ACE3/addons/chemlights/functions/fnc_prepShield.sqf
voiperr fedad7f8f7 Ace_Chemlights (Chemlight Enhancements) (#3921)
* Add ace_chemlights.
Make chemlight intensity and dropoff more realistic.
Add orange, white, IR chemlights.
Add chemlight shields.
Make chemlight impact sounds more realistic.

* Moved impact sound changes to a different branch.

* Used QPATHTOF. Fixed scopes. Used initServer. Reduced lifetime duration.
Checked privates.

* Stringtable: 5 minute.

* Blue lifetime. Removed ref to deprecated function

* Use proper magazine macro. Add new chemlights to Misc box.
2016-08-27 10:19:39 +02:00

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/*
* Author: voiper
* Combine a chemlight shield item and a chemlight item into a light.
*
* Arguments:
* 0: Target unit <OBJECT>
* 1: Activator Unit (player) <OBJECT>
* 2: Chemlight class, chemlight shield class <ARRAY>
*
* Return value:
* None
*
* Example:
* [_player, _player, ["Chemlight_Green", "ACE_Chemlight_Shield_Green"]] call ace_chemlights_fnc_prepShield;
*
* Public: No
*/
#include "script_component.hpp"
params ["_target", "_unit", "_args"];
_args params ["_chemlight", "_shieldClass"];
private _cfg = (configFile >> "CfgWeapons" >> _shieldClass);
private _displayName = getText (_cfg >> "displayName");
private _picture = getText (_cfg >> "picture");
private _text = format [localize LSTRING(Action_Prepare_Done), _displayName];
//we don't need to check for space, because it's always 2g -> 1g
_unit removeItem _chemlight;
_unit removeItem "ACE_Chemlight_Shield";
_unit addItem _shieldClass;
[_text, _picture] call EFUNC(common,displayTextPicture);
playSound3D ["A3\sounds_f\weapons\Other\dry4.wss", objNull, false, eyePos _unit, 2, 2, 10];