/* * Author: commy2 * Start the carrying process. * * Arguments: * 0: Unit that should do the carrying * 1: Object to carry * * Return Value: * None * * Example: * [player, cursorTarget] call ace_dragging_fnc_startCarry; * * Public: No */ #include "script_component.hpp" params ["_unit", "_target"]; TRACE_2("params",_unit,_target); // check weight private _weight = [_target] call FUNC(getWeight); if (_weight > missionNamespace getVariable ["ACE_maxWeightCarry", 1E11]) exitWith { [localize LSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured); }; private _timer = CBA_missionTime + 5; // handle objects vs persons if (_target isKindOf "CAManBase") then { // add a primary weapon if the unit has none. if (primaryWeapon _unit == "") then { _unit addWeapon "ACE_FakePrimaryWeapon"; }; // select primary, otherwise the drag animation actions don't work. _unit selectWeapon primaryWeapon _unit; // move a bit closer and adjust direction when trying to pick up a person _target setDir (getDir _unit + 180); _target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit)); [_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2, true] call EFUNC(common,doAnimation); [_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2, true] call EFUNC(common,doAnimation); _timer = CBA_missionTime + 15; } else { // select no weapon and stop sprinting _unit action ["SwitchWeapon", _unit, _unit, 299]; [_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation); [_unit, "forceWalk", "ACE_dragging", true] call EFUNC(common,statusEffect_set); }; [_unit, "blockThrow", "ACE_dragging", true] call EFUNC(common,statusEffect_set); // prevent multiple players from accessing the same object [_unit, _target, true] call EFUNC(common,claim); // prevents draging and carrying at the same time _unit setVariable [QGVAR(isCarrying), true, true]; // required for aborting animation _unit setVariable [QGVAR(carriedObject), _target, true]; [FUNC(startCarryPFH), 0.2, [_unit, _target, _timer]] call CBA_fnc_addPerFrameHandler;