ACE3/addons/interaction/XEH_postInit.sqf
Dystopian 3feafc449f Interaction - Add Flip and Push actions to Quad Bike, Kart and Static Weapons (#6019)
* 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
2018-02-26 12:23:47 -06:00

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