* Add load in child actions to medical & captive
* Add actions with proper structure
* Move vehicles actions code to common function
* Simplify code in config, Fix docs
* Remove unused vars
* Fix header example
* Add _distance param to fnc_nearestVehiclesFreeSeat
* Change docs
* Fix spacing
When you load somebody inside a vehicle the ace_common_fnc_loadPerson is
used. This fonction acutually search nearestObjects of type ["Car",
"Air", "Tank", "Ship_F"] to put player inside. Infortunatly, the taru
family with crew place (exemple
:"Land_Pod_Heli_Transport_04_medevac_black_F") are not detected because
the corresponding parent class of
"Land_Pod_Heli_Transport_04_medevac_black_F" is :
["Land_Pod_Heli_Transport_04_medevac_F","Pod_Heli_Transport_04_crewed_base_F","StaticWeapon","LandVehicle","Land","AllVehicles","All"].
To avoid this, the "Pod_Heli_Transport_04_crewed_base_F" parent class
should also be search by nearestobjects.
* Common func to run config tests
* Add map config testing, malden data and reverse map config's latitude
* Headers
* Simplify config levels
* Header
* fix example
- Overhauls the spectator module entirely to share a similar UX to BI's "End Game Spectator" while maintaining some of the extended flexibility of ACE Spectator.
- Simplifies spectator setup by reducing the number of settings. More advanced setup is still possible via the API functions provided.
* fix isFeatureCameraActive for spec
ace_spectator_camera was removed in 77c2b99ee5 .
spectator module initializes three separate cameras instead, of which for example ace_spectator_freeCamera can be used to check if spec mode is active
* use ace_spectator_isSet to check for spec mode
* 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.
* Use private keyword, move surface blacklist to script_component.hpp
* Check height above terrain
* Add Tanoa surfaces, Check if in water
* Use 'dust' config entry to determine surface, Add common canDig (checks dustyness)
* Re-enable compile cache
* Revert to surface blacklist with dust as fallback
* Move surface blacklist to script_component because SQF validator complains
* Cleanup map gesture sync / color mapping
- Adds ace_common_fnc_setPlayerOwner which syncs player's owner var
- Redo publicVarClient with CBA's ownerEvent
- Remove old ace_settings
- Make color module run globaly
- Ad public ace_map_gestures_fnc_addGroupColorMapping
* fix return
* Fix laser and missileguidance over water
* Return a normalized vector in EFUNC(common,getTurretDirection)
* Make laser dispersion simulation optional, default off
* Prototype for ace_laser_designate
* Remove vanilla laser handling from ace_laser in favor of the new code on ace_laser_designate
* Simplify laser into one module
Rewrite large parts of laser
Merge laser_designate
Delete lase_selfDesignate
* Cleanup missile guidance
* Headers, fix laser over water
* Cleanup
* Test
* Change setting to scalar, more cleanup
* Add seeker debug drawing
* Replace FUNC(stringRemoveWhiteSpace) with CBA_fnc_removeWhitespace, Depreacte ACE's
* Use QFUNC
* Bump required CBA version
* Change remove version to 3.110.0
* 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