/* * Author: commy2 * * Start the carrying process. * * Argument: * 0: Unit that should do the carrying (Object) * 1: Object to carry (Object) * * Return value: * NONE. */ #include "script_component.hpp" private ["_unit", "_target"]; _unit = _this select 0; _target = _this select 1; // check weight private "_weight"; _weight = [_target] call FUNC(getWeight); if (_weight > GETMVAR(ACE_maxWeightCarry,1E11)) exitWith { [localize "STR_ACE_Dragging_UnableToDrag"] call EFUNC(common,displayTextStructured); }; private "_timer"; _timer = time + 2; // 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 setPos (getPos _unit vectorAdd vectorDir _unit); [_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2, true] call EFUNC(common,doAnimation); [_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2, true] call EFUNC(common,doAnimation); _timer = time + 15; } else { // select no weapon and stop sprinting _unit action ["SwitchWeapon", _unit, _unit, 99]; [_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation); [_unit, "isDragging", true] call EFUNC(common,setforceWalkStatus); // 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;