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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
38 lines
842 B
Plaintext
38 lines
842 B
Plaintext
/*
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* Author: 654wak654
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* Opens the pylon configuration menu for the aircraft module is placed on.
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*
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* Arguments:
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* 0: Module logic <OBJECT>
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* 1: Synchronized units <ARRAY>
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* 2: Activated <BOOL>
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*
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* Return Value:
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* None
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*
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* Example:
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* [LOGIC, [bob, kevin], true] call ace_zeus_fnc_moduleConfigurePylons
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*
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* Public: No
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*/
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#include "script_component.hpp"
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if (canSuspend) exitWith {[FUNC(moduleConfigurePylons), _this] call CBA_fnc_directCall;};
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params ["_logic", "_units", "_activated"];
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if !(_activated && {local _logic}) exitWith {};
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private _aircraft = attachedTo _logic;
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deleteVehicle _logic;
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if (isNull _aircraft) exitWith {
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[LSTRING(NothingSelected)] call FUNC(showMessage);
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};
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if (!alive _aircraft) exitWith {
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[LSTRING(OnlyAlive)] call FUNC(showMessage);
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};
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[_aircraft, true] call EFUNC(pylons,showDialog);
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