mirror of
https://github.com/acemod/ACE3.git
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123 lines
5.6 KiB
C++
123 lines
5.6 KiB
C++
#define MACRO_LOCK_ACTIONS \
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class ACE_SelfActions { \
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class ACE_unlockVehicle { \
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displayName = "$STR_ACE_Vehicle_Action_UnLock"; \
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condition = QUOTE(([ARR_2(_player, _target)] call FUNC(hasKeyForVehicle)) && {(locked _target) in [ARR_2(2,3)]}); \
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statement = QUOTE([ARR_3('VehicleLock_SetVehicleLock', [_target], [ARR_2(_target,false)])] call EFUNC(common,targetEvent)); \
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priority = 0.3; \
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icon = QUOTE(PATHTOF(UI\key_menuIcon_ca.paa)); \
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}; \
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class ACE_lockVehicle { \
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displayName = "$STR_ACE_Vehicle_Action_Lock"; \
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condition = QUOTE(([ARR_2(_player, _target)] call FUNC(hasKeyForVehicle)) && {(locked _target) in [ARR_2(0,1)]}); \
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statement = QUOTE([ARR_3('VehicleLock_SetVehicleLock', [_target], [ARR_2(_target,true)])] call EFUNC(common,targetEvent)); \
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priority = 0.2; \
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icon = QUOTE(PATHTOF(UI\key_menuIcon_ca.paa)); \
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}; \
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class ACE_lockpickVehicle { \
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displayName = "$STR_ACE_Vehicle_Action_Lockpick"; \
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condition = QUOTE([ARR_3(_player, _target, 'canLockpick')] call FUNC(lockpick)); \
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statement = QUOTE([ARR_3(_player, _target, 'startLockpick')] call FUNC(lockpick)); \
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priority = 0.1; \
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}; \
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}; \
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class ACE_Actions { \
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class ACE_MainActions { \
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class ACE_unlockVehicle { \
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displayName = "$STR_ACE_Vehicle_Action_UnLock"; \
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distance = 4; \
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condition = QUOTE(([ARR_2(_player, _target)] call FUNC(hasKeyForVehicle)) && {(locked _target) in [ARR_2(2,3)]}); \
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statement = QUOTE([ARR_3('VehicleLock_SetVehicleLock', [_target], [ARR_2(_target,false)])] call EFUNC(common,targetEvent)); \
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priority = 0.3; \
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icon = QUOTE(PATHTOF(UI\key_menuIcon_ca.paa)); \
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}; \
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class ACE_lockVehicle { \
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displayName = "$STR_ACE_Vehicle_Action_Lock"; \
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distance = 4; \
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condition = QUOTE(([ARR_2(_player, _target)] call FUNC(hasKeyForVehicle)) && {(locked _target) in [ARR_2(0,1)]}); \
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statement = QUOTE([ARR_3('VehicleLock_SetVehicleLock', [_target], [ARR_2(_target,true)])] call EFUNC(common,targetEvent)); \
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priority = 0.2; \
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icon = QUOTE(PATHTOF(UI\key_menuIcon_ca.paa)); \
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}; \
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class ACE_lockpickVehicle { \
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displayName = "$STR_ACE_Vehicle_Action_Lockpick"; \
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distance = 4; \
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condition = QUOTE([ARR_3(_player, _target, 'canLockpick')] call FUNC(lockpick)); \
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statement = QUOTE([ARR_3(_player, _target, 'startLockpick')] call FUNC(lockpick)); \
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priority = 0.1; \
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}; \
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}; \
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};
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class CfgVehicles {
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class LandVehicle;
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class Car: LandVehicle {
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MACRO_LOCK_ACTIONS
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};
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class Tank: LandVehicle {
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MACRO_LOCK_ACTIONS
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};
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class Air;
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class Helicopter: Air {
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MACRO_LOCK_ACTIONS
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};
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class Logic;
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class Module_F: Logic {
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class ModuleDescription {};
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};
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class ACE_VehicleLock_ModuleSetup: Module_F {
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author = "$STR_ACE_Common_ACETeam";
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category = "ACE";
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displayName = "Vehicle Lock Setup";
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function = QFUNC(moduleInit);
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scope = 2;
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isGlobal = 0;
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icon = QUOTE(PATHTOF(UI\Icon_Module_VehicleLock_ca.paa));
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functionPriority = 0;
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class Arguments {
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class LockVehicleInventory {
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displayName = "Lock Vehicle Inventory";
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description = "Locks the inventory of locked vehicles";
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typeName = "BOOL";
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defaultValue = 0;
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};
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class VehicleStartingLockState {
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displayName = "Vehicle Starting Lock State"; // Argument label
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description = "Set lock state for all vehicles (removes ambiguous lock states)"; // Tooltip description
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typeName = "NUMBER"; // Value type, can be "NUMBER", "STRING" or "BOOL"
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class values {
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class None {name = "As Is"; value = 0; default = 1;};
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class Side {name = "Locked"; value = 1;};
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class Unique {name = "Unlocked"; value = 2;};
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};
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};
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class DefaultLockpickStrength {
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displayName = "Default Lockpick Strength";
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description = "Default Time to lockpick (in seconds). Default: 10";
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typeName = "NUMBER"; // Value type, can be "NUMBER", "STRING" or "BOOL"
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defaultValue = "10"; // Default text filled in the input box
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};
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};
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class ModuleDescription: ModuleDescription {
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description = "Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.<br/>Source: vehiclelock.pbo";
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};
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};
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class ACE_VehicleLock_ModuleSyncedAssign: Module_F {
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author = "$STR_ACE_Common_ACETeam";
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category = "ACE";
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displayName = "Vehicle Key Assign";
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function = QFUNC(moduleSync);
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scope = 2;
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isGlobal = 0;
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icon = QUOTE(PATHTOF(UI\Icon_Module_VehicleKey_ca.paa));
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functionPriority = 0;
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class Arguments {};
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class ModuleDescription: ModuleDescription {
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description = "Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.<br/>Source: vehiclelock.pbo";
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sync[] = {"AnyPlayer", "AnyVehicle"};
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};
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};
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};
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