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b1d5bbe450
* Initial Commit
* Got rid of unneeded translation values
* Updated Strings
* "Fixed" issue where when you deploy the tripid and weapon on slope it freaked out.
* Fixed locality issues. Added timers to relavent functions.
* Added weights to all magazines/tripod. Weights to weapons coming soon when I transfer them to the launcher slot
* Fixed bug regarding localized strings. Created new tripod model
* Added timers for deploying/picking up the tripod. Changed ammo-box model from custom to one already in ARMA. Changed gun-bag model for a more generic one. Created a texture for the tripod and gunbag
* Removed ability to disassemble weapons via the addAction. Added ACE Action to get in due to a memory point issue. Changed from a static deploy/dismount time to one based in the weapon configs
* Created forward-compatability. Made it so I can define a base plate for any weapon if I ever want to expand from the generic M3 Tripod.
* Fixed bug where tripod wouldn't deploy with the correct times. Fixed bug where if you moved the tripod into the ground it would go flying.
* Added mortar compatability. Will probably shift whole mortar ammo loading to CSW one day
* Added icons to each relavent item
* Added README, possibly fixed bug where if you are in a weapon others cant load/unload ammo. Changed distance you can interact with weapons
* Added checks for when deploying the gun as well as unloading ammo to prevent duplication/deletion of items.
* Added documentation
* Added order to doc
* Explained why things are the way they are
* Remove temp files
* Removed redundant files
* Converted tabs->spaces. Added newlines at end of all files. Changed broken line in fnc_tripodDeploy.sqf.
* 100% newlines at end of file
* Added newlines to files that didnt get the change. Fixed README. Changed from GVAR(cswOptions) to GVAR(options). Changed from tabs to spaces in wiki
* Fixed issue with UAV assembling with enableWeaponDisassembling. Fixed bug where game would crash if you disassembled static weapon with more than 1 magazine
* Tabs->Spaces
* Added CSW options to base StaticWeapon class to allow for easier additions. Switched default mortar away from CSW system due to incompatabilities
* Lazy Evaluations and macros to describe how things work.
* Added newlines to script_component. Fix no-texture issue on tripod. "Fix" 20mm HE saying 40mm HE. Add custom icons to all weapons. Move "Check Ammo" to CSW menu
* abc
* Revert "abc"
This reverts commit bcb4214bd9
.
* Update to current commit
* Revert changes to fortify.md
* Updated UI Icon to Crew Served Ammo branch UI
* Added Pabst's CrewServedAmmo to handle ammo loading/unloading instead of my solution
* Fixed bug where currentWeaponTurret returned a blank string when a player hasent entered hte weapon to select the current weapon
* Re-added ammo loading time
* Tabs->Spaces
* Newline at end of files
* Removed replaced functions
* Remove redundant strings. Move ammo handling to appropiate section
* Tabs->Spaces
* Update wiki
* Updated to fix crash with default weapons and disable CSW ability on default static weapons
* Added editor attributes to enable/disable CSW at edit time
* Change how ammo is removed from the CSW. Uses math instead of iteration
* Fix bug where assembled weapon did not get rid of default actions
* Added support for multiple types of ammo in one CSW
* Add tracer magazines for .50 cal
* Fix bug where you could load ammo even if the gun couldnt take any more
* Disable debug and enable compile cache
* Changed weapon deploy/pickup time. Removed custom Titan missiles. Using ACE Dragging now. Added progress bar check for pickupTripod. Updated documentation
* Removed check if CSW is full to unload ammo
* Fix bug where items would spawn underneath other items on wepaon dismount
* Change some things
* Configure base statics, improve returnAmmo
* Add mortar baseplate
* Remove explicit inheritance
* Fix bug where unloading ammo would duplicate it if you had room in your person.
* Tab->Space
* Player couldnt pickup tripod due to legacy code
* Fix GMG_01_base_F inheritce
* Port of ACE 2 tripod + ACE 2 CSW Bag
* Move ACE 2 Data to APL folder
* Adjust weights to make them more accurate to how ARMA uses it and the real life equivalents
* Fix bug where error was thrown on esc from picking up tripod. Tripod rotated 180
* Fix bug where if you called ace_common_claim the weapon could be set to be disassembled even though it may not be wanted via CSW
* Added ability to toggle ammo handling when weaponAssembly is disabled.
* Add Proxy Weapons for all Vanilla static weapons. These serve as a way to allow for realistic ammo reload times without having to modify base classes if you want feautres turned off. Adjusted reload and mount times to be more "realistic"
* Fix Shadow RPT Spam
* Update wiki
* Change order of setDir and setPos
* Change all setDir/setPos orientations. Remove redundant check. Ensure that weapon locked state reflects it with the "getIn" command. Add a way to pass in a specific classname for the weapon assemble type. Add a callback function onDisassemble if user wants to set the state of the new tripod using the old weapon as a reference
* Actually check for the carryWeaponClassname in the deployWeapon check
* Ai Compatiblity
* Add stringtable entries
* Formatting fixes
* Stringtables for settings, fix setMagazineTurretAmmo
* inherit ammo for mags, reorder stringtable
displays correct ammo and descriptionShort
* don't require ace_javelin
* Tweaks, cleanup, localzation, ace_reload changes
change weapon tag to [CSW]
tweak localization strings
minor cleanup
simplify some ace_reload funcs
* delete moved dev func
* Hopefully fix issue where to-be deleted tripod intersects with newly created weapon and vice versa. Remove PBOPREFIX newline
* cleanup/proxyWeapon/mk6 compat
93 lines
4.9 KiB
Plaintext
93 lines
4.9 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Brandon (TCVM)
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* Initializes weapon to disable weapon disassembling
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*
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* Arguments:
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* 0: Weapon <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [weapon] call ace_csw_fnc_staticWeaponInit
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*
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* Public: No
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*/
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params ["_staticWeapon"];
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private _typeOf = typeOf _staticWeapon;
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private _configEnabled = (getNumber (configFile >> "CfgVehicles" >> _typeOf >> "ace_csw" >> "enabled")) == 1;
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private _assemblyConfig = _configEnabled && {(getText (configFile >> "CfgVehicles" >> _typeOf >> "ace_csw" >> "disassembleWeapon")) != ""};
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TRACE_4("staticWeaponInit",_staticWeapon,_typeOf,_configEnabled,_assemblyConfig);
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if (_configEnabled && {GVAR(ammoHandling) == 2}) then {
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TRACE_1("adding AI fired handler",_staticWeapon);
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_staticWeapon addEventHandler ["Fired", LINKFUNC(ai_handleFired)];
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};
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TRACE_2("",local _staticWeapon,_staticWeapon turretLocal [0]);
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if (_configEnabled && {_staticWeapon turretLocal [0]}) then { // if turret is local to us, then handle mags/weapon
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[{
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params ["_staticWeapon"];
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if (!alive _staticWeapon) exitWith { TRACE_1("dead/deleted",_staticWeapon); };
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private _assemblyMode = [false, true, GVAR(defaultAssemblyMode)] select (_staticWeapon getVariable [QGVAR(assemblyMode), 2]);
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TRACE_2("turretLocal",_staticWeapon,_assemblyMode);
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[_staticWeapon, [0], _assemblyMode] call FUNC(proxyWeapon);
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[_staticWeapon, _assemblyMode] call FUNC(staticWeaponInit_unloadExtraMags);
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}, [_staticWeapon]] call CBA_fnc_execNextFrame; // need to wait a frame to allow setting object vars during assembly
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};
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if (_assemblyConfig) then {
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[{
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params ["_staticWeapon"];
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if (!alive _staticWeapon) exitWith { TRACE_1("dead/deleted",_staticWeapon); };
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private _assemblyMode = [false, true, GVAR(defaultAssemblyMode)] select (_staticWeapon getVariable [QGVAR(assemblyMode), 2]);
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TRACE_2("assemblyConfig present",_staticWeapon,_assemblyMode);
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if (_assemblyMode) then { // Disable vanilla assembly if assemblyMode eanbled
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[QGVAR(disableVanillaAssembly), [_staticWeapon]] call CBA_fnc_localEvent;
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};
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}, [_staticWeapon]] call CBA_fnc_execNextFrame; // need to wait a frame to allow setting object vars during assembly
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};
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// Add interactions for players
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if (hasInterface && {!(_typeOf in GVAR(initializedStaticTypes))}) then {
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GVAR(initializedStaticTypes) pushBack _typeOf;
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TRACE_1("Adding Actions",_typeOf);
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if (_assemblyConfig) then {
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private _disassembleAction = [QGVAR(disassemble), localize LSTRING(DisassembleCSW_displayName), "", {call FUNC(assemble_pickupWeapon)}, {call FUNC(assemble_canPickupWeapon)}] call EFUNC(interact_menu,createAction);
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[_typeOf, 0, ["ACE_MainActions"], _disassembleAction] call EFUNC(interact_menu,addActionToClass);
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};
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private _ammoActionPath = [];
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private _magazineLocation = getText (configFile >> "CfgVehicles" >> _typeOf >> QUOTE(ADDON) >> "magazineLocation");
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private _condition = { //IGNORE_PRIVATE_WARNING ["_target", "_player"];
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// If magazine handling is enabled or weapon assembly/disassembly is enabled we enable ammo handling
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if ((GVAR(ammoHandling) == 0) && {!([false, true, GVAR(defaultAssemblyMode)] select (_staticWeapon getVariable [QGVAR(assemblyMode), 2]))}) exitWith { false };
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[_player, _target, ["isNotSwimming", "isNotSitting"]] call EFUNC(common,canInteractWith)
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};
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private _childenCode = {
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BEGIN_COUNTER(getActions); // can remove for final release
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private _ret = (call FUNC(reload_actionsLoad)) + (call FUNC(reload_actionsUnload));
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END_COUNTER(getActions);
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_ret
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};
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if (_configEnabled && {_magazineLocation != ""}) then {
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private _positionCode = compile _magazineLocation;
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private _ammoAction = [QGVAR(magazine), localize LSTRING(AmmoHandling_displayName), "", {}, _condition, _childenCode, [], _positionCode, 4] call EFUNC(interact_menu,createAction);
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_ammoActionPath = [_typeOf, 0, [], _ammoAction] call EFUNC(interact_menu,addActionToClass);
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} else {
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private _ammoAction = [QGVAR(magazine), localize LSTRING(AmmoHandling_displayName), "", {}, _condition, _childenCode] call EFUNC(interact_menu,createAction);
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_ammoActionPath = [_typeOf, 0, ["ACE_MainActions"], _ammoAction] call EFUNC(interact_menu,addActionToClass);
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};
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if (["ACE_reload"] call EFUNC(common,isModLoaded)) then {
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// move reload's check ammo action to the ammo handling point (remove and re-add)
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[_typeOf, 0, ["ACE_MainActions", QEGVAR(reload,CheckAmmo)]] call EFUNC(interact_menu,removeActionFromClass);
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private _checkAmmoAction = [QGVAR(checkAmmo), localize ELSTRING(reload,checkAmmo), "", EFUNC(reload,checkAmmo), EFUNC(reload,canCheckAmmo)] call EFUNC(interact_menu,createAction);
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[_typeOf, 0, _ammoActionPath, _checkAmmoAction] call EFUNC(interact_menu,addActionToClass);
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};
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};
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