* Initial commit
* Change order
* ace-ify functions
* Add function headers, tweak onPylonMirror function
* Finish localization
* Fix trivial idc collision
* Styling
* Add self as author
* Add interaction for the dialog
* Add settings to enable menu and change behaviour
* Add strings
* Move changes into pylons component
* Progress
* Only one function left!
* Fix issues with overlapping players, Use LINKFUNC
* Add progress bar
* I need to switch branches
* Remove old pylon weapons from aircraft
* Explicitly set new pylon's ammo to 0
* Replace magic numbers with ID list
* Align controls properly
* Remove space before eol
* Add ability to add/remove FRIES
* 🐛 Whoops
* Fix logic errors
* Value of 1 means helicopter has built-in FRIES
* Add pilot/gunner switch button
Working on those buttons also helped me improve both the static and
on-the-fly (pun intended) parts of the dialog.
* Add quick zeus module
* Add a way to retrieve scripted pylon turrets
Not entirely reliable, but if used in both rearm and pylons, missions
that only use ace will work perfectly.
* Use getNumber default
* Use common's getPylonTurret
* Make dialog close on apply for zeus
* Handle UI Scaling better
* Prevent progressBar from failing in zeus
* Remove unnecessary stringtable key
* Add garrison and un-garrison modules
* Remove unnecessary text from garrison header
* Add french translations to new strings
* Add changes requested by review
* Change pushback to pushBack
* Move garrison funcs to ai, finish headers
* Remove diag log debug
* Fix typos and header issues
* Add missing newlines
* Fix strings, Fix typos and headers
* Enable debug and disable compile cache, Add trace and comments
* Rebase before review
* Fix default case running instead of case 3
* Fix edge case related to players being in garrison group
The player would make the enableAttack checks in ungarrison and garrisonMove fail, this is now fixed.
* Fix some arrays in garrsionMove and garrison
* Relax distance checks in garrisonMove, change AI behaviour while pathing to aware
* Add debug view
* Remove unused var, fix unit pos using the wrong format
* Make debug more visually pleasing
* Change garrison debug target to a waypoint icon
* Change disableAI event to AISection, comment out doFollow in doMove EH
* Fix locality issue
* Everything
* Fixed missing ;
* Fix missing ; and double private
* Fixed cannot isNull on number
* Turn _temparture back to isNil
* Fix error from merge
* Add toggle flashlight and NVG modules
* Remove excessive spaces in moduleToggleNvg
* Fix indentation and typos to fit review
* Add an option to add gear, fix headers
* Change category to utility
* Add QOL improvement suggested by pabst
* Fix locality issues
* Remove locality check before enableFlashlight targetEvent
* Remove locality check before addWeaponItem targetEvent
* Add a player check in moduleToggleNVG, change modules category
* Add the same QOL in toggleNVG than in toggleFlashlight
* Add the ability to abort a module action via ace_zeus_fnc_getModuleDestination
* Action can be aborted by pressing ESC
* Current position is still passed to the code callback
* Add zeus arsenal modules
* Add french strings to arsenal modules
* Fix typo in french string
* Make changes to fit review
* locality check, use showMessage, set categroy
* Add dummy function to zeus UI modules
This removes the message about the module having no function when in SP.
* Fix zeus teleport module for non-local units
BI made a change to the function this module was using. So now it has to
be ran local to the player in question.
* add base structure
* Add getModuleDestination
* Add 2d map support, debug
* Cleanup, handle weapon max range
* Handle non-local units
* Use new showMessage func
* Run on groups when placed on leader
* Support for Indirect Fire Vehicles
* Cleanup
* Use doArtilleryFire which was fixed in 1.68
- Add categories to zeus modules to group them based on their functionality
- Add new utility modules:
1. Toggle simulation
2. Update editable objects
- Clean up some of the zeus module code (standardise function headers, camel case, etc.)
* Optimizations with private, params, and isEqualType
* Fixed tab being used instead of space
* Fixed tabs inserted by notepad++
* More usage of new private syntax and params
- changed a few checks for an array being empty to `_arr isEqualTo []`
rather than `count _arr == 0`
- added more uses of `private` on the same line as the variable is
declared
- added more uses of params to assign variables passed as parameters
- removed unnecessary parentheses
- removed several unnecessary variable declarations with private array
syntax
* clean up and formatting
The XEH InitPost event only needs to be added if the `GVAR(autoAddObjects)` setting is enabled. This change will save on overhead when the setting is disabled and also removes some complexity from the function that runs in response to the event.
Allows zeus to select a position for the module task to be carried out at - as a bonus it works alongside the radius attribute and will draw a circle preview if a radius is present.
Unfortunately control types 100 & 101 don't play nicely with controls groups and so I've commented out the position attribute from the displays that would currently use it. Otherwise it is all seemingly working fine, just that the position of the control is all wrong and it doesn't stay within the bounds of the controls group.
I opened an issue tracker ticket for the problem here: https://feedback.bistudio.com/T116708
Using a shared `radius` attribute for all of these displays so a generalized method of initializing and retrieving the value associated that was implemented.
The module is placed on a unit in order to switch the side of that unit's group. A "simple" dialog is used to select the new side.
The dialog code is a little ugly to say the least.
Remove the use of ace settings and makes the module more zeus specific. It might be worth adding a similar module or mission settings to ace_ai for mission editing.
Replaces display size and position defines with macros for readability and compactness.
Changes naming convention of functions and displays to distinguish categories and make more readable.
Converts the global set skill module to use display events rather than waiting in a loop for the module to be set and confirmed.
Merges the changes introduced by arma updates to vanilla functions with our overwrites.
I also reverted some of the command capitalization since it makes the process of going through differences quicker in future.
Zeus modules were only running on the *server* rather than the local machine. This resulted in the variable used to cache the object zeus has its cursor over not existing and therefore the modules didn't work at all.