#include "..\script_component.hpp" /* * Author: alganthe * Module calling the garrison function. * * Arguments: * 0: Module logic * 1: Position of the module * 2: Radius of the task * 3: Filling mode of the garrison function * 4: Enable or not top down filling * * Return Value: * None * * Example: * [LOGIC, [2203.64, 2281.47, 1], 20, 2, true] call ace_zeus_fnc_moduleGarrison * * Public: No */ params ["_logic", "_pos", "_radius" ,"_mode" , "_topDownMode", "_teleport"]; private _unit = (attachedTo _logic); private _building = nearestBuilding (getPosASL _unit); // Handles errors scopeName "Main"; private _fnc_errorAndClose = { params ["_msg"]; deleteVehicle _logic; [_msg] call FUNC(showMessage); breakOut "Main"; }; switch (false) do { case !(isNull _unit): { [LSTRING(NothingSelected)] call _fnc_errorAndClose; }; case (_unit isKindOf "CAManBase"): { [LSTRING(OnlyInfantry)] call _fnc_errorAndClose; }; case (alive _unit): { [LSTRING(OnlyAlive)] call _fnc_errorAndClose; }; case (_unit distance _building < 500): { [LSTRING(BuildingTooFar)] call _fnc_errorAndClose; }; }; private _units = units _unit; // Make sure all units are disembarked { if (vehicle _x != _x && {!isPlayer _x}) then { moveOut _x; }; } forEach _units; [_pos, ["Building"], _units, _radius, _mode, _topDownMode, _teleport] call EFUNC(ai,garrison); deleteVehicle _logic;