mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge branch 'master' into explosiveInteraction
This commit is contained in:
commit
fcb7e8b1bd
@ -9,7 +9,6 @@ class Extended_PostInit_EventHandlers {
|
||||
init = QUOTE(call COMPILE_FILE(XEH_postInit));
|
||||
};
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||||
};
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||||
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||||
//release escorted captive when entering a vehicle
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class Extended_GetIn_EventHandlers {
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class All {
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@ -18,7 +17,6 @@ class Extended_GetIn_EventHandlers {
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||||
};
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||||
};
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||||
};
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||||
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||||
//reset captive animation after leaving vehicle
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class Extended_GetOut_EventHandlers {
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class All {
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@ -27,7 +25,6 @@ class Extended_GetOut_EventHandlers {
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};
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||||
};
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};
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//reset captivity and escorting status when getting killed
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class Extended_Killed_EventHandlers {
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class CAManBase {
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@ -36,7 +33,6 @@ class Extended_Killed_EventHandlers {
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};
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};
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};
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//mission start
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class Extended_InitPost_EventHandlers {
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class CAManBase {
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@ -45,4 +41,3 @@ class Extended_InitPost_EventHandlers {
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};
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};
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};
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|
@ -72,7 +72,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
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InterpolateTo[] = {"Unconscious",0.01};
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};
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class ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon {
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speed = 0.333; //for gameplay reasons, slow this down
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speed = 0.5; //for gameplay reasons, slow this down
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actions = "CivilStandActions";
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file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon";
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ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};
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|
@ -90,7 +90,7 @@ class CfgVehicles {
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class ACE_StartSurrenderingSelf {
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displayName = "$STR_ACE_Captives_StartSurrendering";
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condition = QUOTE([ARR_2(_player, true)] call FUNC(canSurrender));
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statement = QUOTE([ARR_2(_player, true)] call FUNC(surrender));
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statement = QUOTE([ARR_2(_player, true)] call FUNC(setSurrendered));
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exceptions[] = {};
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showDisabled = 0;
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priority = 0;
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@ -98,7 +98,7 @@ class CfgVehicles {
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class ACE_StopSurrenderingSelf {
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displayName = "$STR_ACE_Captives_StopSurrendering";
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condition = QUOTE([ARR_2(_player, false)] call FUNC(canSurrender));
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statement = QUOTE([ARR_2(_player, false)] call FUNC(surrender));
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statement = QUOTE([ARR_2(_player, false)] call FUNC(setSurrendered));
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exceptions[] = {QGVAR(isNotSurrendering)};
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showDisabled = 0;
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priority = 0;
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|
@ -1,12 +1,9 @@
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#include "script_component.hpp"
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["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
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["MoveInCaptive", {_this call FUNC(vehicleCaptiveMoveIn)}] call EFUNC(common,addEventHandler);
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["MoveOutCaptive", {_this call FUNC(vehicleCaptiveMoveOut)}] call EFUNC(common,addEventHandler);
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["SetHandcuffed", {_this call FUNC(setHandcuffed)}] call EFUNC(common,addEventHandler);
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//Handles when someone starts escorting and then disconnects, leaving the captive attached
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//This is normaly handled by the PFEH in doEscortCaptive, but that won't be running if they DC
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if (isServer) then {
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addMissionEventHandler ["HandleDisconnect", {
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PARAMS_1(_disconnectedPlayer);
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@ -21,6 +18,15 @@ if (isServer) then {
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}];
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};
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["playerVehicleChanged", {_this call FUNC(handleVehicleChanged)}] call EFUNC(common,addEventHandler);
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["zeusDisplayChanged", {_this call FUNC(handleZeusDisplayChanged)}] call EFUNC(common,addEventHandler);
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["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
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["MoveInCaptive", {_this call FUNC(vehicleCaptiveMoveIn)}] call EFUNC(common,addEventHandler);
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["MoveOutCaptive", {_this call FUNC(vehicleCaptiveMoveOut)}] call EFUNC(common,addEventHandler);
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["SetHandcuffed", {_this call FUNC(setHandcuffed)}] call EFUNC(common,addEventHandler);
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["SetSurrendered", {_this call FUNC(setSurrendered)}] call EFUNC(common,addEventHandler);
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//TODO: Medical Integration Events???
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// [_unit, "knockedOut", {
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||||
|
@ -23,9 +23,10 @@ PREP(handleKnockedOut);
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PREP(handlePlayerChanged);
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PREP(handleUnitInitPost);
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PREP(handleWokeUp);
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PREP(handleZeusDisplayChanged);
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PREP(moduleSurrender);
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PREP(setHandcuffed);
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PREP(surrender);
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PREP(setSurrendered);
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PREP(vehicleCaptiveMoveIn);
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PREP(vehicleCaptiveMoveOut);
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|
@ -18,5 +18,12 @@
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PARAMS_2(_unit,_newSurrenderState);
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//TODO: any other conditions??
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(!((_unit getVariable [QGVAR(isSurrendering), false]) isEqualTo _newSurrenderState))
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private "_returnValue";
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_returnValue = if (_newSurrenderState) then {
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!(_unit getVariable [QGVAR(isSurrendering), false]); //Not currently surrendering
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} else {
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(_unit getVariable [QGVAR(isSurrendering), false]); //is Surrendering
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};
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_returnValue
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|
@ -19,6 +19,12 @@
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||||
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PARAMS_3(_vehicle,_dontcare,_unit);
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if ((local _unit) && (_unit getVariable [QGVAR(isEscorting), false])) then {
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if (local _unit) then {
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if (_unit getVariable [QGVAR(isEscorting), false]) then {
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_unit setVariable [QGVAR(isEscorting), false, true];
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};
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if (_unit getVariable [QGVAR(isSurrendering), false]) then {
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[_unit, false] call FUNC(setSurrender);
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};
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};
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|
@ -1,2 +1,25 @@
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// by commy2
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/*
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* Author: commy2, PabstMirror
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* Handles when a unit gets knocked out. Ends surrendering.
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*
|
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* Arguments:
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* 0: Unit <OBJECT>
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*
|
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* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
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||||
* [bob, true] call ACE_captives_fnc_handleKnockedOut
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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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||||
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||||
//ToDo: Waiting on medical integration
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PARAMS_1(_unit);
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if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
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[_unit, false] call FUNC(setSurrendered);
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};
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|
@ -18,6 +18,7 @@
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||||
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||||
PARAMS_2(_newUnit,_oldUnit);
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//set showHUD based on new unit status:
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if ((_newUnit getVariable [QGVAR(isHandcuffed), false]) || {_newUnit getVariable [QGVAR(isSurrendering), false]}) then {
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TRACE_1("Player Change (showHUD false)",_newUnit);
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showHUD false;
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@ -25,3 +26,8 @@ if ((_newUnit getVariable [QGVAR(isHandcuffed), false]) || {_newUnit getVariable
|
||||
TRACE_1("Player Change (showHUD true)",_newUnit);
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||||
showHUD true;
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||||
};
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||||
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||||
//If old player was escorting, stop
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||||
if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {
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_oldUnit setVariable [QGVAR(isEscorting), false, true];
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};
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|
@ -29,6 +29,6 @@ if (local _unit) then {
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||||
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||||
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
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_unit setVariable [QGVAR(isSurrendering), false];
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||||
[_unit, true] call FUNC(surrender);
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||||
[_unit, true] call FUNC(setSurrendered);
|
||||
};
|
||||
};
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||||
|
31
addons/captives/functions/fnc_handleZeusDisplayChanged.sqf
Normal file
31
addons/captives/functions/fnc_handleZeusDisplayChanged.sqf
Normal file
@ -0,0 +1,31 @@
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||||
/*
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||||
* Author: PabstMirror
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||||
* Handles ZeusDisplayChanged event
|
||||
* Need to reset showHUD after closing zeus
|
||||
*
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||||
* Arguments:
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||||
* 0: Unit <OBJECT>
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||||
* 1: Display is now open <BOOL>
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||||
*
|
||||
* Return Value:
|
||||
* Nothing
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||||
*
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||||
* Example:
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||||
* [bob1, false] call ACE_captives_fnc_handleZeusDisplayChanged
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||||
*
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||||
* Public: No
|
||||
*/
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||||
#include "script_component.hpp"
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||||
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||||
PARAMS_2(_unit,_zeusIsOpen);
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||||
|
||||
//set showHUD based on unit status:
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||||
if (!_zeusIsOpen) then {
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||||
if ((_unit getVariable [QGVAR(isHandcuffed), false]) || {_unit getVariable [QGVAR(isSurrendering), false]}) then {
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TRACE_1("Player Change (showHUD false)",_unit);
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showHUD false;
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} else {
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TRACE_1("Player Change (showHUD true)",_unit);
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showHUD true;
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};
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};
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@ -27,19 +27,31 @@ if (local _logic) then {
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if ((count _bisMouseOver) == 2) then {//check what mouse was over before the module was placed
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_mouseOverObject = _bisMouseOver select 1;
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if ((_mouseOverObject isKindOf "CAManBase") && {(vehicle _mouseOverObject) == _mouseOverObject}) then {
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systemChat format ["Debug - module surrendering %1", (name _mouseOverObject)];
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[_mouseOverObject, true] call FUNC(surrender);
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TRACE_2("Debug - module surrendering %1",_mouseOverObject,(name _mouseOverObject));
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if (alive _mouseOverObject) then {
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if (!(_mouseOverObject getVariable [QGVAR(isSurrendering), false])) then {
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["SetSurrendered", [_mouseOverObject], [_mouseOverObject, true]] call EFUNC(common,targetEvent);
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} else {
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systemChat format ["Only use on dismounted inf"];
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["SetSurrendered", [_mouseOverObject], [_mouseOverObject, false]] call EFUNC(common,targetEvent);
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};
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} else {
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systemChat format ["Nothing under mouse"];
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["STR_ACE_Captives_Zeus_OnlyAlive"] call EFUNC(common,displayTextStructured);
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||||
};
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} else {//an editor module
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} else {
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["STR_ACE_Captives_Zeus_OnlyInfentry"] call EFUNC(common,displayTextStructured);
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};
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||||
} else {
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["STR_ACE_Captives_Zeus_NothingSelected"] call EFUNC(common,displayTextStructured);
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};
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} else {
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//an editor module
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||||
//Modules run before postInit can instal the event handler, so we need to wait a little bit
|
||||
[{
|
||||
PARAMS_1(_units);
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||||
{
|
||||
systemChat format ["Debug - module surrendering %1", (name _x)];
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||||
[_x, true] call FUNC(surrender);
|
||||
["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
|
||||
} forEach _units;
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||||
}, [_units], 0.05, 0.05]call EFUNC(common,waitAndExecute);
|
||||
};
|
||||
|
||||
deleteVehicle _logic;
|
||||
|
@ -18,19 +18,23 @@
|
||||
|
||||
PARAMS_2(_unit,_state);
|
||||
|
||||
// We only want this function to work on local machines
|
||||
if (!local _unit) exitwith {
|
||||
[_this, QUOTE(FUNC(setHandcuffed)), _unit] call EFUNC(common,execRemoteFnc);
|
||||
TRACE_2("running setHandcuffed on remote unit",_unit,_state);
|
||||
};
|
||||
|
||||
if (_state isEqualTo (_unit getVariable [QGVAR(isHandcuffed), false])) then {
|
||||
LOG("setHandcuffed: current state same as new");
|
||||
if (!local _unit) exitwith {
|
||||
ERROR("running setHandcuffed on remote unit");
|
||||
};
|
||||
if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith {
|
||||
ERROR("setHandcuffed: current state same as new");
|
||||
};
|
||||
|
||||
if (_state) then {
|
||||
_unit setVariable [QGVAR(isHandcuffed), true, true];
|
||||
[_unit, QGVAR(Handcuffed), true] call EFUNC(common,setCaptivityStatus);
|
||||
|
||||
if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
|
||||
[_unit, false] call FUNC(setSurrendered);
|
||||
};
|
||||
|
||||
//Set unit cargoIndex (will be -1 if dismounted)
|
||||
_unit setVariable [QGVAR(CargoIndex), ((vehicle _unit) getCargoIndex _unit), true];
|
||||
|
||||
if (_unit == ACE_player) then {
|
||||
@ -43,11 +47,30 @@ if (_state) then {
|
||||
if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
|
||||
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
|
||||
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
|
||||
|
||||
//Adds an animation changed eh
|
||||
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
|
||||
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
|
||||
PARAMS_2(_unit,_newAnimation);
|
||||
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && (_newAnimation != "Unconscious")) then {
|
||||
ERROR("Handcuff animation interrupted");
|
||||
systemChat format ["debug %2: new %1", _newAnimation, time];
|
||||
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
|
||||
};
|
||||
}];
|
||||
_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
|
||||
|
||||
};
|
||||
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
|
||||
} else {
|
||||
_unit setVariable [QGVAR(isHandcuffed), false, true];
|
||||
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
|
||||
|
||||
//remove AnimChanged EH
|
||||
_animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
|
||||
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
|
||||
_unit setVariable [QGVAR(handcuffAnimEHID), -1];
|
||||
|
||||
if ((vehicle _unit) == _unit) then {
|
||||
//Break out of hands up animation loop (doAnimation handles Unconscious prioity)
|
||||
[_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
|
||||
|
101
addons/captives/functions/fnc_setSurrendered.sqf
Normal file
101
addons/captives/functions/fnc_setSurrendered.sqf
Normal file
@ -0,0 +1,101 @@
|
||||
/*
|
||||
* Author: commy2 PabstMirror
|
||||
* Lets a unit surrender
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: True to surrender, false to un-surrender <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [Pierre, true] call ACE_captives_fnc_setSurrendered;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_state);
|
||||
|
||||
|
||||
if (!local _unit) exitwith {
|
||||
ERROR("running surrender on remote unit");
|
||||
};
|
||||
|
||||
if ((_unit getVariable [QGVAR(isSurrendering), false]) isEqualTo _state) exitWith {
|
||||
ERROR("Surrender: current state same as new");
|
||||
};
|
||||
|
||||
if (_state) then {
|
||||
if ((vehicle _unit) != _unit) exitWith {ERROR("Cannot surrender while mounted");};
|
||||
if (_unit getVariable [QGVAR(isHandcuffed), false]) exitWith {ERROR("Cannot surrender while handcuffed");};
|
||||
|
||||
_unit setVariable [QGVAR(isSurrendering), true, true];
|
||||
|
||||
[_unit, QGVAR(Surrendered), true] call EFUNC(common,setCaptivityStatus);
|
||||
|
||||
if (_unit == ACE_player) then {
|
||||
showHUD false;
|
||||
};
|
||||
|
||||
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
|
||||
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
|
||||
|
||||
// fix anim on mission start (should work on dedicated servers)
|
||||
[{
|
||||
PARAMS_1(_unit);
|
||||
if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
|
||||
//Adds an animation changed eh
|
||||
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
|
||||
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
|
||||
PARAMS_2(_unit,_newAnimation);
|
||||
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && (_newAnimation != "Unconscious")) then {
|
||||
ERROR("Surrender animation interrupted");
|
||||
systemChat format ["debug %2: new %1", _newAnimation, time];
|
||||
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
|
||||
};
|
||||
}];
|
||||
_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
|
||||
};
|
||||
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
|
||||
} else {
|
||||
_unit setVariable [QGVAR(isSurrendering), false, true];
|
||||
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
|
||||
|
||||
//remove AnimChanged EH
|
||||
_animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
|
||||
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
|
||||
_unit setVariable [QGVAR(surrenderAnimEHID), -1];
|
||||
|
||||
if (_unit == ACE_player) then {
|
||||
//only re-enable HUD if not handcuffed
|
||||
if (!(_unit getVariable [QGVAR(isHandcuffed), false])) then {
|
||||
showHUD true;
|
||||
};
|
||||
};
|
||||
|
||||
if (_unit getVariable ["ACE_isUnconscious", false]) exitWith {}; //don't touch animations if unconscious
|
||||
|
||||
//if we are in "hands up" animationState, crack it now
|
||||
if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) then {
|
||||
[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
|
||||
} else {
|
||||
//spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up"
|
||||
//Handles long animation chains
|
||||
[{
|
||||
PARAMS_2(_args,_pfID);
|
||||
EXPLODE_2_PVT(_args,_unit,_maxTime);
|
||||
//If waited long enough or they re-surrendered or they are unconscious, exit loop
|
||||
if ((time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith {
|
||||
[_pfID] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
//Only break animation if they are actualy the "hands up" animation (because we are using switchmove there won't be an transition)
|
||||
if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) exitWith {
|
||||
[_pfID] call CBA_fnc_removePerFrameHandler;
|
||||
//Break out of hands up animation loop
|
||||
[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
|
||||
};
|
||||
}, 0, [_unit, (time + 20)]] call CBA_fnc_addPerFrameHandler;
|
||||
};
|
||||
};
|
@ -1,76 +0,0 @@
|
||||
/*
|
||||
* Author: commy2 PabstMirror
|
||||
* Lets a unit surrender
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: State <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [Pierre, true] call ACE_captives_fnc_surrender;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
PARAMS_2(_unit,_state);
|
||||
|
||||
// We only want this function to work on local machines
|
||||
if (!local _unit) exitwith {
|
||||
[_this, QUOTE(FUNC(surrender)), _unit] call EFUNC(common,execRemoteFnc);
|
||||
TRACE_2("running surrender on remote unit",_unit,_state);
|
||||
};
|
||||
|
||||
if ((_unit getVariable [QGVAR(isSurrendering), false]) isEqualTo _state) then {
|
||||
LOG("Surrender: current state same as new");
|
||||
};
|
||||
|
||||
if (_state) then {
|
||||
_unit setVariable [QGVAR(isSurrendering), true, true];
|
||||
[_unit, QGVAR(Surrendered), true] call EFUNC(common,setCaptivityStatus);
|
||||
|
||||
if (_unit == ACE_player) then {
|
||||
showHUD false;
|
||||
};
|
||||
|
||||
// fix anim on mission start (should work on dedicated servers)
|
||||
[{
|
||||
PARAMS_1(_unit);
|
||||
if (_unit getVariable [QGVAR(isSurrendering), false] && {vehicle _unit == _unit}) then {
|
||||
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
|
||||
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
|
||||
};
|
||||
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
|
||||
|
||||
//PFEH - (TODO: move to event system?)
|
||||
[{
|
||||
EXPLODE_1_PVT((_this select 0),_unit);
|
||||
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
|
||||
//If unit dies, gets knocked out, or is handcuffed then end surrender
|
||||
if ((!alive _unit) || {_unit getVariable ["ACE_isUnconscious", false]} || {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
|
||||
[_unit, false] call FUNC(surrender);
|
||||
[(_this select 1)] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
} else {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
}, 0.0, [_unit]] call CBA_fnc_addPerFrameHandler;
|
||||
} else {
|
||||
_unit setVariable [QGVAR(isSurrendering), false, true];
|
||||
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
|
||||
|
||||
if ((vehicle _unit) == _unit) then {
|
||||
//Break out of hands up animation loop (doAnimation handles Unconscious prioity)
|
||||
[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
|
||||
};
|
||||
|
||||
if (_unit == ACE_player) then {
|
||||
//only re-enable HUD if not handcuffed
|
||||
if (!(_unit getVariable [QGVAR(isHandcuffed), false])) then {
|
||||
showHUD true;
|
||||
};
|
||||
};
|
||||
};
|
@ -1,5 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!-- Edited with tabler - 2015-02-06 -->
|
||||
<!-- Edited with tabler - 2015-02-24 -->
|
||||
<Project name="ACE">
|
||||
<Package name="Captives">
|
||||
<Key ID="STR_ACE_Captives_SetCaptive">
|
||||
@ -136,5 +136,14 @@
|
||||
<Key ID="STR_ACE_Captives_StopSurrendering">
|
||||
<English>Stop Surrendering</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_Zeus_OnlyAlive">
|
||||
<English>Only use on alive units</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_Zeus_OnlyInfentry">
|
||||
<English>Only use on dismounted inf</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Captives_Zeus_NothingSelected">
|
||||
<English>Nothing under mouse</English>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
@ -158,3 +158,6 @@ GVAR(OldPlayerTurret) = [ACE_player] call FUNC(getTurretIndex);
|
||||
PARAMS_2(_vehicle,_fuelLevel);
|
||||
_vehicle setFuel _fuelLevel;
|
||||
}] call FUNC(addEventhandler);
|
||||
|
||||
["displayTextStructured", FUNC(displayTextStructured)] call FUNC(addEventhandler);
|
||||
["displayTextPicture", FUNC(displayTextPicture)] call FUNC(addEventhandler);
|
||||
|
@ -7,6 +7,7 @@
|
||||
* 0: Text <ANY>
|
||||
* 1: Image <STRING>
|
||||
* 2: Image color <ARRAY> <OPTIONAL>
|
||||
* 3: Target Unit. Will only display if target is the player controlled object <OBJECT> <OPTIONAL>
|
||||
*
|
||||
* Return value:
|
||||
* Nothing
|
||||
@ -14,13 +15,26 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_text", "_image", "_imageColor"];
|
||||
private ["_text", "_image", "_imageColor", "_target"];
|
||||
_text = _this select 0;
|
||||
_image = _this select 1;
|
||||
_imageColor = if (count _this > 2) then {_this select 2} else {[1,1,1]};
|
||||
_imageColor resize 3;
|
||||
_target = if (count _this > 3) then {_this select 3} else {ACE_player};
|
||||
|
||||
if (_target != ACE_player) exitWith {};
|
||||
|
||||
if (typeName _text != "TEXT") then {
|
||||
if (typeName _text == "ARRAY") then {
|
||||
if (count _text > 0) then {
|
||||
{
|
||||
if (typeName _x == "STRING" && {isLocalized _x}) then {
|
||||
_text set [_foreachIndex, localize _x];
|
||||
};
|
||||
}foreach _text;
|
||||
_text = format _text;
|
||||
};
|
||||
};
|
||||
if (typeName _text == "STRING" && {isLocalized _text}) then {
|
||||
_text = localize _text;
|
||||
};
|
||||
|
@ -6,6 +6,7 @@
|
||||
* Argument:
|
||||
* 0: Text <ANY>
|
||||
* 1: Size of the textbox <NUMBER> <OPTIONAL>
|
||||
* 2: Target Unit. Will only display if target is the player controlled object <OBJECT> <OPTIONAL>
|
||||
*
|
||||
* Return value:
|
||||
* Nothing
|
||||
@ -13,14 +14,24 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_text", "_size", "_isShown", "_ctrlHint", "_yPos", "_xPos", "_wPos", "_hPos", "_position"];
|
||||
|
||||
private ["_text", "_size", "_isShown", "_ctrlHint", "_yPos", "_xPos", "_wPos", "_hPos", "_position", "_target"];
|
||||
_text = _this select 0;
|
||||
_size = _this select 1;
|
||||
_size = if (count _this > 1) then {_this select 1} else {1.5;};
|
||||
_target = if (count _this > 2) then {_this select 2} else {ACE_player};
|
||||
|
||||
if (isNil "_size") then {_size = 1.5};
|
||||
if (_target != ACE_player) exitWith {};
|
||||
|
||||
if (typeName _text != "TEXT") then {
|
||||
if (typeName _text == "ARRAY") then {
|
||||
if (count _text > 0) then {
|
||||
{
|
||||
if (typeName _x == "STRING" && {isLocalized _x}) then {
|
||||
_text set [_foreachIndex, localize _x];
|
||||
};
|
||||
}foreach _text;
|
||||
_text = format _text;
|
||||
};
|
||||
};
|
||||
if (typeName _text == "STRING" && {isLocalized _text}) then {
|
||||
_text = localize _text;
|
||||
};
|
||||
@ -48,6 +59,12 @@ _xPos = ((safezoneX + safezoneW) - (10 *(((safezoneW / safezoneH) min 1.2) / 40)
|
||||
_yPos = safeZoneY + 0.175 * safezoneH;
|
||||
_wPos = (10 *(((safezoneW / safezoneH) min 1.2) / 40));
|
||||
_hPos = (2 *((((safezoneW / safezoneH) min 1.2) / 1.2) / 25));
|
||||
|
||||
//Zeus Interface Open and Display would be under the "CREATE" list
|
||||
if (!isnull curatorCamera) then {
|
||||
_xPos = _xPos min ((safezoneX + safezoneW - 12.5 * (((safezoneW / safezoneH) min 1.2) / 40)) - _wPos);
|
||||
};
|
||||
|
||||
_position = [_xPos, _yPos, _wPos, _size * _hPos];
|
||||
|
||||
_ctrlHint ctrlSetPosition _position;
|
||||
|
Loading…
Reference in New Issue
Block a user