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https://github.com/acemod/ACE3.git
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1b86063ade
* 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
88 lines
2.4 KiB
C++
88 lines
2.4 KiB
C++
#include "script_component.hpp"
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class CfgPatches {
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class ADDON {
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name = COMPONENT_NAME;
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units[] = {
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QGVAR(moduleConfigurePylons),
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QGVAR(moduleDefendArea),
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QGVAR(moduleEditableObjects),
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QGVAR(moduleGlobalSetSkill),
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QGVAR(moduleGroupSide),
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QGVAR(moduleLoadIntoCargo),
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QGVAR(modulePatrolArea),
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QGVAR(moduleSearchArea),
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QGVAR(moduleSearchNearby),
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QGVAR(moduleGarrison),
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QGVAR(moduleUnGarrison),
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QGVAR(moduleTeleportPlayers),
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QGVAR(moduleToggleNvg),
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QGVAR(moduleToggleFlashlight),
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QGVAR(moduleSimulation),
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QGVAR(moduleSuppressiveFire),
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QGVAR(AddFullArsenal),
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QGVAR(RemoveFullArsenal),
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QGVAR(moduleTeleportPlayers)
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};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_common", "ace_ai"};
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author = ECSTRING(common,ACETeam);
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authors[] = {"SilentSpike"};
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url = ECSTRING(main,URL);
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VERSION_CONFIG;
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};
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// Use additional CfgPatches to contextually remove modules from zeus
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class GVAR(captives): ADDON {
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units[] = {
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QGVAR(moduleCaptive),
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QGVAR(moduleSurrender)
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};
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};
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class GVAR(medical): ADDON {
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units[] = {
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QGVAR(moduleUnconscious),
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QGVAR(moduleSetMedic),
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QGVAR(moduleSetMedicalVehicle),
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QGVAR(moduleSetMedicalFacility)
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};
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};
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class GVAR(cargo): ADDON {
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units[] = {
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QGVAR(moduleLoadIntoCargo)
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};
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};
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class GVAR(cargoAndRepair): ADDON {
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units[] = {
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QGVAR(moduleAddSpareTrack),
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QGVAR(moduleAddSpareWheel)
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};
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};
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class GVAR(fastroping): ADDON {
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units[] = {
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QGVAR(moduleAddOrRemoveFRIES)
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};
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};
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class GVAR(pylons): ADDON {
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units[] = {
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QGVAR(moduleConfigurePylons)
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};
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};
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};
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class ACE_Curator {
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GVAR(captives) = "ace_captives";
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GVAR(medical) = "ace_medical";
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GVAR(cargo) = "ace_cargo";
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GVAR(cargoAndRepair)[] = {"ace_cargo", "ace_repair"};
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GVAR(fastroping) = "ace_fastroping";
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GVAR(pylons) = "ace_pylons";
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};
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#include "CfgFactionClasses.hpp"
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#include "CfgEventHandlers.hpp"
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#include "CfgVehicles.hpp"
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#include "ACE_Settings.hpp"
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#include "ui\RscAttributes.hpp"
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