pressed.
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*
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* Arguments:
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* 0: Escape menu display that should be closed <DISPLAY><OPTIONAL>
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* 0: Escape menu display that should be closed <DISPLAY> (default: displayNull)
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*
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* Return Value:
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* Nothing
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* None
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*
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* Example:
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* [display] call ace_interact_menu_fnc_handleEscapeMenu
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*
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* Public: No
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*/
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@ -1,12 +1,12 @@
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/*
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* Author: Garth de Wet (LH)
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* Shows the interaction helper text with the mouse buttons at the bottom middle of the screen
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* Shows the interaction helper text with the mouse buttons at the bottom middle of the screen.
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*
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* Arguments:
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* 0: Left Click Text <STRING>
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* 1: Right Click Text <STRING>
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* 2: Scroll Text <STRING> (Optional)
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* 2: Extra Icon/Text pairs <OPTIONAL><ARRAY>
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* 2: Scroll Text <STRING> (default: "")
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* 2: Extra Icon/Text pairs <ARRAY> (default: [])
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*
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* Return Value:
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* None
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@ -8,15 +8,15 @@
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* 2: Method, can be code, which emitter and owner are passed to, a string function name, an array with a position memory point and weapon name, or an array with a position memory point, a vector begining memory point, and vector ending memory point. <STRING><CODE><ARRAY>
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* 3: Wavelength (1550nm is common eye safe) <NUMBER>
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* 4: Laser code <NUMBER>
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* 5: Beam divergence (in mils off beam center). <NUMBER>
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* 6: Method Args <OPTIONAL><ANY>
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* 5: Beam divergence (in mils off beam center) <NUMBER>
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* 6: Method Args <ANY> (default: nil)
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*
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* Return Value:
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* UUID for sending to laserOff function. <String>
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* UUID for sending to laserOff function <STRING>
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*
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* Example:
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* [hmg, hmg, [[0,0,1], "HMG_static"], 1550, 1111, 1] call ace_laser_fnc_laserOn;
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* [player, player, "ace_laser_fnc_findLaserSource", 1550, 1111, 1, ["pilot"]] call ace_laser_fnc_laserOn;
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* [hmg, hmg, [[0,0,1], "HMG_static"], 1550, 1111, 1] call ace_laser_fnc_laserOn
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* [player, player, "ace_laser_fnc_findLaserSource", 1550, 1111, 1, ["pilot"]] call ace_laser_fnc_laserOn
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*
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* Public: No
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*/
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@ -8,15 +8,15 @@
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* 1: Direction vector (will be normalized) <ARRAY>
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* 2: Seeker FOV in degrees <NUMBER>
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* 3: Seeker max distance in meters <NUMBER>
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* 4: Seeker wavelength sensitivity range, [1550,1550] is common eye safe. <ARRAY>
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* 4: Seeker wavelength sensitivity range, [1550,1550] is common eye safe <ARRAY>
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* 5: Seeker laser code. <NUMBER>
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* 6: Ignore 1 (e.g. Player's vehicle) <OPTIONAL><OBJECT>
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* 6: Ignore 1 (e.g. Player's vehicle) <OBJECT> (default: objNull)
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*
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* Return Value:
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* [Strongest compatible laser spot ASL pos, owner object] Nil array values if nothing found. <ARRAY>
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* [Strongest compatible laser spot ASL pos, owner object] Nil array values if nothing found <ARRAY>
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*
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* Example:
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* [getPosASL player, [0,1,0], 90, [1500, 1500], 1111, player] call ace_laser_fnc_seekerFindLaserSpot;
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* [getPosASL player, [0,1,0], 90, [1500, 1500], 1111, player] call ace_laser_fnc_seekerFindLaserSpot
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*
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* Public: No
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*/
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@ -1,19 +1,19 @@
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/*
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* Author: Nou
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* Shoots multiple rays in a dispersion pattern
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* Shoots multiple rays in a dispersion pattern.
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*
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* Arguments:
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* 0: Origin position ASL <ARRAY>
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* 1: Direction (normalized) <ARRAY>
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* 2: Divergence (mils) <OPTIONAL><NUMBER>
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* 3: Count at each divergence level <OPTIONAL><NUMBER>
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* 4: Ignore vehicle 1 (e.g. Player's vehicle) <OPTIONAL><OBJECT>
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* 2: Divergence (mils) <NUMBER> (default: 0.3)
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* 3: Count at each divergence level <NUMBER> (default: 3)
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* 4: Ignore vehicle 1 (e.g. Player's vehicle) <OBJECT> (default: objNull)
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*
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* Return Value:
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* [_longestReturn, _shortestReturn, _resultPositions] <ARRAY>
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*
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* Example:
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* [getPosASL player, [0,1,0]] call ace_laser_fnc_shootCone;
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* [getPosASL player, [0,1,0]] call ace_laser_fnc_shootCone
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*
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* Public: No
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*/
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@ -1,18 +1,18 @@
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/*
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* Author: Nou, PabstMirror
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* Shoots a ray from a source to a direction and finds first intersction and distance
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* Shoots a ray from a source to a direction and finds first intersction and distance.
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*
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* Arguments:
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* 0: Origin position ASL <ARRAY>
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* 1: Direction (normalized) <ARRAY>
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* 2: Ignore 1 (e.g. Player's vehicle) <OPTIONAL><OBJECT>
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* 2: Ignore 2 (e.g. Player's vehicle) <OPTIONAL><OBJECT>
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* 2: Ignore 1 (e.g. Player's vehicle) <OBJECT> (default: objNull)
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* 2: Ignore 2 (e.g. Player's vehicle) <OBJECT> (default: objNull)
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*
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* Return Value:
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* [posASL, distance] - pos will be nil if no intersection <ARRAY>
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*
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* Example:
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* [getPosASL player, [0,1,0], player] call ace_laser_fnc_shootRay;
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* [getPosASL player, [0,1,0], player] call ace_laser_fnc_shootRay
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*
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* Public: No
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*/
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@ -1,9 +1,9 @@
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/*
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* Author: PabstMirror
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* Changes the display mode of the microDAGR
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* Changes the display mode of the MicroDAGR.
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*
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* Arguments:
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* 0: Display Mode to show the microDAGR in <NUMBER><OPTIONAL>
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* 0: Display Mode to show the microDAGR in <NUMBER> (default: -1)
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*
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* Return Value:
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* None
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@ -1,12 +1,12 @@
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/*
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* Author: Grey
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* Loads Magazine into static weapon using a timer
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* Loads Magazine into static weapon using a timer.
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*
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* Arguments:
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* 0: static <OBJECT>
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* 1: unit <OBJECT>
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* 2: time to load <NUMBER>
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* 3: magazineClassOptional <OPTIONAL><STRING>
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* 0: Static <OBJECT>
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* 1: Unit <OBJECT>
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* 2: Time to load <NUMBER>
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* 3: Magazine Class <STRING> (default: "")
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*
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* Return Value:
|
||||
* None
|
||||
|
@ -1,11 +1,11 @@
|
||||
/*
|
||||
* Author: 654wak654
|
||||
* Shows a zeus message through the BIS function, handles localization.
|
||||
* Shows a Zeus message through the BIS function, handles localization.
|
||||
* If multiple args are given, they get formatted.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The message <STRING>
|
||||
* N: Anything <ANY><OPTIONAL>
|
||||
* 0: Message <STRING>
|
||||
* N: Anything <ANY> (default: nil)
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
|
Loading…
Reference in New Issue
Block a user