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* First Push Added the ability to edit cargo objects (crates/boxes only) names. Either via in-game action on the object it self or via 3den attributes. Added a single function which spawns the UI to edit the name and also edits it. This is an scripted UI, it could be changed to a config version if wanted, but as I'm not good in UI coding I left it on this simple version mainly for testing. Added 4 new stringtable entries, 2 for action and 2 for 3den attributes. * Add extra stringtable Forgot to add the UI to the stringtable. * Update fnc_renameObject.sqf fixing tabs * Show custom name only behind Added new function "getNameItem" that will get the items name. Put the custom name behind the original name between brackets "[...]". * Added "Hide Rename Action" setting Also removed an unused _itemClass from postInit. * Apply suggestions from code review Co-authored-by: jonpas <jonpas33@gmail.com> * Update AUTHORS.txt Added my name * Applied the sugesstions. * Fixed function crash * Moved to dialog. * Removed unused comment/code * Update renameMenu.hpp Fixed tabs to spaces. * Update renameMenu.hpp * move rename to common * Update addons/arsenal/ui/RscAttributes.hpp * style and use addActionToObject Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
28 lines
672 B
Plaintext
28 lines
672 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: JasperRab
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* Renames object.
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*
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* Arguments:
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* None
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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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* [] call ace_cargo_fnc_renameObject
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*
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* Public: Yes
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*/
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private _display = uiNamespace getVariable QGVAR(menuDisplay);
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if (isNil "_display") exitWith {};
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private _ctrlEditText = ctrlText 100;
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if (_ctrlEditText isEqualTo "") then { // custom name has been removed
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[LSTRING(clearedCustomName), 3] call EFUNC(common,displayTextStructured);
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} else {
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[[LSTRING(renamedObject), _ctrlEditText], 3] call EFUNC(common,displayTextStructured);
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};
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GVAR(interactionVehicle) setVariable [QGVAR(customName), _ctrlEditText, true];
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