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https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
use Killed event, fix missing public setVar
add more text, don't delete dead unit
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@ -21,7 +21,7 @@ params ["_playerUnit", "_sides"];
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if (vehicle _playerUnit == _playerUnit) then {
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[_sides] call FUNC(markAiOnMap);
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_playerUnit setVariable [QGVAR(IsPlayerUnit), true];
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_playerUnit setVariable [QGVAR(IsPlayerUnit), true, true];
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_playerUnit allowDamage false;
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GVAR(OriginalUnit) = _playerUnit;
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@ -26,10 +26,11 @@ params ["_originalPlayerUnit"];
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if (local _originalPlayerUnit) exitWith {
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selectPlayer _originalPlayerUnit;
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deleteVehicle _currentUnit;
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private _layer = "BIS_fnc_respawnCounter" call bis_fnc_rscLayer;
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_layer cuttext ["","plain"];
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// deleteVehicle _currentUnit;
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// private _layer = "BIS_fnc_respawnCounter" call bis_fnc_rscLayer;
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// _layer cuttext ["","plain"];
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[_pfhId] call CBA_fnc_removePerFrameHandler;
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};
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@ -40,19 +40,28 @@ if (_leave) exitWith {
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// should switch locality
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// This doesn't work anymore, because one's now able to switch to units from a different side
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//[_unit] joinSilent group player;
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[[_unit, player], QUOTE({(_this select 0) setVariable [ARR_3(QUOTE(QGVAR(OriginalOwner)), owner (_this select 0), true)]; (_this select 0) setOwner owner (_this select 1)}), 1] call EFUNC(common,execRemoteFnc);
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[
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[_unit, player],
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QUOTE({
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(_this select 0) setVariable [ARR_3(QUOTE(QGVAR(OriginalOwner)), owner (_this select 0), true)];
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(_this select 0) setOwner owner (_this select 1)
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}),
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1
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] call EFUNC(common,execRemoteFnc);
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[{
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params ["_args", "_pfhId"];
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_args params ["_unit", "_oldUnit"];
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[localize LSTRING(TryingToSwitch)] call EFUNC(common,displayTextStructured);
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if (local _unit) exitWith {
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_oldUnit setVariable [QGVAR(IsPlayerControlled), false, true];
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_oldUnit setVariable [QGVAR(PlayerControlledName), "", true];
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private _respawnEhId = _unit getVariable [QGVAR(RespawnEhId), -1];
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if (_respawnEhId != -1) then {
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_oldUnit removeEventHandler ["Respawn", _respawnEhId];
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private _killedEhId = _unit getVariable [QGVAR(KilledEhId), -1];
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if (_killedEhId != -1) then {
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_oldUnit removeEventHandler ["Killed", _killedEhId];
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};
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selectPlayer _unit;
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@ -60,15 +69,22 @@ if (_leave) exitWith {
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_unit setVariable [QGVAR(IsPlayerControlled), true, true];
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_unit setVariable [QGVAR(PlayerControlledName), GVAR(OriginalName), true];
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_respawnEhId = _unit addEventHandler ["Respawn", {
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_killedEhId = _unit addEventHandler ["Killed", {
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[GVAR(OriginalUnit), _this select 0] call FUNC(switchBack);
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}];
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_unit setVariable [QGVAR(RespawnEhId), _respawnEhId, true];
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_unit setVariable [QGVAR(KilledEhId), _killedEhId, true];
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// set owner back to original owner
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private _oldOwner = _oldUnit getVariable[QGVAR(OriginalOwner), -1];
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if (_oldOwner > -1) then {
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[[_oldUnit, _oldOwner], QUOTE({(_this select 0) setOwner (_this select 1)}), 1] call EFUNC(common,execRemoteFnc);
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[
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[_oldUnit, _oldOwner],
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QUOTE({
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(_this select 0) setOwner (_this select 1)
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}), 1
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] call EFUNC(common,execRemoteFnc);
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};
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[localize LSTRING(SwitchedUnit)] call EFUNC(common,displayTextStructured);
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@ -13,6 +13,10 @@
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<Italian>Cambia unità</Italian>
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<Portuguese>Trocado de unidade</Portuguese>
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</Key>
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<Key ID="STR_ACE_SwitchUnits_TryingToSwitch">
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<English>Trying to switch</English>
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<German>Versuche zu Wechseln</German>
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</Key>
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<Key ID="STR_ACE_SwitchUnits_TooCloseToEnemy">
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<English>This unit is too close to the enemy.</English>
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<German>Diese Einheit ist zu nah am Feind.</German>
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