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72 lines
1.9 KiB
Plaintext
72 lines
1.9 KiB
Plaintext
/*
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* Author: commy2
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*
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* Start the carrying process.
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*
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* Argument:
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* 0: Unit that should do the carrying (Object)
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* 1: Object to carry (Object)
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*
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* Return value:
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* NONE.
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*/
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#include "script_component.hpp"
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private ["_unit", "_target"];
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_unit = _this select 0;
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_target = _this select 1;
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// check weight
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private "_weight";
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_weight = [_target] call FUNC(getWeight);
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if (_weight > GETMVAR(ACE_maxWeightCarry,1E11)) exitWith {
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[localize "STR_ACE_Dragging_UnableToDrag"] call EFUNC(common,displayTextStructured);
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};
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private "_timer";
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_timer = time + 5;
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// handle objects vs persons
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if (_target isKindOf "CAManBase") then {
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// add a primary weapon if the unit has none.
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if (primaryWeapon _unit == "") then {
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_unit addWeapon "ACE_FakePrimaryWeapon";
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};
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// select primary, otherwise the drag animation actions don't work.
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_unit selectWeapon primaryWeapon _unit;
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// move a bit closer and adjust direction when trying to pick up a person
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_target setDir (getDir _unit + 180);
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_target setPos (getPos _unit vectorAdd vectorDir _unit);
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[_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2, true] call EFUNC(common,doAnimation);
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[_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2, true] call EFUNC(common,doAnimation);
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_timer = time + 15;
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} else {
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// select no weapon and stop sprinting
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_unit action ["SwitchWeapon", _unit, _unit, 99];
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[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
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[_unit, "isDragging", true] call EFUNC(common,setforceWalkStatus);
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};
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// prevent multiple players from accessing the same object
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[_unit, _target, true] call EFUNC(common,claim);
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// prevents draging and carrying at the same time
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_unit setVariable [QGVAR(isCarrying), true, true];
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// required for aborting animation
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_unit setVariable [QGVAR(carriedObject), _target, true];
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[FUNC(startCarryPFH), 0.2, [_unit, _target, _timer]] call CBA_fnc_addPerFrameHandler;
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