// 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(setLampOn), { params ["_lamp", "_hitPointsDamage", "_disabledLampDMG"]; {if((_x select 1) == _disabledLampDMG) then {_lamp setHit [_x select 0, 0];};nil} count _hitPointsDamage; }] call CBA_fnc_addEventHandler; [QGVAR(setLampOff), { params ["_lamp", "_hitPointsDamage", "_disabledLampDMG"]; {_lamp setHit [_x select 0, (_x select 1) max _disabledLampDMG];nil} count _hitPointsDamage; }] call CBA_fnc_addEventHandler; [QGVAR(flip), { params ["_vehicle"]; private _position = getPosATL _vehicle; _vehicle setVectorUp surfaceNormal _position; _vehicle setPosATL _position; }] 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 (!hasInterface) exitWith {}; GVAR(isOpeningDoor) = false; [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 = [0, 1] select (([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); ["ace_settingsInitialized", { if (GVAR(disableNegativeRating)) then { player addEventHandler ["HandleRating", { (_this select 1) max 0 }]; }; }] call CBA_fnc_addEventHandler; // to make "Camping Lantern (Off)" be turned on we replace it with "Camping Lantern" private _action = [ QGVAR(TurnOn), localize LSTRING(TurnOn), "\A3\Ui_f\data\IGUI\Cfg\VehicleToggles\LightsIconOn_ca.paa", { private _position = getPosATL _target; private _vectorDirAndUp = [vectorDir _target, vectorUp _target]; deleteVehicle _target; private _newLamp = "Land_Camping_Light_F" createVehicle [0,0,0]; _newLamp setPosATL _position; _newLamp setVectorDirAndUp _vectorDirAndUp; }, {alive _target} ] call EFUNC(interact_menu,createAction); ["Land_Camping_Light_off_F", 0, ["ACE_MainActions"], _action] call EFUNC(interact_menu,addActionToClass);