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468da8b79b
* add broken state * add broke state * add broken state * add broken state * add broken state
55 lines
1.3 KiB
Plaintext
55 lines
1.3 KiB
Plaintext
/*
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* Author: BaerMitUmlaut
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* Handles ropes breaking when deployed.
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*
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* Arguments:
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* 0: RopeBreak EH arguments <ARRAY>
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* 1: Part of rope ("top" or "bottom") <STRING>
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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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* [[array]], "top"] call ace_fastroping_fnc_onRopeBreak
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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 ["_ehArgs", "_part"];
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_ehArgs params ["_rope", "_helper1", "_helper2"];
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if (_part == "bottom") then {
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_helper2 = (ropeAttachedObjects _helper1) select 0;
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};
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private _vehicle = attachedTo _helper2;
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if (isNil "_vehicle") exitWith {}; //Exit when vehicle got destroyed
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if (_vehicle isKindOf "ACE_friesBase") then {
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_vehicle = attachedTo _vehicle;
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};
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private _deployedRopes = _vehicle getVariable [QGVAR(deployedRopes), []];
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private _brokenRope = [];
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{
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if ((_x select 1 == _rope) || {(_x select 2 == _rope)}) exitWith {
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_brokenRope = _x;
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};
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} forEach _deployedRopes;
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_brokenRope set [6, true];
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_vehicle setVariable [QGVAR(deployedRopes), _deployedRopes, true];
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private _unit = {
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if (_x isKindOf "CAManBase") exitWith {_x};
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} forEach (attachedObjects (_brokenRope select 3));
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if !(isNil "_unit") then {
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if (_part == "top") then {
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detach _unit;
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} else {
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//TODO: ???
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//Rope might break at the very bottom
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//-> letting the unit fall is not always ideal
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};
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};
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