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91 lines
3.8 KiB
Plaintext
91 lines
3.8 KiB
Plaintext
/*
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* Author: eRazeri and esteldunedain
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* Attach an item to the unit
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*
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* Arguments:
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* 0: unit doing the attach (player) <OBJECT>
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* 1: vehicle that it will be attached to (player or vehicle) <OBJECT>
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* 2: Name of the attachable item <STRING>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* Nothing
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*
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* Public: No
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*/
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#include "script_component.hpp"
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PARAMS_3(_unit,_attachToVehicle,_itemName);
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//Sanity Check (_unit has item in inventory, not over attach limit)
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if !([_unit, _attachToVehicle, _itemName] call FUNC(canAttach)) exitWith {ERROR("Tried to attach, but check failed");};
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private ["_itemVehClass", "_onAtachText", "_selfAttachPosition"];
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_itemVehClass = "";
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_onAtachText = "";
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_selfAttachPosition = [_unit, [-0.05, 0, 0.12], "rightshoulder"];
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switch (true) do {
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case (_itemName == "ACE_IR_Strobe_Item"): {
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_itemVehClass = "ACE_IR_Strobe_Effect";
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_onAtachText = localize "STR_ACE_Attach_IrStrobe_Attached";
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//_selfAttachPosition = [_unit, [0, -0.11, 0.16], "pilot"]; //makes it attach to the head a bit better, shoulder is not good for visibility - eRazeri
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};
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case (_itemName == "B_IR_Grenade"): {
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_itemVehClass = "B_IRStrobe";
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_onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached";
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};
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case (_itemName == "O_IR_Grenade"): {
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_itemVehClass = "O_IRStrobe";
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_onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached";
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};
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case (_itemName == "I_IR_Grenade"): {
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_itemVehClass = "I_IRStrobe";
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_onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached";
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};
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case (toLower _itemName in ["chemlight_blue", "chemlight_green", "chemlight_red", "chemlight_yellow"]): {
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_itemVehClass = _itemName;
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_onAtachText = localize "STR_ACE_Attach_Chemlight_Attached";
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};
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};
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if (_itemVehClass == "") exitWith {ERROR("no _itemVehClass for Item");};
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if (_unit == _attachToVehicle) then { //Self Attachment
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_unit removeItem _itemName; // Remove item
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_attachedItem = _itemVehClass createVehicle [0,0,0];
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_attachedItem attachTo _selfAttachPosition;
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[_onAtachText] call EFUNC(common,displayTextStructured);
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_attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true];
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_attachToVehicle setVariable [QGVAR(ItemNames), [_itemName], true];
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} else {
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GVAR(setupObject) = _itemVehClass createVehicleLocal [0,0,-10000];
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GVAR(setupObject) enableSimulationGlobal false;
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GVAR(SetupPlacmentText) = _onAtachText;
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GVAR(SetupPlacmentItem) = _itemName;
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GVAR(SetupAttachVehicle) = _attachToVehicle;
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GVAR(placer) = _unit;
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[_unit, QGVAR(vehAttach), true] call EFUNC(common,setForceWalkStatus);
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[QGVAR(PlacementEachFrame),"OnEachFrame", {
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private "_player";
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_player = ACE_player;
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//Stop if player switch or player gets to far from vehicle
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if (GVAR(placer) != _player || {_player distance GVAR(SetupAttachVehicle) > 7}) exitWith {
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call FUNC(placeCancel);
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};
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GVAR(pfeh_running) = true;
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_pos = (ASLtoATL eyePos _player) vectorAdd (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]);
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GVAR(setupObject) setPosATL _pos;
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}] call BIS_fnc_addStackedEventHandler; // @todo replace with CBA PFH
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//had to delay the mouseHint, not sure why
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[{[localize "STR_ACE_Attach_PlaceAction", localize "STR_ACE_Attach_CancelAction"] call EFUNC(interaction,showMouseHint)}, [], 0, 0] call EFUNC(common,waitAndExecute);
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_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {GVAR(pfeh_running) && {!isNull (GVAR(setupObject))}}, {call FUNC(placeApprove);}] call EFUNC(common,AddActionEventHandler)];
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_unit setVariable [QGVAR(cancelActionEH), [_unit, "MenuBack", {GVAR(pfeh_running) && {!isNull (GVAR(setupObject))}}, {call FUNC(placeCancel);}] call EFUNC(common,AddActionEventHandler)];
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};
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