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847832c118
* Fix some event names on wiki * Switch callable events to functions
97 lines
2.2 KiB
Markdown
97 lines
2.2 KiB
Markdown
---
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layout: wiki
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title: Cargo Framework
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description: Explains how to set-up the cargo framework for custom objects and vehicles.
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group: framework
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order: 5
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parent: wiki
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mod: ace
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version:
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major: 3
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minor: 3
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patch: 0
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---
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## 1. Config Values
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### 1.1 Preparing a vehicle for ACE3 cargo
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```cpp
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class CfgVehicles {
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class yourVehicleBaseClass {
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ace_cargo_space = 4; // Cargo space your vehicle has
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ace_cargo_hasCargo = 1; // Enables cargo to be loaded inside the vehicle (1-yes, 0-no)
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};
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};
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```
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### 1.2 Making an object loadable
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```cpp
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class staticBananaLauncher {
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class yourVehicleBaseClass {
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ace_cargo_size = 4; // Cargo space the object takes
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ace_cargo_canLoad = 1; // Enables the object to be loaded (1-yes, 0-no)
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};
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};
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```
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<div class="panel callout">
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<h5>Note:</h5>
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<p>ace_cargo_hasCargo and ace_cargo_canLoad are only needed if you aren't inheriting from any of BI base classes or if you are trying to disable loading for a specific vehicle / object.</p>
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</div>
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## 2. Events
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### 2.1 Listenable
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Event Name | Passed Parameter(s) | Locality | Description
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---------- | ----------- | ------------------- | --------
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`ace_cargoLoaded` | [_item, _vehicle] | Global | Cargo has been Loaded into vehicle
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`ace_cargoUnloaded` | [_item, _vehicle] | Global | Cargo has been Unloaded from vehicle
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## 3. Scripting
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### 3.1 Disabling cargo for a mission object
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To disable cargo for a mission object use:
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```cpp
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this setVariable ["ace_cargo_size", -1];
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```
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### 3.2 Add cargo to vehicle
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`ace_cargo_fnc_loadItem` (Also callable from cba event `ace_loadCargo`)
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Note first arg can be a in-game object or a classname of an object type.
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```cpp
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* Arguments:
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* 0: Item <OBJECT or STRING>
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* 1: Vehicle <OBJECT>
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*
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* Return Value:
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* Object loaded <BOOL>
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*
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* Example:
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* [object, vehicle] call ace_cargo_fnc_loadItem
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```
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### 3.3 Unload cargo from vehicle
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`ace_cargo_fnc_unloadItem` (Also callable from cba event `ace_unloadCargo`)
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```cpp
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* Arguments:
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* 0: Item <OBJECT or STRING>
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* 1: Vehicle <OBJECT>
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* 2: Unloader <OBJECT> (default: objNull)
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*
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* Return Value:
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* Object was unloaded <BOOL>
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*
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* Example:
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* [object, vehicle] call ace_cargo_fnc_unloadItem
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```
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