ACE3/addons/fastroping/functions/fnc_onCutCommon.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: BaerMitUmlaut
* Function for closing doors and retracting the hook for most vanilla and older Arma helos.
*
* Arguments:
* 0: Helicopter <OBJECT>
*
* Return Value:
* Amount of time to wait before cutting ropes <NUMBER>
*
* Example:
* [_vehicle] call ace_fastroping_fnc_onCutRopesCommon
*
* Public: No
*/
params ["_vehicle"];
private _fries = _vehicle getVariable [QGVAR(FRIES), objNull];
if !(isNull _fries) then {
{_fries animate [_x, 0]} forEach ANIMS_HOOK;
[{
{_this animateDoor [_x, 0]} forEach ANIMS_ANIMATEDOOR;
{_this animate [_x, 0]} forEach ANIMS_ANIMATE;
_this setVariable [QGVAR(doorsLocked), false, true];
}, _vehicle, 2] call CBA_fnc_waitAndExecute;
4
} else {
{_vehicle animateDoor [_x, 0]} forEach ANIMS_ANIMATEDOOR;
{_vehicle animate [_x, 0]} forEach ANIMS_ANIMATE;
_vehicle setVariable [QGVAR(doorsLocked), false, true];
2
};