mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
more interaction cleanup, remove dead code
This commit is contained in:
parent
9189148b3f
commit
f48636e633
@ -167,7 +167,7 @@ class CfgVehicles {
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};
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class ACE_Weapon {
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displayName = CSTRING(Weapon);
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position = QUOTE(call FUNC(getWeaponPos));
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position = QUOTE(call DFUNC(getWeaponPos));
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distance = 1.50;
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condition = "";
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statement = "";
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@ -3,8 +3,34 @@
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ACE_Modifier = 0;
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["getDown", {
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params ["_target"];
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_target setUnitPos "DOWN";
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}] call EFUNC(common,addEventHandler);
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["sendAway", {
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params ["_unit", "_position"];
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_unit setUnitPos "AUTO";
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_unit doMove _position;
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}] call EFUNC(common,addEventHandler);
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if (!hasInterface) exitWith {};
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["tapShoulder", {
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params ["_unit", "_shoulderNum"];
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if (_unit == ACE_player) then {
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addCamShake [4, 0.5, 5];
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};
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private "_message";
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_message = parseText format ([["%1 >", localize LSTRING(YouWereTappedRight)], ["< %1", localize LSTRING(YouWereTappedLeft)]] select (_shoulderNum == 0));
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["displayTextStructured", _message] call EFUNC(common,targetEvent);
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}] call EFUNC(common,addEventHandler);
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GVAR(isOpeningDoor) = false;
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// restore global fire teams for JIP
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@ -2,37 +2,35 @@
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ADDON = false;
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PREP(addPassengerActions);
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// interaction menu
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PREP(addPassengerActions)
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PREP(addPassengersActions);
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PREP(addSelectableItem);
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PREP(applyButtons);
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PREP(canBecomeLeader);
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PREP(getWeaponPos);
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PREP(moduleInteraction);
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PREP(removeTag);
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// scroll wheel hint
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PREP(showMouseHint);
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PREP(hideMouseHint);
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// interaction with units
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PREP(canInteractWithCivilian);
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PREP(getDown);
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PREP(sendAway);
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PREP(canJoinGroup);
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PREP(canJoinTeam);
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PREP(canTapShoulder);
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PREP(doBecomeLeader);
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PREP(getDoor);
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PREP(getDoorAnimations);
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PREP(getDown);
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PREP(getSelectedButton);
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PREP(getWeaponPos);
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PREP(hideMenu);
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PREP(hideMouseHint);
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PREP(isInRange);
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PREP(joinTeam);
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PREP(moduleInteraction);
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PREP(moveDown);
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PREP(onSelectMenuDblClick);
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PREP(openDoor);
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PREP(openMenuSelectUI);
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PREP(openSelectMenu);
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PREP(prepareSelectMenu);
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PREP(push);
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PREP(removeTag);
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PREP(sendAway);
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PREP(showMouseHint);
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PREP(sortOptionsByPriority);
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PREP(canBecomeLeader);
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PREP(doBecomeLeader);
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PREP(canTapShoulder);
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PREP(tapShoulder);
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// interaction with doors
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PREP(getDoor);
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PREP(getDoorAnimations);
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PREP(openDoor);
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// interaction with boats
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PREP(push);
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ADDON = true;
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@ -1,33 +0,0 @@
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/*
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* Author: Garth de Wet (LH)
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* Adds an item to the select menu.
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*
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* Arguments:
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* 0: List container <ARRAY/NUMBER>
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* 1: Display name <STRING>
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* 2: Picture <STRING>
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* 3: Data <STRING/CODE>
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*
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* Return Value:
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* Container <ARRAY, NUMBER>
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*
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* Example:
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* [actions, "Banana", "UI\dot_ca.paa", "bananaContents"] call ace_interaction_fnc_addSelectableItem
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_container", "_displayName", "_picture", "_data"];
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if (toLower _picture in ["", "picturething"]) then {
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_picture = QUOTE(PATHTOF(UI\dot_ca.paa));
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};
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private "_index";
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_index = lbAdd [_container, _displayName];
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lbSetData [_container, _index, str _data];
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lbSetPicture [_container, _index, _picture];
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_container
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@ -1,6 +1,6 @@
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/*
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* Author: commy2
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* Checks if the player can tap a shoulder
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* Checks if the player can tap a shoulder.
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*
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* Arguments:
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* 0: Player <OBJECT>
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@ -16,9 +16,9 @@
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*/
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#include "script_component.hpp"
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PARAMS_2(_unit,_target);
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params ["_unit", "_target"];
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_target isKindOf "CAManBase" &&
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{alive _target} &&
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{_unit distance _target < 4} &&
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{!(_target getVariable ["ACE_isUnconscious", false])}
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{!(_target getVariable ["ACE_isUnconscious", false])} // return
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@ -1,11 +1,11 @@
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/*
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* Author: commy2
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* Get door
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* Find door.
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*
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* Arguments:
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* 0: Distance <NUMBER>
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*
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* Return value:
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* Return Value:
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* House objects and door <ARRAY>
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* 0: House <OBJECT>
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* 1: Door Name <STRING>
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@ -17,16 +17,17 @@
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*/
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#include "script_component.hpp"
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PARAMS_1(_distance);
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params ["_distance"];
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private ["_position0", "_position1", "_intersections", "_count", "_house", "_door"];
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_position0 = positionCameraToWorld [0, 0, 0];
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_position1 = positionCameraToWorld [0, 0, _distance];
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_intersections = lineIntersectsWith [ATLToASL _position0, ATLToASL _position1, objNull, objNull, true];
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_intersections = lineIntersectsWith [AGLToASL _position0, AGLToASL _position1, objNull, objNull, true]; // @todo LIS
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_count = count _intersections;
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if (_count == 0) exitWith {[objNull, ""]};
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_house = _intersections select (_count - 1);
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@ -37,6 +38,7 @@ if (typeOf _house == "") exitWith {[objNull, ""]};
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_intersections = [_house, "GEOM"] intersect [_position0, _position1];
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_door = _intersections select 0 select 0;
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if (isNil "_door") exitWith {[_house, ""]};
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[_house, _door]
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@ -1,12 +1,12 @@
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/*
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* Author: commy2
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* Get door animations
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* Get door animations. @todo rewrite for better custom building support
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*
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* Arguments:
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* 0: House <OBJECT>
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* 1: Door <STRING>
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*
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* Return value:
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* Return Value:
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* Animation and Locked variable <ARRAY>
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* 0: Animation <STRING>
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* 1: Locked variable <STRING>
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@ -18,7 +18,7 @@
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*/
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#include "script_component.hpp"
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PARAMS_2(_house,_door);
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params ["_house", "_door"];
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private ["_index", "_animations", "_lockedVariable"];
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@ -1,6 +1,6 @@
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/*
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* Author: KoffeinFlummi
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* Forces a civilian to the ground (with a chance of failure)
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* Author: KoffeinFlummi, commy2
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* Forces a civilian to the ground with a chance of failure.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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@ -9,30 +9,24 @@
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* None
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*
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* Example:
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* [target] call ace_interaction_fnc_getDown
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* [civillian] call ace_interaction_fnc_getDown
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*
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* Public: No
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*/
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#include "script_component.hpp"
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#define RADIUS 10
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#define SEND_RADIUS 10
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PARAMS_1(_unit);
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params ["_unit"];
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private ["_chance", "_x"];
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_unit playActionNow "GestureGo";
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ACE_player playActionNow "GestureGo"; // put something else here.
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if (count (weapons ACE_player) > 0) then {
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_chance = 0.8;
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} else {
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_chance = 0.5;
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};
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private "_chance";
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_chance = [0.5, 0.8] select (count weapons _unit > 0);
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{
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if (count (weapons _unit) == 0 and random 1 < _chance) then {
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[-2, {
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_this setUnitPos "DOWN";
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}, _x] call CBA_fnc_globalExecute;
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};
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} forEach (_unit nearEntities ["Civilian", RADIUS]);
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if (count weapons _x == 0 && {random 1 < _chance}) then {
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["getDown", [_x], [_x]] call EFUNC(common,targetEvent);
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};
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false
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} count (_unit nearEntities ["Civilian", SEND_RADIUS]);
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@ -1,38 +0,0 @@
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/*
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* Author: commy2
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* Get selected button
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*
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* Arguments:
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* None
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*
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* Return value:
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* Angle <NUMBER>
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*
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* Example:
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* call ace_interaction_fnc_getSelectedButton
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*
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* Public: No
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*/
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#include "script_component.hpp"
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#define MIN_DISTANCE 0.0065
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private ["_position", "_distance", "_angle"];
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_position = uiNamespace getVariable [QGVAR(CursorPosition), [0.5, 0.5, 0]];
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_position = [((_position select 1) - 0.5) / safezoneH, ((_position select 2) - 0.5) / safezoneW, 0];
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_distance = [0, 0, 0] vectorDistanceSqr _position;
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// is in center
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if (_distance < MIN_DISTANCE) exitWith {-1};
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_angle = (_position select 0) atan2 (_position select 1);
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// rotate circle
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_angle = 180 - _angle + 360 / 10 / 2;
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if (_angle < 0) then {_angle = _angle + 360};
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_angle = floor (_angle / 360 * 10);
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if (_angle == 10) then {0} else {_angle}
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@ -1,22 +0,0 @@
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/*
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* Author: Garth de Wet (LH)
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* Closes the Interaction menu
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*
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* Arguments:
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* None
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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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* call ace_interaction_fnc_hideMenu
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*
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* Public: No
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*/
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#include "script_component.hpp"
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closeDialog 0;
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(findDisplay 1713999) closeDisplay 1;
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(uiNameSpace getVariable QGVAR(Flow_Display)) closeDisplay 0;
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GVAR(MainButton) = nil;
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call FUNC(hideMouseHint);
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@ -1,53 +0,0 @@
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/*
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* Author: commy2
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* Check if the vehicle is in range of the player.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Distance in meters <NUMBER>
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*
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* Return value:
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* Vehicle in range of player <BOOL>
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*
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* Example:
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* [target, 5] call ace_interaction_fnc_isInRange
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*
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* Public: No
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*/
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#include "script_component.hpp"
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PARAMS_2(_vehicle,_distance);
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private ["_player", "_position0", "_position1"];
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_player = ACE_player;
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if (_vehicle isKindOf "Man") exitWith {_player distance _vehicle < _distance};
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private ["_position0", "_position1"];//, "_direction"];
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_position0 = getPosASL _player;
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_position1 = getPosASL _vehicle;
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/*
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_direction = _position1 vectorDiff _position0;
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_direction = _direction vectorMultiply (_distance / (vectorMagnitude _direction));
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_position0 = eyePos _player;
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_position1 = _position0 vectorAdd _direction;
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_vehicle in lineIntersectsWith [_position0, _position1] || {_player distance _vehicle < _distance}
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*/
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_position0 = ATLToASL positionCameraToWorld [0, 0, 0];
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_position0 set [2, (_position0 select 2) - (getTerrainHeightASL _position0 min 0)];
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_position1 = ATLToASL positionCameraToWorld [0, 0, _distance];
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_position1 set [2, (_position1 select 2) - (getTerrainHeightASL _position1 min 0)];
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if (_vehicle in lineIntersectsWith [_position0, _position1] || {_player distance _vehicle < _distance}) then {
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true
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} else {
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["Not in Range"] call FUNC(addToTooltip);
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false
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}
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@ -1,67 +0,0 @@
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/*
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* Author: Garth de Wet (LH)
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* Scrolls through the list down or up
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*
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* Arguments:
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* 0: Amount <NUMBER>
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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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* [2] call ace_interaction_fnc_moveDown
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_count", "_player", "_vehicle", "_dlgInteractionDialog", "_top", "_i", "", "_ctrl", "_index", "_action", "_color", "_current", "_infoText", "_target"];
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#define CLAMP(x,low,high) (if(x > high)then{high}else{if(x < low)then{low}else{x}})
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if (isNil QGVAR(MainButton)) exitWith{};
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if (isNil QGVAR(Buttons)) exitWith{};
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_count = (count GVAR(Buttons))- 1;
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GVAR(SelectedButton) = CLAMP(GVAR(SelectedButton) + _this, 0, _count);
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_target = GVAR(Target);
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_player = ACE_player;
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_vehicle = vehicle _player;
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disableSerialization;
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_dlgInteractionDialog = uiNamespace getVariable QGVAR(Flow_Display);
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_top = GVAR(SelectedButton) - 2;
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_i = 0;
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while {_i <= 4} do {
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_index =_i + _top;
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_ctrl = _dlgInteractionDialog displayCtrl (1200 + _i);
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if (_index >= 0 && {_index <= _count}) then {
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_action = GVAR(Buttons) select _index;
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_ctrl ctrlShow true;
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_ctrl ctrlSetText (_action select 5);
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_color = [1,1,1,1];
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if !([_target, _player] call (_action select 2)) then {
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_color = [0.3,0.3,0.3,0.8];
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};
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if (_i == 0 || _i == 4) then {
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_color set [3, 0.5];
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};
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if (_i == 1 || _i == 3) then {
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_color set [3, 0.75];
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};
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_ctrl ctrlSetTextColor _color;
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}else{
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_ctrl ctrlShow false;
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};
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_i = _i + 1;
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};
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_ctrl = _dlgInteractionDialog displayCtrl 1000;
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_ctrl ctrlSetText ((GVAR(Buttons) select GVAR(SelectedButton)) select 0);
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_ctrl = _dlgInteractionDialog displayCtrl 1100;
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_current = (GVAR(Buttons) select GVAR(SelectedButton));
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_infoText = "";
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if !([_target, _player] call (_current select 2)) then {
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_infoText = "Unavailable";
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};
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_ctrl ctrlSetText _infoText;
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_ctrl ctrlShow (_infoText != "");
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@ -1,44 +0,0 @@
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/*
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* Author: commy2
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* On button up
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*
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* Arguments:
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* None
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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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* call ace_interaction_fnc_onButtonUp
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_player", "_vehicle", "_target", "_count", "_index", "_action", "_statement", "_condition", "_conditionShow", "_distance"];
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_player = ACE_player;
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_vehicle = vehicle _player;
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_target = [GVAR(Target), _player] select (GVAR(MenuType) % 2 == 1);
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_count = count GVAR(Buttons);
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_index = call FUNC(getSelectedButton);
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_action = if (_index != -1 && {_index < _count}) then {
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GVAR(Buttons) select _index
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} else {
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["", {}, {false}, 0, [], "", "", {false}, [], 0]
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};
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(findDisplay 1713999) closeDisplay 1;
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closeDialog 0;
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_statement = _action select 1;
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_condition = _action select 2;
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_conditionShow = _action select 7;
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_distance = _action select 9;
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if ((_distance == 0 || {[GVAR(Target), _distance] call FUNC(isInRange)}) && {[_target, _player] call _condition} && {[_target, _player] call _conditionShow}) then {
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[_target, _player] call _statement;
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};
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@ -1,57 +0,0 @@
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/*
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||||
* Author: commy2
|
||||
* On click
|
||||
*
|
||||
* Arguments:
|
||||
* Index <NUMBER>
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* 5 call ace_interaction_fnc_onClick
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
private ["_player", "_vehicle", "_target", "_count", "_index", "_action", "_subMenu", "_statement", "_condition", "_conditionShow", "_distance"];
|
||||
|
||||
_player = ACE_player;
|
||||
_vehicle = vehicle _player;
|
||||
_target = [GVAR(Target), _player] select (GVAR(MenuType) % 2 == 1);
|
||||
|
||||
_count = count GVAR(Buttons);
|
||||
_index = _this;
|
||||
|
||||
_action = if (_index != -1 && {_index < _count}) then {
|
||||
GVAR(Buttons) select _index
|
||||
} else {
|
||||
["", {}, {false}, 0, [], "", "", {false}, [], 0]
|
||||
};
|
||||
|
||||
_subMenu = _action select 4;
|
||||
|
||||
// back
|
||||
if (_index == -1) exitWith {
|
||||
call GVAR(MainButton);
|
||||
};
|
||||
|
||||
if (count _subMenu < 2) then {
|
||||
(findDisplay 1713999) closeDisplay 1;
|
||||
closeDialog 0;
|
||||
|
||||
_statement = _action select 1;
|
||||
_condition = _action select 2;
|
||||
_conditionShow = _action select 7;
|
||||
_distance = _action select 9;
|
||||
|
||||
if ((_distance == 0 || {[GVAR(Target), _distance] call FUNC(isInRange)}) && {[_target, _player] call _condition} && {[_target, _player] call _conditionShow}) then {
|
||||
[_target, _player] call _statement;
|
||||
};
|
||||
} else {
|
||||
if (_subMenu select 1 < 1) then {
|
||||
[_subMenu select 0] call FUNC(openSubMenu);
|
||||
} else {
|
||||
[_subMenu select 0] call FUNC(openSubMenuSelf);
|
||||
};
|
||||
};
|
@ -1,18 +0,0 @@
|
||||
/*
|
||||
* Author: CorruptedHeart, commy2
|
||||
* On select menu double click
|
||||
*
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* call ace_interaction_fnc_onSelectMenuDblClick
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
call compile (lbData [8866, lbCurSel 8866]) call GVAR(SelectAccept);
|
@ -1,6 +1,6 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Opens door
|
||||
* Open door.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: House <OBJECT>
|
||||
@ -16,38 +16,40 @@
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_info", "_phase", "_position", "_time", "_usedMouseWheel", "_getDoorAnimations"];
|
||||
|
||||
private "_info";
|
||||
_info = [MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor);
|
||||
|
||||
EXPLODE_2_PVT(_info,_house,_door);
|
||||
_info params ["_house", "_door"];
|
||||
|
||||
if (isNull _house) exitWith {};
|
||||
|
||||
private "_getDoorAnimations";
|
||||
_getDoorAnimations = [_house, _door] call FUNC(getDoorAnimations);
|
||||
|
||||
EXPLODE_2_PVT(_getDoorAnimations,_animations,_lockedVariable);
|
||||
_getDoorAnimations params ["_animations", "_lockedVariable"];
|
||||
|
||||
if (count _animations == 0) exitWith {};
|
||||
if (_animations isEqualTo []) exitWith {};
|
||||
|
||||
if (_house animationPhase (_animations select 0) <= 0 && {_house getVariable [_lockedVariable select 0, 0] == 1}) exitWith {
|
||||
_lockedVariable set [0, _house];
|
||||
_lockedVariable spawn compile preprocessFileLineNumbers "\A3\Structures_F\scripts\LockedDoor_open.sqf";
|
||||
_lockedVariable spawn compile preprocessFileLineNumbers "\A3\Structures_F\scripts\LockedDoor_open.sqf"; // note: spawn because thats what the house does too.
|
||||
};
|
||||
|
||||
GVAR(isOpeningDoor) = true;
|
||||
playSound "ACE_Sound_Click"; //@todo replace with smth. more fitting
|
||||
|
||||
[_house, _animations] spawn {
|
||||
private ["_house", "_animations", "_phase", "_position", "_time", "_usedMouseWheel"];
|
||||
_house = _this select 0;
|
||||
_animations = _this select 1;
|
||||
playSound "ACE_Sound_Click"; // @todo replace with smth. more fitting
|
||||
|
||||
[_house, _animations] spawn { // @todo
|
||||
params ["_house", "_animations"];
|
||||
|
||||
private ["_phase", "_position", "_time", "_usedMouseWheel"];
|
||||
|
||||
_phase = _house animationPhase (_animations select 0);
|
||||
_position = getPosASL ACE_player;
|
||||
|
||||
_time = ACE_time + 0.2;
|
||||
_usedMouseWheel = false;
|
||||
|
||||
waitUntil {
|
||||
if (inputAction "PrevAction" > 0 || {inputAction "NextAction" > 0}) then {
|
||||
_usedMouseWheel = true;
|
||||
|
@ -1,57 +0,0 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Opens menu select UI
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: Vehicle <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [unit, vehicle] call ace_interaction_fnc_openMenuSelectUI
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_vehicle);
|
||||
|
||||
private ["_cargo", "_actions"];
|
||||
|
||||
// Allow interaction with all cargo slots and all FFV slots
|
||||
_cargo = [_vehicle, ["cargo", "ffv"], true] call EFUNC(common,getVehicleCrew);
|
||||
|
||||
// You can only interact if you are in cargo or FFV yourself. exit otherwise
|
||||
if !(_unit in _cargo) exitWith {};
|
||||
|
||||
GVAR(InteractionMenu_Crew) = _cargo;
|
||||
|
||||
// Prepare: add header and "OK" button to select menu
|
||||
_actions = [localize LSTRING(InteractionMenu), localize LSTRING(Interact)] call FUNC(prepareSelectMenu);
|
||||
|
||||
// Prepare: add all cargo units as options to select menu
|
||||
{
|
||||
if (_x != _unit) then {
|
||||
_actions = [
|
||||
_actions,
|
||||
[_x] call EFUNC(common,getName),
|
||||
QUOTE(PATHTOF(UI\dot_ca.paa)),
|
||||
_forEachIndex
|
||||
] call FUNC(addSelectableItem);
|
||||
};
|
||||
} forEach _cargo;
|
||||
|
||||
// Open select menu
|
||||
[
|
||||
_actions,
|
||||
{
|
||||
call FUNC(hideMenu);
|
||||
[0, GVAR(InteractionMenu_Crew) select _this, ""] spawn FUNC(showMenu);
|
||||
GVAR(InteractionMenu_Crew) = nil;
|
||||
},
|
||||
{
|
||||
call FUNC(hideMenu);
|
||||
}
|
||||
] call FUNC(openSelectMenu);
|
@ -1,49 +0,0 @@
|
||||
/*
|
||||
* Author: Garth de Wet (LH)
|
||||
* Opens the select menu UI and sets up the UI
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Items <ARRAY>
|
||||
* 0: Text <STRING>
|
||||
* 1: Statement to execute <CODE>
|
||||
* 2: Condition before execute <CODE>
|
||||
* 3: showDisabled <BOOL>
|
||||
* 4: Priority <NUMBER>
|
||||
* 5: Icon <STRING>
|
||||
* 6: Extra variables passed to the code <ARRAY>
|
||||
* 1: Select Action <CODE>
|
||||
* 2: Cancel Action <CODE>
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [["text", {statement}, {condition}, showDisabled, priority, "icon", [variables]], {selectAction}, {cancelAction}] call ace_interaction_fnc_openSelectMenu
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private["_action", "_count", "_customActions", "_i"];
|
||||
|
||||
if (!(profileNamespace getVariable [QGVAR(FlowMenu), false])) then {
|
||||
GVAR(SelectAccept) = _this select 1;
|
||||
GVAR(SelectCancel) = _this select 2;
|
||||
buttonSetAction [8855, QUOTE( call GVAR(SelectCancel); )]; // Cancel
|
||||
buttonSetAction [8860, QUOTE( (call compile (lbData [ARR_2(8866, lbCurSel 8866)])) call GVAR(SelectAccept); )]; // Accept
|
||||
lbSetCurSel [8866, 0];
|
||||
}else{
|
||||
PARAMS_1(_customActions);
|
||||
|
||||
private ["_count", "_action"];
|
||||
|
||||
_count = count _customActions;
|
||||
if (_count == 0) exitWith {};
|
||||
_customActions call FUNC(sortOptionsByPriority);
|
||||
for "_i" from 0 to _count -1 do {
|
||||
_action = _customActions select _i;
|
||||
_action set [1, (_this select 1)];
|
||||
};
|
||||
GVAR(Buttons) = _customActions;
|
||||
[(_this select 2), true, true, false, ACE_player] call FUNC(initialiseInteraction);
|
||||
};
|
@ -1,33 +0,0 @@
|
||||
/*
|
||||
* Author: Garth de Wet (LH)
|
||||
* Prepares the select menu for use
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Header Text <STRING>
|
||||
* 1: Approve Button Text <STRING>
|
||||
*
|
||||
* Return value:
|
||||
* Container object <NUMBER>
|
||||
*
|
||||
* Example:
|
||||
* array = ["Select Explosive", "Place"] call ace_interaction_fnc_prepareSelectMenu
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_header,_buttonText);
|
||||
|
||||
closeDialog 0;
|
||||
|
||||
if (isNil "_buttonText" or {_buttonText == ""}) then {
|
||||
_buttonText = localize LSTRING(MakeSelection);
|
||||
};
|
||||
|
||||
createDialog "RscACE_SelectAnItem";
|
||||
ctrlSetText [8860, _buttonText];
|
||||
ctrlSetText [8870, _header];
|
||||
|
||||
lbClear 8866;
|
||||
|
||||
8866
|
@ -1,40 +1,37 @@
|
||||
/*
|
||||
* Author: KoffeinFlummi
|
||||
* Sends a civilian crowd away with a chance of failure
|
||||
* Author: KoffeinFlummi, commy2
|
||||
* Sends a near civilian crowd away with a chance of failure.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [target] call ace_interaction_fnc_sendAway
|
||||
* [civillian] call ace_interaction_fnc_sendAway
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
#define DISTANCE 50
|
||||
#define RADIUS 10
|
||||
#define SEND_DISTANCE 50
|
||||
#define SEND_RADIUS 10
|
||||
|
||||
PARAMS_1(_unit);
|
||||
params ["_unit"];
|
||||
|
||||
private ["_chance", "_x"];
|
||||
_unit playActionNow "GestureGo";
|
||||
|
||||
ACE_player playActionNow "GestureGo";
|
||||
|
||||
if (count weapons ACE_player > 0) then {
|
||||
_chance = 0.8;
|
||||
} else {
|
||||
_chance = 0.5;
|
||||
};
|
||||
private "_chance";
|
||||
_chance = [0.5, 0.8] select (count weapons _unit > 0);
|
||||
|
||||
{
|
||||
if (count (weapons _unit) == 0 and random 1 < _chance) then {
|
||||
[-2, {
|
||||
(_this select 0) setUnitPos "AUTO";
|
||||
(_this select 0) doMove [(getPos (_this select 0) select 0) + DISTANCE * (eyeDirection (_this select 1) select 0), (getPos (_this select 0) select 1) + DISTANCE * (eyeDirection (_this select 1) select 1), 0];
|
||||
}, [_x, ACE_player]] call CBA_fnc_globalExecute;
|
||||
if (count weapons _x == 0 && {random 1 < _chance}) then {
|
||||
private "_position";
|
||||
_position = getPosASL _unit vectorAdd (eyeDirection _unit vectorMultiply SEND_DISTANCE);
|
||||
_position set [2, 0];
|
||||
|
||||
["sendAway", [_x], [_x, _position]] call EFUNC(common,targetEvent);
|
||||
};
|
||||
} forEach (_unit nearEntities ["Civilian", RADIUS]);
|
||||
false
|
||||
} count (_unit nearEntities ["Civilian", SEND_RADIUS]);
|
||||
|
@ -1,35 +0,0 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Sort options by priority
|
||||
*
|
||||
* Arguments:
|
||||
* Actions <ARRAY>
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* customActions call ace_interaction_fnc_sortOptionsByPriority
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_actions", "_count", "_index", "_actionN", "_actionM"];
|
||||
|
||||
_actions = _this;
|
||||
_count = count _actions;
|
||||
_index = 0;
|
||||
|
||||
while {_index < _count - 1} do {
|
||||
_actionN = + _actions select _index;
|
||||
_actionM = + _actions select (_index + 1);
|
||||
|
||||
if (_actionN select 3 < _actionM select 3) then {
|
||||
_actions set [_index, _actionM];
|
||||
_actions set [_index + 1, _actionN];
|
||||
_index = 0;
|
||||
} else {
|
||||
_index = _index + 1;
|
||||
};
|
||||
};
|
@ -3,38 +3,26 @@
|
||||
* Taps a shoulder
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Player <OBJECT>
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: Target <OBJECT>
|
||||
* 2: Shoulder which was tapped <NUMBER>
|
||||
* 2: Shoulder which was tapped [0: left, 1: right] <NUMBER>
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [player, target] call ace_interaction_fnc_tapShoulder
|
||||
* [player, target, 0] call ace_interaction_fnc_tapShoulder
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_3(_tapper,_target,_shoulderNum);
|
||||
params ["_unit", "_target", "_shoulderNum"];
|
||||
|
||||
if (_target != ACE_player) exitWith {
|
||||
if (_unit == ACE_player) then {
|
||||
addCamShake [4, 0.5, 5];
|
||||
ACE_player playActionNow "PutDown";
|
||||
if !(local _target) then {
|
||||
[[_tapper, _target, _shoulderNum], QUOTE(DFUNC(tapShoulder)), _target] call EFUNC(common,execRemoteFnc);
|
||||
};
|
||||
};
|
||||
|
||||
addCamShake [4, 0.5, 5];
|
||||
_unit playActionNow "PutDown";
|
||||
|
||||
private ["_message"];
|
||||
//localize is converting the escaped <> symbols, so just add them here instead of in the stringtable
|
||||
if (_shoulderNum == 0) then {
|
||||
_message = format ["%1 >", (localize LSTRING(YouWereTappedRight))];
|
||||
} else {
|
||||
_message = format ["< %1", (localize LSTRING(YouWereTappedLeft))];
|
||||
};
|
||||
|
||||
[parseText _message] call EFUNC(common,displayTextStructured);
|
||||
["tapShoulder", [_target], [_target, _shoulderNum]] call EFUNC(common,targetEvent);
|
||||
|
@ -1,33 +0,0 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Updates tooltip's position
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Tooltip Display <NUMBER>
|
||||
* 1: X Coordinate <NUMBER>
|
||||
* 2: Y Coordinate <NUMBER>
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [player, 0.5, 0.5] call ace_interaction_fnc_updateTooltipPosition
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_3(_tooltip,_coordinateX,_coordinateY);
|
||||
|
||||
private["_ctrl"];
|
||||
|
||||
disableSerialization;
|
||||
_ctrl = ctrlParent _tooltip displayCtrl 40;
|
||||
|
||||
_ctrl ctrlSetPosition [
|
||||
_coordinateX + 0.01 * safezoneW,
|
||||
_coordinateY + 0.01 * safezoneH,
|
||||
2.0 / 16 * safezoneW,
|
||||
0.3 / 9 * safezoneH
|
||||
];
|
||||
_ctrl ctrlCommit 0;
|
Loading…
Reference in New Issue
Block a user