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40 lines
1.0 KiB
Plaintext
40 lines
1.0 KiB
Plaintext
/*
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* Author: KoffeinFlummi
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*
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* Initializes vars needed for scope adjustment and watches for scope changes.
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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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AGM_Scopes_fadeScript = scriptNull;
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// show overlay after changing weapon/optic
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0 spawn {
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_layer = ["AGM_Scope_Zeroing"] call BIS_fnc_rscLayer;
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while {True} do {
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waitUntil {[AGM_player, 0,0] call AGM_Scopes_fnc_canAdjustScope};
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_layer cutRsc ["AGM_Scope_Zeroing", "PLAIN", 0, false];
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sleep 3;
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_layer cutFadeOut 2;
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_weapon = currentWeapon AGM_player;
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_optics = [AGM_player] call AGM_Scopes_fnc_getOptics;
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waitUntil {sleep 0.05; !(_optics isEqualTo ([AGM_player] call AGM_Scopes_fnc_getOptics)) or (currentWeapon AGM_player != _weapon)};
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};
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};
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// instantly hide when scoping in
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0 spawn {
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_layer = ["AGM_Scope_Zeroing"] call BIS_fnc_rscLayer;
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while {True} do {
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waitUntil {sleep 0.05; cameraView == "GUNNER"};
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if !(isNull AGM_Scopes_fadeScript) then {
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terminate AGM_Scopes_fadeScript;
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};
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_layer cutText ["", "PLAIN", 0];
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};
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};
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