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Hacking the BI respawn framework to support a spectator setting was intrusive and limiting. Instead of using a setting, I've opted to introduce a new respawn template that can be used within BI's respawn framework. The benefits of this approach are: - Compatibility isn't a concern, that responsibility is shifted onto mission designers. - Mission designers can use the functionality of the BI framework alongside the spectator system (combining templates, using different templates for different sides, etc.). - If a custom respawn framework is used, then this doesn't change anything. Custom frameworks are still fully supported via the public functions provided. - Remains simple to set up, just requires a description.ext edit
27 lines
887 B
C++
27 lines
887 B
C++
class ACE_Settings {
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class GVAR(filterUnits) {
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typeName = "SCALAR";
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value = 1;
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values[] = {CSTRING(units_none), CSTRING(units_players), CSTRING(units_all)};
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};
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class GVAR(filterSides) {
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typeName = "SCALAR";
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value = 0;
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values[] = {CSTRING(sides_player), CSTRING(sides_friendly), CSTRING(sides_hostile), CSTRING(sides_all)};
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};
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class GVAR(restrictModes) {
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typeName = "SCALAR";
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value = 0;
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values[] = {CSTRING(modes_all), CSTRING(modes_unit), CSTRING(modes_free), CSTRING(modes_internal), CSTRING(modes_external)};
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};
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class GVAR(restrictVisions) {
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typeName = "SCALAR";
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value = 0;
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values[] = {CSTRING(modes_all), CSTRING(visions_nv), CSTRING(visions_ti), "$STR_Special_None"};
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};
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class GVAR(unitIcons) {
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typeName = "BOOL";
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value = 1;
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};
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};
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