ACE3/addons/tacticalladder/functions/fnc_positionTL.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: Rocko, Ruthberg
* Position tactical ladder
*
* Arguments:
* 0: unit <OBJECT>
* 1: ladder <OBJECT>
*
* Return Value:
* None
*
* Example:
* [_unit, _ladder] call ace_tacticalladder_fnc_positionTL
*
* Public: No
*/
#define __ANIMS ["extract_1","extract_2","extract_3","extract_4","extract_5","extract_6","extract_7","extract_8","extract_9","extract_10","extract_11"]
params ["_unit", "_ladder"];
// prevent the placing unit from running
[_unit, "forceWalk", "ACE_Ladder", true] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Ladder", true] call EFUNC(common,statusEffect_set);
{
_ladder animate [_x, 0];
} count __ANIMS;
[_unit, "amovpercmstpslowwrfldnon_player_idlesteady03", 2] call EFUNC(common,doAnimation);
_ladder attachTo [_unit, [0, 0.75, 0], ""]; // Position ladder in front of player
_ladder animate ["rotate", 0];
{
_ladder animate [_x, 1];
} count ["extract_1", "extract_2", "extract_3"]; // Extract ladder at head height (extract_3)
GVAR(ladder) = _ladder;
GVAR(cancelTime) = CBA_missionTime + 1; // Workaround to prevent accidental canceling
GVAR(currentStep) = 3;
GVAR(currentAngle) = 0;
// add mouse buttons and hints
//private _adjustText = format ["%1, +%2", localize LSTRING(Adjust), localize LSTRING(AdjustTilt)]; // Tilting disabled due to sinking, interaction point offset and unsuitable animation
[localize LSTRING(Deploy), localize LSTRING(Drop), /*_adjustText*/ localize LSTRING(Adjust)] call EFUNC(interaction,showMouseHint);
_unit setVariable [QGVAR(Deploy), [
_unit, "DefaultAction",
{!isNull GVAR(ladder)},
{[_this select 0, GVAR(ladder)] call FUNC(confirmTLdeploy)}
] call EFUNC(common,addActionEventHandler)];