// by esteldunedain #include "script_component.hpp" if (!hasInterface) exitWith {}; // add keybinds ["ACE3 Weapons", QGVAR(SelectPistolNew), localize LSTRING(SelectPistol), { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false}; // Statement [ACE_player, handgunWeapon ACE_player] call FUNC(selectWeaponMode); false }, {false}, [0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 1 Key) ["ACE3 Weapons", QGVAR(SelectRifleNew), localize LSTRING(SelectRifle), { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false}; // Statement [ACE_player, primaryWeapon ACE_player] call FUNC(selectWeaponMode); false }, {false}, [0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 2 Key) ["ACE3 Weapons", QGVAR(SelectRifleMuzzleNew), localize LSTRING(SelectRifleMuzzle), { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false}; // Statement [ACE_player, primaryWeapon ACE_player] call FUNC(selectWeaponMuzzle); false }, {false}, [0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 3 Key) ["ACE3 Weapons", QGVAR(SelectLauncherNew), localize LSTRING(SelectLauncher), { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false}; // Statement [ACE_player, secondaryWeapon ACE_player] call FUNC(selectWeaponMode); false }, {false}, [0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 4 Key) ["ACE3 Weapons", QGVAR(SelectBinocularNew), localize LSTRING(SelectBinocular), { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false}; // Statement [ACE_player, binocular ACE_player] call FUNC(selectWeaponMode); false }, {false}, [0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 5 Key) ["ACE3 Weapons", QGVAR(SelectGrenadeFrag), localize LSTRING(SelectGrenadeFrag), { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false}; // Statement [ACE_player, 1] call FUNC(selectNextGrenade); true }, {false}, [7, [false, false, false]], false] call CBA_fnc_addKeybind; //6 Key ["ACE3 Weapons", QGVAR(SelectGrenadeOther), localize LSTRING(SelectGrenadeOther), { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false}; // Statement [ACE_player, 2] call FUNC(selectNextGrenade); true }, {false}, [8, [false, false, false]], false] call CBA_fnc_addKeybind; //7 Key ["ACE3 Weapons", QGVAR(HolsterWeapon), localize LSTRING(HolsterWeapon), { // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false}; // Statement if ((currentWeapon ACE_player) != "") then { [ACE_player] call FUNC(putWeaponAway); } else { private _weapon = switch (true) do { case ((primaryWeapon ACE_player) != ""): {primaryWeapon ACE_player}; case ((handgunWeapon ACE_player) != ""): {handgunWeapon ACE_player}; case ((secondaryWeapon ACE_player) != ""): {secondaryWeapon ACE_player}; default {""}; }; if (_weapon != "") then {ACE_player selectWeapon _weapon}; }; true }, {false}, [11, [false, false, false]], false] call CBA_fnc_addKeybind; //0 Key ["ACE3 Vehicles", QGVAR(EngineOn), localize LSTRING(EngineOn), { // Conditions: canInteract if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !((ACE_player != vehicle ACE_player) && {ACE_player == driver vehicle ACE_player} && {!isEngineOn vehicle ACE_player}) exitWith {false}; // Statement vehicle ACE_player engineOn true; true }, {false}, [3, [false, false, false]], false] call CBA_fnc_addKeybind; //2 Key ["ACE3 Vehicles", QGVAR(EngineOff), localize LSTRING(EngineOff), { // Conditions: canInteract if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(ACE_player != vehicle ACE_player && {ACE_player == driver vehicle ACE_player} && {isEngineOn vehicle ACE_player}) exitWith {false}; // Statement vehicle ACE_player engineOn false; true }, {false}, [2, [false, false, false]], false] call CBA_fnc_addKeybind; //1 Key ["ACE3 Vehicles", QGVAR(SelectMainGunNew), localize LSTRING(SelectMainGun), { // Conditions: canInteract if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(ACE_player != vehicle ACE_player) exitWith {false}; // Statement [ACE_player, vehicle ACE_player, 0] call FUNC(selectWeaponVehicle); true }, {false}, [0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 3 Key) ["ACE3 Vehicles", QGVAR(SelectMachineGunNew), localize LSTRING(SelectMachineGun), { // Conditions: canInteract if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(ACE_player != vehicle ACE_player) exitWith {false}; // Statement [ACE_player, vehicle ACE_player, 1] call FUNC(selectWeaponVehicle); true }, {false}, [0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 4 Key) ["ACE3 Vehicles", QGVAR(SelectMissilesNew), localize LSTRING(SelectMissiles), { // Conditions: canInteract if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(ACE_player != vehicle ACE_player) exitWith {false}; // Statement [ACE_player, vehicle ACE_player, 2] call FUNC(selectWeaponVehicle); true }, {false}, [0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 5 Key) ["ACE3 Vehicles", QGVAR(FireSmokeLauncher), localize LSTRING(FireSmokeLauncher), { // Conditions: canInteract if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !(ACE_player != vehicle ACE_player && {ACE_player == commander vehicle ACE_player}) exitWith {false}; // Statement [vehicle ACE_player] call FUNC(fireSmokeLauncher); true }, {false}, [10, [false, false, false]], false] call CBA_fnc_addKeybind; //9 Key // Register fire event handler ["ace_firedPlayer", DFUNC(throwGrenade)] call CBA_fnc_addEventHandler;