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Building Interact - Dummy object instead of hiding
Fix #3038 InteractiMenu now checks `isObjectHidden`, So now use dummy object instead of hiding a real one
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@ -80,11 +80,10 @@ if ((vehicle ACE_player) != ACE_player) exitWith {};
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// systemChat format ["Add Actions for [%1] (count %2) @ %3", _typeOfHouse, (count _memPoints), diag_tickTime];
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// systemChat format ["Add Actions for [%1] (count %2) @ %3", _typeOfHouse, (count _memPoints), diag_tickTime];
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{
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{
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_helperPos = (_houseBeingScaned modelToWorld (_houseBeingScaned selectionPosition _x)) call EFUNC(common,positionToASL);
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_helperPos = (_houseBeingScaned modelToWorld (_houseBeingScaned selectionPosition _x)) call EFUNC(common,positionToASL);
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_helperObject = "Sign_Sphere25cm_F" createVehicleLocal _helperPos;
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_helperObject = "ACE_LogicDummy" createVehicleLocal _helperPos;
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_addedHelpers pushBack _helperObject;
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_addedHelpers pushBack _helperObject;
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_helperObject setVariable [QGVAR(building), _houseBeingScaned];
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_helperObject setVariable [QGVAR(building), _houseBeingScaned];
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_helperObject setPosASL _helperPos;
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_helperObject setPosASL _helperPos;
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_helperObject hideObject true;
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TRACE_3("Making New Helper",_helperObject,_x,_houseBeingScaned);
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TRACE_3("Making New Helper",_helperObject,_x,_houseBeingScaned);
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{
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{
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