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4a5b5113cd
* Update stringtable.xml * Update config.cpp * New CFGWeapon * Update CfgVehicles.hpp * Update fnc_deployRopes.sqf * Update CfgVehicles.hpp * Update CfgWeapons.hpp * Update CfgVehicles.hpp cheapest check before others * Update fnc_deployRopes.sqf Corrected the double remove. * Cleanup PR Add setting, move rope len to config, simplify strings, add rope image, fix rope unwind length * Add setting name to stringtable * Update stringtable.xml French translation for settings
95 lines
3.0 KiB
Plaintext
95 lines
3.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Server PerFrameHandler during fast roping.
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*
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* Arguments:
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* 0: PFH arguments <ARRAY>
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* 1: PFH handle <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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* [[_unit, _vehicle, _rope, _ropeIndex], 0] call ace_fastroping_fnc_fastRopeServerPFH
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*
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* Public: No
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*/
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params ["_arguments", "_pfhHandle"];
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_arguments params ["_unit", "_vehicle", "_rope", "_ropeIndex", "_hasBeenAttached"];
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_rope params ["_attachmentPoint", "_ropeTop", "_ropeBottom", "_dummy", "_hook"];
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//Wait until the unit is actually outside of the helicopter
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if (vehicle _unit != _unit) exitWith {};
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//Prevent teleport if hook has been deleted due to rope cut
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if (isNull _hook) exitWith {
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detach _unit; //Does not matter if unit was not attached yet
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[_pfhHandle] call CBA_fnc_removePerFrameHandler;
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};
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private _ropeLength = _vehicle getVariable [QGVAR(ropeLength), 34.5];
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//Start fast roping
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if (getMass _dummy != 80) exitWith {
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TRACE_1("unwinding ropes",_ropeLength);
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//Fix for twitchyness
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_dummy setMass 80;
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_dummy setCenterOfMass [0, 0, -2];
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private _origin = getPosASL _hook;
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_dummy setPosASL (_origin vectorAdd [0, 0, -2]);
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_dummy setVectorUp [0, 0, 1];
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ropeUnwind [_ropeTop, 6, _ropeLength];
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ropeUnwind [_ropeBottom, 6, 0.5];
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};
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//Check if the player has been attached to the rope yet
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if (!_hasBeenAttached && {!(isNull attachedTo _unit)}) then {
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_hasBeenAttached = true;
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_arguments set [4, true];
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};
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//Exit when the unit has been detached and is falling (rope broke, heli flew too fast, etc.)
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//Make sure this isn't executed before the unit is actually fastroping
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if (_hasBeenAttached && {isNull attachedTo _unit}) exitWith {
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[_pfhHandle] call CBA_fnc_removePerFrameHandler;
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};
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//Setting the velocity manually to reduce twitching
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_dummy setVelocity [0,0,-6];
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//Check if fast rope is finished
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if (
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((getPos _unit select 2) < 0.2)
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|| {ropeLength _ropeTop == _ropeLength}
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|| {vectorMagnitude (velocity _vehicle) > 5}
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|| {!([_unit] call EFUNC(common,isAwake))}
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) exitWith {
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detach _unit;
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//Reset rope
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deleteVehicle _ropeTop;
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deleteVehicle _ropeBottom;
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private _origin = getPosASL _hook;
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_dummy setPosASL (_origin vectorAdd [0, 0, -1]);
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//Restore original mass and center of mass
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_dummy setMass 40;
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_dummy setCenterOfMass [0.000143227,0.00105986,-0.246147];
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_ropeTop = ropeCreate [_dummy, [0, 0, 0], _hook, [0, 0, 0], 0.5];
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_ropeBottom = ropeCreate [_dummy, [0, 0, 0], _ropeLength];
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_ropeTop addEventHandler ["RopeBreak", {[_this, "top"] call FUNC(onRopeBreak)}];
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_ropeBottom addEventHandler ["RopeBreak", {[_this, "bottom"] call FUNC(onRopeBreak)}];
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//Update deployedRopes array
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private _deployedRopes = _vehicle getVariable [QGVAR(deployedRopes), []];
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_deployedRopes set [_ropeIndex, [_attachmentPoint, _ropeTop, _ropeBottom, _dummy, _hook, false, false]];
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_vehicle setVariable [QGVAR(deployedRopes), _deployedRopes, true];
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[_pfhHandle] call CBA_fnc_removePerFrameHandler;
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};
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