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b1d5bbe450
* Initial Commit
* Got rid of unneeded translation values
* Updated Strings
* "Fixed" issue where when you deploy the tripid and weapon on slope it freaked out.
* Fixed locality issues. Added timers to relavent functions.
* Added weights to all magazines/tripod. Weights to weapons coming soon when I transfer them to the launcher slot
* Fixed bug regarding localized strings. Created new tripod model
* Added timers for deploying/picking up the tripod. Changed ammo-box model from custom to one already in ARMA. Changed gun-bag model for a more generic one. Created a texture for the tripod and gunbag
* Removed ability to disassemble weapons via the addAction. Added ACE Action to get in due to a memory point issue. Changed from a static deploy/dismount time to one based in the weapon configs
* Created forward-compatability. Made it so I can define a base plate for any weapon if I ever want to expand from the generic M3 Tripod.
* Fixed bug where tripod wouldn't deploy with the correct times. Fixed bug where if you moved the tripod into the ground it would go flying.
* Added mortar compatability. Will probably shift whole mortar ammo loading to CSW one day
* Added icons to each relavent item
* Added README, possibly fixed bug where if you are in a weapon others cant load/unload ammo. Changed distance you can interact with weapons
* Added checks for when deploying the gun as well as unloading ammo to prevent duplication/deletion of items.
* Added documentation
* Added order to doc
* Explained why things are the way they are
* Remove temp files
* Removed redundant files
* Converted tabs->spaces. Added newlines at end of all files. Changed broken line in fnc_tripodDeploy.sqf.
* 100% newlines at end of file
* Added newlines to files that didnt get the change. Fixed README. Changed from GVAR(cswOptions) to GVAR(options). Changed from tabs to spaces in wiki
* Fixed issue with UAV assembling with enableWeaponDisassembling. Fixed bug where game would crash if you disassembled static weapon with more than 1 magazine
* Tabs->Spaces
* Added CSW options to base StaticWeapon class to allow for easier additions. Switched default mortar away from CSW system due to incompatabilities
* Lazy Evaluations and macros to describe how things work.
* Added newlines to script_component. Fix no-texture issue on tripod. "Fix" 20mm HE saying 40mm HE. Add custom icons to all weapons. Move "Check Ammo" to CSW menu
* abc
* Revert "abc"
This reverts commit bcb4214bd9
.
* Update to current commit
* Revert changes to fortify.md
* Updated UI Icon to Crew Served Ammo branch UI
* Added Pabst's CrewServedAmmo to handle ammo loading/unloading instead of my solution
* Fixed bug where currentWeaponTurret returned a blank string when a player hasent entered hte weapon to select the current weapon
* Re-added ammo loading time
* Tabs->Spaces
* Newline at end of files
* Removed replaced functions
* Remove redundant strings. Move ammo handling to appropiate section
* Tabs->Spaces
* Update wiki
* Updated to fix crash with default weapons and disable CSW ability on default static weapons
* Added editor attributes to enable/disable CSW at edit time
* Change how ammo is removed from the CSW. Uses math instead of iteration
* Fix bug where assembled weapon did not get rid of default actions
* Added support for multiple types of ammo in one CSW
* Add tracer magazines for .50 cal
* Fix bug where you could load ammo even if the gun couldnt take any more
* Disable debug and enable compile cache
* Changed weapon deploy/pickup time. Removed custom Titan missiles. Using ACE Dragging now. Added progress bar check for pickupTripod. Updated documentation
* Removed check if CSW is full to unload ammo
* Fix bug where items would spawn underneath other items on wepaon dismount
* Change some things
* Configure base statics, improve returnAmmo
* Add mortar baseplate
* Remove explicit inheritance
* Fix bug where unloading ammo would duplicate it if you had room in your person.
* Tab->Space
* Player couldnt pickup tripod due to legacy code
* Fix GMG_01_base_F inheritce
* Port of ACE 2 tripod + ACE 2 CSW Bag
* Move ACE 2 Data to APL folder
* Adjust weights to make them more accurate to how ARMA uses it and the real life equivalents
* Fix bug where error was thrown on esc from picking up tripod. Tripod rotated 180
* Fix bug where if you called ace_common_claim the weapon could be set to be disassembled even though it may not be wanted via CSW
* Added ability to toggle ammo handling when weaponAssembly is disabled.
* Add Proxy Weapons for all Vanilla static weapons. These serve as a way to allow for realistic ammo reload times without having to modify base classes if you want feautres turned off. Adjusted reload and mount times to be more "realistic"
* Fix Shadow RPT Spam
* Update wiki
* Change order of setDir and setPos
* Change all setDir/setPos orientations. Remove redundant check. Ensure that weapon locked state reflects it with the "getIn" command. Add a way to pass in a specific classname for the weapon assemble type. Add a callback function onDisassemble if user wants to set the state of the new tripod using the old weapon as a reference
* Actually check for the carryWeaponClassname in the deployWeapon check
* Ai Compatiblity
* Add stringtable entries
* Formatting fixes
* Stringtables for settings, fix setMagazineTurretAmmo
* inherit ammo for mags, reorder stringtable
displays correct ammo and descriptionShort
* don't require ace_javelin
* Tweaks, cleanup, localzation, ace_reload changes
change weapon tag to [CSW]
tweak localization strings
minor cleanup
simplify some ace_reload funcs
* delete moved dev func
* Hopefully fix issue where to-be deleted tripod intersects with newly created weapon and vice versa. Remove PBOPREFIX newline
* cleanup/proxyWeapon/mk6 compat
80 lines
3.1 KiB
Plaintext
80 lines
3.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: TCVM
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* Handles removing ammo from a turret
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* Called from a global event but only runs where turret is local
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*
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* Arguments:
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* 0: Static Weapon <OBJECT>
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* 1: Turret Path <ARRAY>
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* 2: Magainze Unit Can Carry <STRING>
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* 3: Magazine To Remove From Static <STRING>
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* 4: Unit to unload to <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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* [cursorTarget, [0], "ACE_csw_100Rnd_127x99_mag_red", "500Rnd_127x99_mag_Tracer_Green", player] call ace_csw_fnc_reload_handleRemoveTurretMag
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*
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* Public: No
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*/
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params ["_vehicle", "_turretPath", "_carryMag", "_vehMag", "_unit"];
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TRACE_6("removeTurretMag EH",_vehicle,_turretPath,_carryMag,_vehMag,_unit);
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TRACE_3("",local _vehicle, _vehicle turretLocal _turretPath,local _unit);
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if (!(_vehicle turretLocal _turretPath)) exitWith {};
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private _magsInWeapon = []; // Check how much ammo it has now:
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{
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_x params ["_xMag", "_xTurret", "_xAmmo"];
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if ((_xMag == _vehMag) && {_xTurret isEqualTo _turretPath}) then {
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_magsInWeapon pushBack _xAmmo;
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};
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} forEach (magazinesAllTurrets _vehicle);
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TRACE_1("",_magsInWeapon);
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// Remove any empty mags from start:
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private _ammoInFirstMag = 0;
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while {(!(_magsInWeapon isEqualTo [])) && {_ammoInFirstMag = _magsInWeapon deleteAt 0; (_ammoInFirstMag == 0)}} do {
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TRACE_1("Removing empty mag",_ammoInFirstMag);
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_vehicle removeMagazineTurret [_vehMag, _turretPath];
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};
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TRACE_2("",_magsInWeapon,_ammoInFirstMag);
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if ((_magsInWeapon isEqualTo []) && {_ammoInFirstMag == 0}) exitWith {};
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private _maxAmmo = getNumber (configFile >> "CfgMagazines" >> _carryMag >> "count");
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private _ammoRemoved = _ammoInFirstMag min _maxAmmo;
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private _ammoLeft = _ammoInFirstMag - _ammoRemoved;
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if ((_magsInWeapon isEqualTo []) && {_ammoInFirstMag > _ammoRemoved}) then {
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// Only one mag in gun, and we're just taking out a partial ammount (unlinking)
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TRACE_2("Setting mag ammo",_ammoRemoved,_ammoLeft);
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// _vehicle setMagazineTurretAmmo [_vehMag, _ammoLeft, _turretPath];
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// setMagazineTurretAmmo is broken on split locality, use setAmmo for now
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private _weapon = (_vehicle weaponsTurret _turretPath) param [0, ""];
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TRACE_3("setAmmo",_vehicle,_weapon, _ammoLeft);
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_vehicle setAmmo [_weapon, _ammoLeft];
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private _currentAmmo = _vehicle magazineTurretAmmo [_vehMag, _turretPath];
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if ((_weapon == "") || {_currentAmmo != _ammoLeft}) then { ERROR_1("failed to setAmmo - %1", _this); };
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} else {
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// Because of command limitations, we need to remove mags to change their ammo
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// This will cause the gun to need to be reloaded if more than one is loaded (only a problem for non-assembly mode guns)
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TRACE_2("Removing magazine",_ammoRemoved,_ammoLeft);
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_vehicle removeMagazinesTurret [_vehMag, _turretPath];
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if (_ammoLeft > 0) then {
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_magsInWeapon pushBack _ammoLeft;
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TRACE_1("Re-adding partial",_ammoLeft);
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};
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{
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if (_x > 0) then { _vehicle addMagazineTurret [_vehMag, _turretPath, _x]; };
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} forEach _magsInWeapon;
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};
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TRACE_3("Returning ammo",_unit,_carryMag,_ammoRemoved);
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[QGVAR(returnAmmo), [_unit, _carryMag, _ammoRemoved], _unit] call CBA_fnc_targetEvent;
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