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c44a1e7ea7
* Cook-off improvements * More changes * Update fnc_getVehicleAmmo.sqf * Better engine fire placement * Update fnc_detonateAmmunition.sqf * Update XEH_postInit.sqf * Update fnc_getVehicleAmmo.sqf * Update events-framework.md * Various improvements * Separate effect handling * Tweaks * Update XEH_postInit.sqf * Prevent double ammo detonation * Fixed objects not being able to cook-off again * Added incendiary rounds as source of box cookoff * Converted enable setting to bool * Fixed brackets * Update fnc_cookOff.sqf * Update CfgEden.hpp * Removed GVAR(enable), added GVAR(enableFire) back * Update initSettings.inc.sqf * Update events-framework.md * Update addons/cookoff/functions/fnc_cookOffEffect.sqf * Restructured, redid API events * Fix effect for JIP, minor optimisations * Removed `cbaSettings_settingChanged` * Renamed variables, tweaked string table entries * Update fire damage #9991 * Capitalize comments again * Fix cookoff for very short durations and fix effect removal being too quick
31 lines
1.5 KiB
C++
31 lines
1.5 KiB
C++
class Cfg3DEN {
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class Object {
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class AttributeCategories {
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class ace_attributes {
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class Attributes {
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class GVAR(enable) { // setting was previously GVAR(enable), so maintain for backwards compatiblity with missions
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property = QGVAR(enable); // same as above
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control = "Checkbox";
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displayName = CSTRING(enableFire_name);
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tooltip = CSTRING(enableFire_tooltip);
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expression = QUOTE(if (!_value) then {_this setVariable [ARR_3('%s',_value,true)]});
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typeName = "BOOL";
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condition = "objectVehicle";
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defaultValue = QUOTE(GETMVAR(QGVAR(enableFire),true));
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};
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class GVAR(enableAmmoCookoff) {
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property = QGVAR(enableAmmoCookoff);
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control = "Checkbox";
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displayName = CSTRING(enableAmmoCookoff_name);
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tooltip = CSTRING(enableAmmoCookoff_tooltip);
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expression = QUOTE(if (!_value) then {_this setVariable [ARR_3('%s',_value,true)]});
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typeName = "BOOL";
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condition = "objectHasInventoryCargo";
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defaultValue = QUOTE(if (_this isKindOf 'ReammoBox_F') then {GETMVAR(QGVAR(enableAmmobox),true)} else {GETMVAR(QGVAR(enableAmmoCookoff),true)});
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};
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};
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};
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};
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};
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};
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