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3feafc449f
* Add Flip and Push actions to Quad Bike * Add actions to karts and static weapons * Move magic number to macro * Ditch here is * Move condition to function
149 lines
5.0 KiB
Plaintext
149 lines
5.0 KiB
Plaintext
// by commy2 and esteldunedain
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#include "script_component.hpp"
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ACE_Modifier = 0;
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[QGVAR(pardon), {(_this select 0) addRating -rating (_this select 0)}] call CBA_fnc_addEventHandler;
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[QGVAR(getDown), {
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params ["_target"];
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_target setUnitPos "DOWN";
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}] call CBA_fnc_addEventHandler;
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[QGVAR(sendAway), {
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params ["_unit", "_position"];
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_unit setUnitPos "AUTO";
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_unit doMove _position;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(setLampOn), {
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params ["_lamp", "_hitPointsDamage", "_disabledLampDMG"];
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{if((_x select 1) == _disabledLampDMG) then {_lamp setHit [_x select 0, 0];};nil} count _hitPointsDamage;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(setLampOff), {
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params ["_lamp", "_hitPointsDamage", "_disabledLampDMG"];
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{_lamp setHit [_x select 0, (_x select 1) max _disabledLampDMG];nil} count _hitPointsDamage;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(flip), {
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params ["_vehicle"];
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private _position = getPosATL _vehicle;
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_vehicle setVectorUp surfaceNormal _position;
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_vehicle setPosATL _position;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(setCollisionLight), {
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(_this select 0) setCollisionLight (_this select 1);
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}] call CBA_fnc_addEventHandler;
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// Zeus action events
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[QGVAR(zeusStance),{
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{ _x setUnitPos (_this select 0); } forEach (_this select 1);
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}] call CBA_fnc_addEventHandler;
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// The following 3 events handle both waypoints and groups
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[QGVAR(zeusBehaviour),{
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if (param [2,false]) then {
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{ _x setWaypointBehaviour (_this select 0); } forEach (_this select 1);
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} else {
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{ _x setBehaviour (_this select 0); } forEach (_this select 1);
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};
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}] call CBA_fnc_addEventHandler;
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[QGVAR(zeusSpeed),{
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if (param [2,false]) then {
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{ _x setWaypointSpeed (_this select 0); } forEach (_this select 1);
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} else {
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{ _x setSpeedMode (_this select 0); } forEach (_this select 1);
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};
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}] call CBA_fnc_addEventHandler;
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[QGVAR(zeusFormation),{
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if (param [2,false]) then {
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{ _x setWaypointFormation (_this select 0); } forEach (_this select 1);
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} else {
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{ _x setFormation (_this select 0); } forEach (_this select 1);
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};
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}] call CBA_fnc_addEventHandler;
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if (!hasInterface) exitWith {};
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GVAR(isOpeningDoor) = false;
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[QGVAR(tapShoulder), {
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params ["_unit", "_shoulderNum"];
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if (_unit == ACE_player) then {
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addCamShake [4, 0.5, 5];
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private _message = parseText format ([["%1 >", localize LSTRING(YouWereTappedRight)], ["< %1", localize LSTRING(YouWereTappedLeft)]] select (_shoulderNum == 1));
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[_message] call EFUNC(common,displayTextStructured);
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};
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}] call CBA_fnc_addEventHandler;
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// add keybinds
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["ACE3 Common", QGVAR(openDoor), localize LSTRING(OpenDoor), {
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// Conditions: canInteract
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if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if (GVAR(isOpeningDoor) || {[MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor) select 1 == ''}) exitWith {false};
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// Statement
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call EFUNC(interaction,openDoor);
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true
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}, {
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//Probably don't want any conditions here, so variable never gets locked down
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// Statement
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GVAR(isOpeningDoor) = false;
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true
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},
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[57, [false, true, false]], false] call CBA_fnc_addKeybind; //Key CTRL+Space
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["ACE3 Common", QGVAR(tapShoulder), localize LSTRING(TapShoulder), {
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// Conditions: canInteract
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if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player, cursorTarget] call FUNC(canTapShoulder)) exitWith {false};
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//Tap whichever shoulder is closest
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private _shoulderNum = [0, 1] select (([cursorTarget, ACE_player] call BIS_fnc_relativeDirTo) > 180);
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// Statement
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[ACE_player, cursorTarget, _shoulderNum] call FUNC(tapShoulder);
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true
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},
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{false},
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[20, [true, false, false]], false] call CBA_fnc_addKeybind;
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["isNotSwimming", {!(_this call EFUNC(common,isSwimming))}] call EFUNC(common,addCanInteractWithCondition);
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["isNotOnLadder", {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> animationState (_this select 0) >> "ACE_isLadder") != 1}] call EFUNC(common,addCanInteractWithCondition);
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["ace_settingsInitialized", {
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if (GVAR(disableNegativeRating)) then {
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player addEventHandler ["HandleRating", {
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(_this select 1) max 0
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}];
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};
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}] call CBA_fnc_addEventHandler;
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// to make "Camping Lantern (Off)" be turned on we replace it with "Camping Lantern"
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private _action = [
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QGVAR(TurnOn),
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localize LSTRING(TurnOn),
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"\A3\Ui_f\data\IGUI\Cfg\VehicleToggles\LightsIconOn_ca.paa",
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{
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private _position = getPosATL _target;
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private _vectorDirAndUp = [vectorDir _target, vectorUp _target];
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deleteVehicle _target;
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private _newLamp = "Land_Camping_Light_F" createVehicle [0,0,0];
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_newLamp setPosATL _position;
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_newLamp setVectorDirAndUp _vectorDirAndUp;
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},
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{alive _target}
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] call EFUNC(interact_menu,createAction);
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["Land_Camping_Light_off_F", 0, ["ACE_MainActions"], _action] call EFUNC(interact_menu,addActionToClass);
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