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* Initial Commit * Got rid of unneeded translation values * Updated Strings * "Fixed" issue where when you deploy the tripid and weapon on slope it freaked out. * Fixed locality issues. Added timers to relavent functions. * Added weights to all magazines/tripod. Weights to weapons coming soon when I transfer them to the launcher slot * Fixed bug regarding localized strings. Created new tripod model * Added timers for deploying/picking up the tripod. Changed ammo-box model from custom to one already in ARMA. Changed gun-bag model for a more generic one. Created a texture for the tripod and gunbag * Removed ability to disassemble weapons via the addAction. Added ACE Action to get in due to a memory point issue. Changed from a static deploy/dismount time to one based in the weapon configs * Created forward-compatability. Made it so I can define a base plate for any weapon if I ever want to expand from the generic M3 Tripod. * Fixed bug where tripod wouldn't deploy with the correct times. Fixed bug where if you moved the tripod into the ground it would go flying. * Added mortar compatability. Will probably shift whole mortar ammo loading to CSW one day * Added icons to each relavent item * Added README, possibly fixed bug where if you are in a weapon others cant load/unload ammo. Changed distance you can interact with weapons * Added checks for when deploying the gun as well as unloading ammo to prevent duplication/deletion of items. * Added documentation * Added order to doc * Explained why things are the way they are * Remove temp files * Removed redundant files * Converted tabs->spaces. Added newlines at end of all files. Changed broken line in fnc_tripodDeploy.sqf. * 100% newlines at end of file * Added newlines to files that didnt get the change. Fixed README. Changed from GVAR(cswOptions) to GVAR(options). Changed from tabs to spaces in wiki * Fixed issue with UAV assembling with enableWeaponDisassembling. Fixed bug where game would crash if you disassembled static weapon with more than 1 magazine * Tabs->Spaces * Added CSW options to base StaticWeapon class to allow for easier additions. Switched default mortar away from CSW system due to incompatabilities * Lazy Evaluations and macros to describe how things work. * Added newlines to script_component. Fix no-texture issue on tripod. "Fix" 20mm HE saying 40mm HE. Add custom icons to all weapons. Move "Check Ammo" to CSW menu * abc * Revert "abc" This reverts commit bcb4214bd99bba3fec692efa4dca950323da582d. * Update to current commit * Revert changes to fortify.md * Updated UI Icon to Crew Served Ammo branch UI * Added Pabst's CrewServedAmmo to handle ammo loading/unloading instead of my solution * Fixed bug where currentWeaponTurret returned a blank string when a player hasent entered hte weapon to select the current weapon * Re-added ammo loading time * Tabs->Spaces * Newline at end of files * Removed replaced functions * Remove redundant strings. Move ammo handling to appropiate section * Tabs->Spaces * Update wiki * Updated to fix crash with default weapons and disable CSW ability on default static weapons * Added editor attributes to enable/disable CSW at edit time * Change how ammo is removed from the CSW. Uses math instead of iteration * Fix bug where assembled weapon did not get rid of default actions * Added support for multiple types of ammo in one CSW * Add tracer magazines for .50 cal * Fix bug where you could load ammo even if the gun couldnt take any more * Disable debug and enable compile cache * Changed weapon deploy/pickup time. Removed custom Titan missiles. Using ACE Dragging now. Added progress bar check for pickupTripod. Updated documentation * Removed check if CSW is full to unload ammo * Fix bug where items would spawn underneath other items on wepaon dismount * Change some things * Configure base statics, improve returnAmmo * Add mortar baseplate * Remove explicit inheritance * Fix bug where unloading ammo would duplicate it if you had room in your person. * Tab->Space * Player couldnt pickup tripod due to legacy code * Fix GMG_01_base_F inheritce * Port of ACE 2 tripod + ACE 2 CSW Bag * Move ACE 2 Data to APL folder * Adjust weights to make them more accurate to how ARMA uses it and the real life equivalents * Fix bug where error was thrown on esc from picking up tripod. Tripod rotated 180 * Fix bug where if you called ace_common_claim the weapon could be set to be disassembled even though it may not be wanted via CSW * Added ability to toggle ammo handling when weaponAssembly is disabled. * Add Proxy Weapons for all Vanilla static weapons. These serve as a way to allow for realistic ammo reload times without having to modify base classes if you want feautres turned off. Adjusted reload and mount times to be more "realistic" * Fix Shadow RPT Spam * Update wiki * Change order of setDir and setPos * Change all setDir/setPos orientations. Remove redundant check. Ensure that weapon locked state reflects it with the "getIn" command. Add a way to pass in a specific classname for the weapon assemble type. Add a callback function onDisassemble if user wants to set the state of the new tripod using the old weapon as a reference * Actually check for the carryWeaponClassname in the deployWeapon check * Ai Compatiblity * Add stringtable entries * Formatting fixes * Stringtables for settings, fix setMagazineTurretAmmo * inherit ammo for mags, reorder stringtable displays correct ammo and descriptionShort * don't require ace_javelin * Tweaks, cleanup, localzation, ace_reload changes change weapon tag to [CSW] tweak localization strings minor cleanup simplify some ace_reload funcs * delete moved dev func * Hopefully fix issue where to-be deleted tripod intersects with newly created weapon and vice versa. Remove PBOPREFIX newline * cleanup/proxyWeapon/mk6 compat
93 lines
4.9 KiB
Plaintext
93 lines
4.9 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Brandon (TCVM)
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* Initializes weapon to disable weapon disassembling
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*
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* Arguments:
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* 0: Weapon <OBJECT>
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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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* [weapon] call ace_csw_fnc_staticWeaponInit
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*
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* Public: No
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*/
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params ["_staticWeapon"];
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private _typeOf = typeOf _staticWeapon;
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private _configEnabled = (getNumber (configFile >> "CfgVehicles" >> _typeOf >> "ace_csw" >> "enabled")) == 1;
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private _assemblyConfig = _configEnabled && {(getText (configFile >> "CfgVehicles" >> _typeOf >> "ace_csw" >> "disassembleWeapon")) != ""};
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TRACE_4("staticWeaponInit",_staticWeapon,_typeOf,_configEnabled,_assemblyConfig);
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if (_configEnabled && {GVAR(ammoHandling) == 2}) then {
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TRACE_1("adding AI fired handler",_staticWeapon);
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_staticWeapon addEventHandler ["Fired", LINKFUNC(ai_handleFired)];
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};
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TRACE_2("",local _staticWeapon,_staticWeapon turretLocal [0]);
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if (_configEnabled && {_staticWeapon turretLocal [0]}) then { // if turret is local to us, then handle mags/weapon
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[{
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params ["_staticWeapon"];
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if (!alive _staticWeapon) exitWith { TRACE_1("dead/deleted",_staticWeapon); };
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private _assemblyMode = [false, true, GVAR(defaultAssemblyMode)] select (_staticWeapon getVariable [QGVAR(assemblyMode), 2]);
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TRACE_2("turretLocal",_staticWeapon,_assemblyMode);
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[_staticWeapon, [0], _assemblyMode] call FUNC(proxyWeapon);
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[_staticWeapon, _assemblyMode] call FUNC(staticWeaponInit_unloadExtraMags);
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}, [_staticWeapon]] call CBA_fnc_execNextFrame; // need to wait a frame to allow setting object vars during assembly
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};
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if (_assemblyConfig) then {
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[{
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params ["_staticWeapon"];
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if (!alive _staticWeapon) exitWith { TRACE_1("dead/deleted",_staticWeapon); };
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private _assemblyMode = [false, true, GVAR(defaultAssemblyMode)] select (_staticWeapon getVariable [QGVAR(assemblyMode), 2]);
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TRACE_2("assemblyConfig present",_staticWeapon,_assemblyMode);
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if (_assemblyMode) then { // Disable vanilla assembly if assemblyMode eanbled
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[QGVAR(disableVanillaAssembly), [_staticWeapon]] call CBA_fnc_localEvent;
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};
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}, [_staticWeapon]] call CBA_fnc_execNextFrame; // need to wait a frame to allow setting object vars during assembly
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};
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// Add interactions for players
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if (hasInterface && {!(_typeOf in GVAR(initializedStaticTypes))}) then {
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GVAR(initializedStaticTypes) pushBack _typeOf;
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TRACE_1("Adding Actions",_typeOf);
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if (_assemblyConfig) then {
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private _disassembleAction = [QGVAR(disassemble), localize LSTRING(DisassembleCSW_displayName), "", {call FUNC(assemble_pickupWeapon)}, {call FUNC(assemble_canPickupWeapon)}] call EFUNC(interact_menu,createAction);
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[_typeOf, 0, ["ACE_MainActions"], _disassembleAction] call EFUNC(interact_menu,addActionToClass);
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};
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private _ammoActionPath = [];
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private _magazineLocation = getText (configFile >> "CfgVehicles" >> _typeOf >> QUOTE(ADDON) >> "magazineLocation");
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private _condition = { //IGNORE_PRIVATE_WARNING ["_target", "_player"];
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// If magazine handling is enabled or weapon assembly/disassembly is enabled we enable ammo handling
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if ((GVAR(ammoHandling) == 0) && {!([false, true, GVAR(defaultAssemblyMode)] select (_staticWeapon getVariable [QGVAR(assemblyMode), 2]))}) exitWith { false };
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[_player, _target, ["isNotSwimming", "isNotSitting"]] call EFUNC(common,canInteractWith)
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};
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private _childenCode = {
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BEGIN_COUNTER(getActions); // can remove for final release
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private _ret = (call FUNC(reload_actionsLoad)) + (call FUNC(reload_actionsUnload));
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END_COUNTER(getActions);
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_ret
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};
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if (_configEnabled && {_magazineLocation != ""}) then {
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private _positionCode = compile _magazineLocation;
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private _ammoAction = [QGVAR(magazine), localize LSTRING(AmmoHandling_displayName), "", {}, _condition, _childenCode, [], _positionCode, 4] call EFUNC(interact_menu,createAction);
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_ammoActionPath = [_typeOf, 0, [], _ammoAction] call EFUNC(interact_menu,addActionToClass);
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} else {
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private _ammoAction = [QGVAR(magazine), localize LSTRING(AmmoHandling_displayName), "", {}, _condition, _childenCode] call EFUNC(interact_menu,createAction);
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_ammoActionPath = [_typeOf, 0, ["ACE_MainActions"], _ammoAction] call EFUNC(interact_menu,addActionToClass);
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};
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if (["ACE_reload"] call EFUNC(common,isModLoaded)) then {
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// move reload's check ammo action to the ammo handling point (remove and re-add)
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[_typeOf, 0, ["ACE_MainActions", QEGVAR(reload,CheckAmmo)]] call EFUNC(interact_menu,removeActionFromClass);
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private _checkAmmoAction = [QGVAR(checkAmmo), localize ELSTRING(reload,checkAmmo), "", EFUNC(reload,checkAmmo), EFUNC(reload,canCheckAmmo)] call EFUNC(interact_menu,createAction);
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[_typeOf, 0, _ammoActionPath, _checkAmmoAction] call EFUNC(interact_menu,addActionToClass);
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};
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};
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