#include "..\script_component.hpp" /* * Author: Bohemia Interactive * Module function to open a full arsenal on a unit * Edited to use ACE arsenal when present, moved isPlayer check * * Arguments: * 0: The module logic * 1: Not used * 2: activated * * Return Value: * None * * Example: * [LOGIC, nil, true] call ace_zeus_fnc_bi_moduleArsenal * * Public: No */ params ["_logic", "", "_activated"]; if (_activated && local _logic) then { _unit = _logic getvariable ["bis_fnc_curatorAttachObject_object",objnull]; //--- Check if the unit is suitable _error = ""; switch true do { case (isnull _unit): {_error = localize "str_a3_BIS_fnc_showCuratorFeedbackMessage_506";}; case !(alive _unit): {_error = localize "str_a3_BIS_fnc_moduleArsenal_errorDead";}; case (isnull group _unit || !(side group _unit in [east,west,resistance,civilian])): {_error = localize "str_a3_BIS_fnc_moduleArsenal_errorBrain";}; case (vehicle _unit != _unit || effectivecommander _unit != _unit): {_error = localize "str_a3_BIS_fnc_moduleArsenal_errorVehicle";}; }; if (_error == "") then { if (["ACE_Arsenal"] call EFUNC(common,isModLoaded)) then { if (!isPlayer _unit || {player == _unit}) then { [{ params ["_unit"]; player remoteControl _unit; EGVAR(arsenal,moduleUsed) = true; [_unit, _unit, true] call EFUNC(arsenal,openBox); }, [_unit]] call CBA_fnc_directCall; } else { [objNull, localize "str_a3_BIS_fnc_moduleArsenal_errorDead"] call bis_fnc_showCuratorFeedbackMessage; }; } else { if !(isPlayer _unit) then { ([] call bis_fnc_rscLayer) cuttext ["","black out",0.5]; ["#(argb,8,8,3)color(0,0,0,1)",false,nil,0,[0.5,0]] call bis_fnc_textTiles; ["Open",[true,nil,_unit]] call bis_fnc_arsenal; ([] call bis_fnc_rscLayer) cuttext ["","plain"]; } else { [objNull, localize "str_a3_BIS_fnc_moduleArsenal_errorDead"] call bis_fnc_showCuratorFeedbackMessage; }; }; } else { [objNull,_error] call bis_fnc_showCuratorFeedbackMessage; }; deleteVehicle _logic; };