/* * Author: bux578 * Initializes the player * * Arguments: * 0: player * 1: sides > * * Return Value: * None * * Example: * [player, [west]] call ace_switchunits_fnc_initPlayer * * Public: No */ #include "script_component.hpp" params ["_playerUnit", "_sides"]; if (vehicle _playerUnit == _playerUnit) then { [_sides] call FUNC(markAiOnMap); _playerUnit setVariable [QGVAR(IsPlayerUnit), true, true]; _playerUnit allowDamage false; GVAR(OriginalUnit) = _playerUnit; GVAR(OriginalName) = name _playerUnit; GVAR(OriginalGroup) = group _playerUnit; // remove all starting gear of a player removeAllWeapons _playerUnit; removeGoggles _playerUnit; removeHeadgear _playerUnit; removeVest _playerUnit; removeAllAssignedItems _playerUnit; clearAllItemsFromBackpack _playerUnit; removeBackpack _playerUnit; _playerUnit linkItem "ItemMap"; removeUniform _playerUnit; [_playerUnit, "forceWalk", "ACE_SwitchUnits", true] call EFUNC(common,statusEffect_set); [_playerUnit, _sides] call FUNC(addMapFunction); };