ACE3/addons/pylons/functions/fnc_onButtonTurret.sqf
Ozan Eğitmen 1b86063ade Add Pylons Component (#5517)
* Initial commit

* Change order

* ace-ify functions

* Add function headers, tweak onPylonMirror function

* Finish localization

* Fix trivial idc collision

* Styling

* Add self as author

* Add interaction for the dialog

* Add settings to enable menu and change behaviour

* Add strings

* Move changes into pylons component

* Progress

* Only one function left!

* Fix issues with overlapping players, Use LINKFUNC

* Add progress bar

* I need to switch branches

* Remove old pylon weapons from aircraft

* Explicitly set new pylon's ammo to 0

* Replace magic numbers with ID list

* Align controls properly

* Remove space before eol

* Add ability to add/remove FRIES

* 🐛 Whoops

* Fix logic errors

* Value of 1 means helicopter has built-in FRIES

* Add pilot/gunner switch button

Working on those buttons also helped me improve both the static and
on-the-fly (pun intended) parts of the dialog.

* Add quick zeus module

* Add a way to retrieve scripted pylon turrets

Not entirely reliable, but if used in both rearm and pylons, missions
that only use ace will work perfectly.

* Use getNumber default

* Use common's getPylonTurret

* Make dialog close on apply for zeus

* Handle UI Scaling better

* Prevent progressBar from failing in zeus

* Remove unnecessary stringtable key
2017-10-11 14:05:54 -05:00

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/*
* Author: 654wak654
* Handles init and click events of turret switch buttons.
*
* Arguments:
* 0: Button <CONTROL>
* 1: Should switch icons <BOOL>
* 2: Turret path <ARRAY>
*
* Return Value:
* None
*
* Example:
* [_button, true, []] call ace_pylons_fnc_onButtonTurret
*
* Public: No
*/
#include "script_component.hpp"
params ["_ctrl", "_switch", "_turret"];
if (_switch) then {
_turret = [[0], [-1]] select ((_ctrl getVariable QGVAR(turret)) isEqualTo [0]);
{
_x params ["", "_mirroredIndex", "_button"];
if (_ctrl == _button) exitWith {
if (_mirroredIndex == -1) then {
private _indexOf = _forEachIndex;
{
_x params ["", "_mirroredIndex", "_button"];
if (_mirroredIndex == _indexOf && {!ctrlEnabled _button}) exitWith {
[_button, false, _turret] call FUNC(onButtonTurret);
};
} forEach GVAR(comboBoxes);
};
};
} forEach GVAR(comboBoxes);
};
_ctrl setVariable [QGVAR(turret), _turret];
if (_turret isEqualTo [-1]) then {
_ctrl ctrlSetText "a3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_driver_ca.paa";
_ctrl ctrlSetTooltip localize "str_driver";
} else {
_ctrl ctrlSetText "a3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_gunner_ca.paa";
_ctrl ctrlSetTooltip localize "str_gunner";
};