ACE3/addons/spottingscope/functions/fnc_place.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

57 lines
1.8 KiB
Plaintext

#include "script_component.hpp"
/*
* Author: Rocko, Ruthberg
* Place down spotting scope
*
* Arguments:
* 0: unit <OBJECT>
* 1: scope class <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "ACE_SpottingScope"] call ace_spottingscope_fnc_place
*
* Public: No
*/
params ["_unit", "_scopeClass"];
_unit removeItem _scopeClass;
if ((_unit call CBA_fnc_getUnitAnim) select 0 == "stand") then {
_unit playMove "AmovPercMstpSrasWrflDnon_diary";
};
[{
params ["_unit"];
// prevent collision damage
[QEGVAR(common,fixCollision), _unit] call CBA_fnc_localEvent;
// Check for a place to land the spotting scope
private _direction = getDir _unit;
private _position = (getPosASL _unit) vectorAdd [0.8 * sin(_direction), 0.8 * cos(_direction), 0];
private _vectorUp = [0, 0, 1];
private _intersections = lineIntersectsSurfaces [_position vectorAdd [0, 0, 1.5], _position vectorDiff [0, 0, 1.5], _unit, objNull, true, 1, "GEOM", "FIRE"];
if (_intersections isEqualTo []) then {
TRACE_1("No intersections",_intersections);
} else {
(_intersections select 0) params ["_touchingPoint", "_surfaceNormal"];
_position = _touchingPoint vectorAdd [0, 0, 0.05];
_vectorUp = _surfaceNormal;
};
// Create the scope and set its position and orientation
private _spottingScope = "ACE_SpottingScopeObject" createVehicle [0, 0, 0];
_spottingScope setDir _direction;
_spottingScope setPosASL _position;
_spottingScope setVectorUp _vectorUp;
[QEGVAR(common,fixPosition), _spottingScope, _spottingScope] call CBA_fnc_targetEvent;
[QEGVAR(common,fixFloating), _spottingScope, _spottingScope] call CBA_fnc_targetEvent;
_unit reveal _spottingScope;
}, [_unit], 1, 0] call CBA_fnc_waitAndExecute;