// by commy2 and esteldunedain #include "script_component.hpp" ACE_Modifier = 0; [QGVAR(pardon), {(_this select 0) addRating -rating (_this select 0)}] call CBA_fnc_addEventHandler; [QGVAR(getDown), { params ["_target"]; _target setUnitPos "DOWN"; }] call CBA_fnc_addEventHandler; [QGVAR(sendAway), { params ["_unit", "_position"]; _unit setUnitPos "AUTO"; _unit doMove _position; }] call CBA_fnc_addEventHandler; [QGVAR(flip), { params ["_vehicle"]; private _position = getPosATL _vehicle; _vehicle setVectorUp surfaceNormal _position; _vehicle setPosATL _position; }] call CBA_fnc_addEventHandler; [QGVAR(setLight), { params ["_lamp", "_state"]; private _hitpoints = _lamp call EFUNC(common,getReflectorsWithSelections) select 1; { private _damage = _lamp getHit _x; if (_state) then { if (_damage == DISABLED_LAMP_DAMAGE) then { _lamp setHit [_x, 0]; }; } else { if (_damage < DISABLED_LAMP_DAMAGE) then { _lamp setHit [_x, DISABLED_LAMP_DAMAGE]; }; }; } forEach _hitpoints; _lamp setVariable [QGVAR(isLightOn), _state, true]; }] call CBA_fnc_addEventHandler; [QGVAR(setCollisionLight), { (_this select 0) setCollisionLight (_this select 1); }] call CBA_fnc_addEventHandler; // Zeus action events [QGVAR(zeusStance),{ { _x setUnitPos (_this select 0); } forEach (_this select 1); }] call CBA_fnc_addEventHandler; // The following 3 events handle both waypoints and groups [QGVAR(zeusBehaviour),{ if (param [2,false]) then { { _x setWaypointBehaviour (_this select 0); } forEach (_this select 1); } else { { _x setBehaviour (_this select 0); } forEach (_this select 1); }; }] call CBA_fnc_addEventHandler; [QGVAR(zeusSpeed),{ if (param [2,false]) then { { _x setWaypointSpeed (_this select 0); } forEach (_this select 1); } else { { _x setSpeedMode (_this select 0); } forEach (_this select 1); }; }] call CBA_fnc_addEventHandler; [QGVAR(zeusFormation),{ if (param [2,false]) then { { _x setWaypointFormation (_this select 0); } forEach (_this select 1); } else { { _x setFormation (_this select 0); } forEach (_this select 1); }; }] call CBA_fnc_addEventHandler; if (isServer) then { [QGVAR(replaceTerrainObject), FUNC(replaceTerrainObject)] call CBA_fnc_addEventHandler; }; if (!hasInterface) exitWith {}; GVAR(isOpeningDoor) = false; [QEGVAR(interact_menu,renderNearbyActions), { if (!GVAR(interactWithTerrainObjects)) exitWith {}; { if ( isObjectHidden _x // after hiding on server || {_x getVariable [QGVAR(terrainObjectReplaced), false]} // after checking but before hiding || {typeOf _x isNotEqualTo ""} ) then {continue}; private _model = getModelInfo _x select 1; private _class = GVAR(replaceTerrainModels) get _model; if (isNil "_class") then {continue}; _x setVariable [QGVAR(terrainObjectReplaced), true]; [QGVAR(replaceTerrainObject), [_x, _class]] call CBA_fnc_serverEvent; } forEach nearestTerrainObjects [ACE_player, [], 5, false]; }] call CBA_fnc_addEventHandler; [QGVAR(tapShoulder), { params ["_unit", "_shoulderNum"]; if (_unit == ACE_player) then { addCamShake [4, 0.5, 5]; private _message = parseText format ([["%1 >", localize LSTRING(YouWereTappedRight)], ["< %1", localize LSTRING(YouWereTappedLeft)]] select (_shoulderNum == 1)); [_message] call EFUNC(common,displayTextStructured); }; }] call CBA_fnc_addEventHandler; // add keybinds ["ACE3 Common", QGVAR(openDoor), localize LSTRING(OpenDoor), { // Conditions: canInteract if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if (GVAR(isOpeningDoor) || {[MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor) select 1 == ''}) exitWith {false}; // Statement call EFUNC(interaction,openDoor); true }, { //Probably don't want any conditions here, so variable never gets locked down // Statement GVAR(isOpeningDoor) = false; true }, [57, [false, true, false]], false] call CBA_fnc_addKeybind; //Key CTRL+Space ["ACE3 Common", QGVAR(tapShoulder), localize LSTRING(TapShoulder), { // Conditions: canInteract if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if !([ACE_player, cursorTarget] call FUNC(canTapShoulder)) exitWith {false}; //Tap whichever shoulder is closest private _shoulderNum = parseNumber (([cursorTarget, ACE_player] call BIS_fnc_relativeDirTo) > 180); // Statement [ACE_player, cursorTarget, _shoulderNum] call FUNC(tapShoulder); true }, {false}, [20, [true, false, false]], false] call CBA_fnc_addKeybind; ["isNotSwimming", {!(_this call EFUNC(common,isSwimming))}] call EFUNC(common,addCanInteractWithCondition); ["isNotOnLadder", {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> animationState (_this select 0) >> "ACE_isLadder") != 1}] call EFUNC(common,addCanInteractWithCondition); ["CBA_settingsInitialized", { if (GVAR(disableNegativeRating)) then { player addEventHandler ["HandleRating", { (_this select 1) max 0 }]; }; }] call CBA_fnc_addEventHandler; { [_x, { [QGVAR(clearWeaponAttachmentsActionsCache)] call CBA_fnc_localEvent; }] call CBA_fnc_addPlayerEventHandler; } forEach ["loadout", "weapon"]; // add "Take _weapon_" action to dropped weapons private _action = [ // action display name will be overwritten in modifier function QGVAR(takeWeapon), "take", "\A3\ui_f\data\igui\cfg\actions\take_ca.paa", {_player action ["TakeWeapon", _target, weaponCargo _target select 0]}, {count weaponCargo _target == 1}, nil, nil, nil, nil, nil, { params ["_target", "", "", "_actionData"]; _actionData set [1, format [localize "STR_ACTION_TAKE_BAG", getText (configfile >> "CfgWeapons" >> weaponCargo _target select 0 >> "displayName")]]; } ] call EFUNC(interact_menu,createAction); { [_x, 0, ["ACE_MainActions"], _action, true] call EFUNC(interact_menu,addActionToClass); } forEach ["WeaponHolder", "WeaponHolderSimulated"];