Dedmen Miller
e2ac18a05d
[WIP] Fix script errors reporting wrong line numbers ( #6407 )
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* advanced_ballistics
* advanced_fatigue
* advanced_throwing
* ai
* aircraft
* arsenal
* atragmx
* attach
* backpacks
* ballistics
* captives
* cargo
* chemlights
* common
* concertina_wire
* cookoff
* dagr
* disarming
* disposable
* dogtags
* dragging
* explosives
* fastroping
* fcs
* finger
* frag
* gestures
* gforces
* goggles
* grenades
* gunbag
* hearing
* hitreactions
* huntir
* interact_menu
* interaction
* inventory
* kestrel4500
* laser
* laserpointer
* logistics_uavbattery
* logistics_wirecutter
* magazinerepack
* map
* map_gestures
* maptools
* markers
* medical
* medical_ai
* medical_blood
* medical_menu
* microdagr
* minedetector
* missileguidance
* missionmodules
* mk6mortar
* modules
* movement
* nametags
* nightvision
* nlaw
* optics
* optionsmenu
* overheating
* overpressure
* parachute
* pylons
* quickmount
* rangecard
* rearm
* recoil
* refuel
* reload
* reloadlaunchers
* repair
* respawn
* safemode
* sandbag
* scopes
* slideshow
* spectator
* spottingscope
* switchunits
* tacticalladder
* tagging
* trenches
* tripod
* ui
* vector
* vehiclelock
* vehicles
* viewdistance
* weaponselect
* weather
* winddeflection
* yardage450
* zeus
* arsenal defines.hpp
* optionals
* DEBUG_MODE_FULL 1
* DEBUG_MODE_FULL 2
* Manual fixes
* Add SQF Validator check for #include after block comment
* explosives fnc_openTimerUI
* fix uniqueItems
2018-09-17 14:19:29 -05:00
Wanderrful
635b667a74
Fixed viewdistance error while controlling UAV ( #5308 )
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* Fixed viewdistance error while controlling UAV.
When you take control of UAV drones, the view distance does not properly update to your setting because it thinks that you are still the land infantry guy. So I've experimented a bit in the editor and found a condition that will properly return true when you are in control of a drone aircraft. I've also adapted this for use with land-based UAV stuff (like the Stomper).
To accomplish this, I created a private *_isControllingDrone* variable that will detect if the player is currently in control of any UAV. I also edited the _landVehicle and _airVehicle scripts so if and only *_isControllingDrone* returns true, then it will check whether the drone is a subclass of "LandVehicle" or an "Air".
That's all I did. Please accept my pull request!
* Use ACE_controlledUAV event
2017-09-10 14:42:19 -05:00
jonpas
04831267f2
Use lazy evaluation
2016-04-14 13:55:15 +02:00
jonpas
dec266a546
Fix ship view distance using foot instead of vehicle setting, Cleanup view distance component
2016-04-14 13:52:20 +02:00
jonpas
e20811c0f2
Cleaned up headers, newlines in viewdistance
2015-08-12 20:16:01 +02:00
Michael Braun
ade6c99dac
Updated parameterization in Viewdistance module.
2015-08-04 23:33:03 +02:00
esteldunedain
a9197a8e33
Make viewdistance disabable through settings and module
2015-05-14 16:36:12 -03:00
esteldunedain
195643d557
Handle player not existing
2015-05-14 15:24:35 -03:00
SAM
8c7d752fcc
Made final adjustments
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Centred prompts, fixed erroneous if statement, adjusted function
headers.
2015-05-14 18:25:41 +02:00
SAM
6a6681872c
Replaced player with ACE_player
2015-05-10 12:54:53 +02:00
SAM
c05a91f530
Suppress prompts when changing vehicle.
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They're only shown when the player changes the setting.
2015-05-10 12:15:34 +02:00
SAM
69648f0e1b
Added adaptive view distance depending on vehicle
2015-05-10 12:00:19 +02:00