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https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Fixed errors in order to get explosives to load correctly without writing anything to config.
Will still need further testing once interaction is fully integrated.
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parent
4926694bda
commit
fe056f10e1
@ -1,11 +1,11 @@
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE( call compile preprocessFileLineNumbers PATHTOF(XEH_preInit.sqf) );
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init = QUOTE( call COMPILE_FILE(XEH_preInit) );
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};
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};
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class Extended_PostInit_EventHandlers {
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class ADDON {
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init = QUOTE( call compile preprocessFileLineNumbers PATHTOF(XEH_postInit.sqf) );
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init = QUOTE( call COMPILE_FILE(XEH_postInit) );
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};
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};
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@ -10,9 +10,9 @@ class CfgVehicles {
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class ACE_SelfActions {
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class GVAR(Explosives) {
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displayName = $STR_ACE_Explosives_Menu;
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condition = QUOTE( !(_player getVariable [ARR_2(QGVAR(PlantingExplosive), false)]) );
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condition = QUOTE( !(_player getVariable [ARR_2('ace_explosives_PlantingExplosive', false)]) );
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statement = "";
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exceptions[] = {"ACE_Interaction_isNotSwimming"}; \
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exceptions[] = {"ACE_Interaction_isNotSwimming"};
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showDisabled = 1;
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priority = 4;
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icon = QUOTE( PATHTOF(UI\Explosives_Menu_ca.paa) );
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@ -21,9 +21,9 @@ class CfgVehicles {
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//Sub-menu items
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class ACE_Detonate {
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displayName = $STR_ACE_Explosives_Detonate;
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condition = QUOTE( [_player] call FUNC(hasPlacedExplosives) AND ) and {count ([_player] call FUNC(getDetonators)) > 0} );
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condition = QUOTE( [_player] call FUNC(canDetonate) );
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statement = QUOTE( [_player] call FUNC(openTransmitterUI); );
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exceptions[] = {"ACE_Interaction_isNotSwimming"}; \
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exceptions[] = {"ACE_Interaction_isNotSwimming"};
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showDisabled = 1;
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icon = QUOTE( PATHTOF(UI\Explosives_Menu_ca.paa) );
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priority = 2;
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@ -33,7 +33,7 @@ class CfgVehicles {
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displayName = $STR_ACE_Explosives_Place;
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condition = QUOTE( (vehicle _player == _player) and {[_player] call FUNC(hasExplosives)} );
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statement = QUOTE( [_player] call FUNC(openPlaceUI); );
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exceptions[] = {"ACE_Interaction_isNotSwimming"}; \
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exceptions[] = {"ACE_Interaction_isNotSwimming"};
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showDisabled = 1;
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icon = QUOTE( PATHTOF(UI\Place_Explosive_ca.paa) );
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priority = 1;
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@ -43,7 +43,7 @@ class CfgVehicles {
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displayName = $STR_ACE_Explosives_Defuse;
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condition = QUOTE( [_player] call FUNC(canDefuse) );
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statement = QUOTE( [ARR_2(_player, EGVAR(Interaction, Target))] call FUNC(startDefuse); );
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exceptions[] = {"ACE_Interaction_isNotSwimming"}; \
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exceptions[] = {"ACE_Interaction_isNotSwimming"};
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showDisabled = 0;
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icon = QUOTE( PATHTOF(UI\Defuse_ca.paa) );
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priority = 0.8;
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@ -20,6 +20,7 @@ None
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PREP(addClacker);
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PREP(canDefuse);
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PREP(canDetonate);
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PREP(defuseExplosive);
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PREP(detonateExplosive);
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@ -6,9 +6,9 @@ class CfgPatches {
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weapons[] = {"ACE_Clacker", "ACE_DefusalKit", "ACE_M26_Clacker", "ACE_DeadManSwitch"};
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requiredVersion = 0.60;
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requiredAddons[] = {ace_common, ace_interaction};
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version = "0.95";
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versionStr = "0.95";
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versionAr[] = {0,95,0};
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version = QUOTE(VERSION);
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versionStr = QUOTE(VERSION);
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versionAr[] = {VERSION_AR};
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author[] = {"Garth 'L-H' de Wet"};
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authorUrl = "http://garth.snakebiteink.co.za/";
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};
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22
addons/explosives/functions/fnc_canDetonate.sqf
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22
addons/explosives/functions/fnc_canDetonate.sqf
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@ -0,0 +1,22 @@
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/*
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Name: ACE_Explosives_fnc_canDetonate
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Author: Garth de Wet (LH)
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Description:
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Checks if a unit can detonate an explosive
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Parameters:
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0: OBJECT - unit
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Returns:
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BOOLEAN - if the unit has explosives and detonators.
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Example:
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[player] call ACE_Explosives_fnc_canDetonate;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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private "_unit";
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_unit = _this select 0;
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[_unit] call FUNC(hasPlacedExplosives) and {count ([_unit] call FUNC(getDetonators)) > 0}
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