#include "..\script_component.hpp" /* * Author: Rocko, Ruthberg * Position tactical ladder * * Arguments: * 0: unit * 1: ladder * * Return Value: * None * * Example: * [_unit, _ladder] call ace_tacticalladder_fnc_positionTL * * Public: No */ #define __ANIMS ["extract_1","extract_2","extract_3","extract_4","extract_5","extract_6","extract_7","extract_8","extract_9","extract_10","extract_11"] params ["_unit", "_ladder"]; // prevent the placing unit from running [_unit, "forceWalk", "ACE_Ladder", true] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", "ACE_Ladder", true] call EFUNC(common,statusEffect_set); { _ladder animate [_x, 0]; } count __ANIMS; [_unit, "amovpercmstpslowwrfldnon_player_idlesteady03", 2] call EFUNC(common,doAnimation); _ladder attachTo [_unit, [0, 0.75, 0], ""]; // Position ladder in front of player _ladder animate ["rotate", 0]; { _ladder animate [_x, 1]; } count ["extract_1", "extract_2", "extract_3"]; // Extract ladder at head height (extract_3) GVAR(ladder) = _ladder; GVAR(cancelTime) = CBA_missionTime + 1; // Workaround to prevent accidental canceling GVAR(currentStep) = 3; GVAR(currentAngle) = 0; // add mouse buttons and hints //private _adjustText = format ["%1, +%2", localize LSTRING(Adjust), localize LSTRING(AdjustTilt)]; // Tilting disabled due to sinking, interaction point offset and unsuitable animation [localize LSTRING(Deploy), localize LSTRING(Drop), /*_adjustText*/ localize LSTRING(Adjust)] call EFUNC(interaction,showMouseHint); _unit setVariable [QGVAR(Deploy), [ _unit, "DefaultAction", {!isNull GVAR(ladder)}, {[_this select 0, GVAR(ladder)] call FUNC(confirmTLdeploy)} ] call EFUNC(common,addActionEventHandler)];