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https://github.com/acemod/ACE3.git
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ec8115d2a4
* New Toggle NVG ui and improve function * Add Toggle Flashlights icon * New Toggle Flashlights ui and improve function * Stringtable changes and ace_ai postInit clean up * TRACE fix and stringtable capitalization
110 lines
3.8 KiB
Plaintext
110 lines
3.8 KiB
Plaintext
#include "script_component.hpp"
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[QGVAR(AISection), {
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params [["_units", [], [[]]], ["_sections", [], [[]]], ["_bool", true, [true]]];
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{
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private _section = _x;
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{
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if (_bool) then {
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_x enableAI _section;
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LOG_3("%1 enableAI %2 | ID: %3",_x,_section,clientOwner);
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} else {
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_x disableAI _section;
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LOG_3("%1 disableAI %2 | ID: %3",_x,_section,clientOwner);
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};
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} forEach (_units select {local _x});
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} forEach _sections;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(unGarrison), FUNC(unGarrison)] call CBA_fnc_addEventHandler;
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[QGVAR(doMove), {
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params ["_unitsArray"];
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{
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_x params ["_unit", "_pos"];
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_unit setDestination [_pos, "LEADER PLANNED", true];
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_unit doMove _pos;
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LOG_3("%1 doMove %2 | ID: %3",_unit,_pos,clientOwner);
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} forEach _unitsArray;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(setBehaviour), {
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params ["_groupsArray", "_behaviour"];
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{
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_x setBehaviour _behaviour;
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LOG_3("%1 setBehaviour %2 | ID: %3",_x,_behaviour,clientOwner);
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} forEach _groupsArray;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(enableAttack), {
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params ["_unitsArray", "_mode"];
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{
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_x enableAttack _mode;
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LOG_3("%1 enableAttack %2 | ID: %3",_x,_mode,clientOwner);
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} forEach _unitsArray;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(setUnitPos), {
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params ["_unit", "_mode"];
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_unit setUnitPos _mode;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(setSpeedMode), {
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params ["_unit", "_mode"];
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_unit setSpeedMode _mode;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(setCombatMode), {
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params ["_unit", "_mode"];
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_unit setCombatMode _mode;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(allowFleeing), {
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params ["_unit", "_cowardice"];
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_unit allowFleeing _cowardice;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(enableGunLights), {
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params ["_unit", "_mode"];
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_unit enableGunLights _mode;
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}] call CBA_fnc_addEventHandler;
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#ifdef DEBUG_MODE_FULL
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addMissionEventHandler ["Draw3D", {
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private _unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
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{
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_x params ["_unit", "_pos"];
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switch (true) do {
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case (surfaceIsWater (getPos _unit) && {surfaceIsWater _pos}) : {
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for "_i" from 0 to 3 do {
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drawLine3D [_unit modelToWorldVisualWorld [0,0,1], (AGLtoASL _pos), [1,0,0,1]];
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};
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drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], (AGLtoASL _pos), 0.75, 0.75, 0.75];
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};
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case (!surfaceIsWater (getPos _unit) && {!surfaceIsWater _pos}) : {
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for "_i" from 0 to 3 do {
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drawLine3D [_unit modelToWorldVisual [0,0,1], _pos, [1,0,0,1]];
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};
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drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], _pos, 0.75, 0.75, 0.75];
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};
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case (!surfaceIsWater (getPos _unit) && {surfaceIsWater _pos}) : {
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for "_i" from 0 to 3 do {
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drawLine3D [_unit modelToWorldVisual [0,0,1], (AGLToASL _pos), [1,0,0,1]];
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};
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drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], (AGLtoASL _pos), 0.75, 0.75, 0.75];
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};
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case (surfaceIsWater (getPos _unit) && {!surfaceIsWater _pos}) : {
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for "_i" from 0 to 3 do {
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drawLine3D [_unit modelToWorldVisualWorld [0,0,1], _pos, [1,0,0,1]];
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};
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drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], _pos, 0.75, 0.75, 0.75];
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};
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};
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} forEach _unitMoveList;
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}];
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#endif
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