ACE3/addons/zeus/functions/fnc_moduleKnockout.sqf
2015-06-01 20:44:53 +01:00

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/*
* Author: SilentSpike
* Flips the unconscious state of the unit the module is attached to.
*
* Arguments:
* 0: The module logic <LOGIC>
* 1: units <ARRAY>
* 2: activated <BOOL>
*
* ReturnValue:
* nil
*
* Public: no
*/
#include "script_component.hpp"
PARAMS_3(_logic,_units,_activated);
private ["_unit","_conscious"];
if (!_activated) exitWith {};
if (isNil QEFUNC(medical,setUnconscious)) then {
["Requires ACE_Medical"] call EFUNC(common,displayTextStructured);
} else {
_unit = attachedTo _logic;
if (isNull _unit) then {
["Place on a unit"] call EFUNC(common,displayTextStructured);
} else {
if !(_unit isKindOf "CAManBase") then {
["Unit must be infantry"] call EFUNC(common,displayTextStructured);
} else {
if !(alive _unit) then {
["Unit must be alive"] call EFUNC(common,displayTextStructured);
} else {
_conscious = GETVAR(_unit,ACE_isUnconscious,false);
// Function handles locality for me
[_unit, !_conscious, round(random(10)+5), true] call EFUNC(medical,setUnconscious);
};
};
};
};
deleteVehicle _logic;