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bca8b01860
* Add search to teleport players UI * Change group side icons to look better * Improve teleport UI and add stringtable entries * Add Assign Repair Vehicle module * Add Assign Repair Facility module * Add Assign Engineer module * Add Full Heal module * Add Suicide Bomber module * Make heal module work without ace_medical * Add suicide bomber module translations * Improve attribute cargo to use displayName * Improve set engineer ui * ACE_Curator for repair modules + author array * Add angle param to getModuleDestination * Prevent multiple suicide bomber modules on same target * Heal module: support BI scripted revive system * Requested changes
51 lines
1.6 KiB
Plaintext
51 lines
1.6 KiB
Plaintext
/*
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* Author: Bohemia Interactive
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* Module function for spawning mines
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* Edited to remove forced map markers and mines being revealed to players
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*
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* Arguments:
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* 0: The module logic <LOGIC>
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* 1: units <ARRAY>
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* 2: activated <BOOL>
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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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* [LOGIC, [bob, kevin], true] call ace_zeus_fnc_bi_moduleMine
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_logic", "_units", "_activated"];
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if (_activated) then {
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_explosive = gettext (configfile >> "cfgvehicles" >> typeof _logic >> "explosive");
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if (_explosive != "") then {
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_explosive = createvehicle [_explosive,position _logic,[],0,"none"];
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_explosive attachto [_logic];
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// Added by ace_zeus to control if mines are revealed
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if (GVAR(revealMines) > 0) then {
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//--- Reveal the mine to curator's side
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{
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_side = (getassignedcuratorunit _x) call bis_fnc_objectSide;
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_side revealmine _explosive;
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} forEach (objectcurators _logic);
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if (GVAR(revealMines) > 1) then {
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//--- Mark minefields in the map
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[] spawn bis_fnc_drawMinefields;
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};
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};
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//--- Show hint to curator who placed the object
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[[["Curator","PlaceMines"],nil,nil,nil,nil,nil,nil,true],"bis_fnc_advHint",_logic] call bis_fnc_mp;
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waituntil {sleep 0.1; isnull _explosive || isnull _logic || !alive _logic};
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if (isnull _logic) then {deletevehicle _explosive;} else {_explosive setdamage 1;};
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deletevehicle _logic;
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};
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};
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