ACE3/addons/zeus/functions/fnc_moduleGarrison.sqf
mharis001 bca8b01860 Various additions to ace_zeus (#6036)
* 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
2018-02-24 11:44:57 -06:00

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/*
* Author: alganthe
* Module calling the garrison function.
*
* Arguments:
* 0: Module logic <OBJECT>
* 1: Position of the module <POSITION>
* 2: Radius of the task <NUMBER>
* 3: Filling mode of the garrison function <NUMBER>
* 4: Enable or not top down filling <BOOL>
*
* Return Value:
* None
*
* Example:
* [LOGIC, [2203.64, 2281.47, 1], 20, 2, true] call ace_zeus_fnc_moduleGarrison
*
* Public: No
*/
#include "script_component.hpp"
params ["_logic", "_pos", "_radius" ,"_mode" , "_topDownMode", "_teleport"];
private _unit = (attachedTo _logic);
private _building = nearestBuilding (getPosASL _unit);
// Handles errors
scopeName "Main";
private _fnc_errorAndClose = {
params ["_msg"];
deleteVehicle _logic;
[_msg] call FUNC(showMessage);
breakOut "Main";
};
switch (false) do {
case !(isNull _unit): {
[LSTRING(NothingSelected)] call _fnc_errorAndClose;
};
case (_unit isKindOf "CAManBase"): {
[LSTRING(OnlyInfantry)] call _fnc_errorAndClose;
};
case (alive _unit): {
[LSTRING(OnlyAlive)] call _fnc_errorAndClose;
};
case (_unit distance _building < 500): {
[LSTRING(BuildingTooFar)] call _fnc_errorAndClose;
};
};
private _units = units _unit;
// Make sure all units are disembarked
{
if (vehicle _x != _x) then {
moveOut _x;
};
} forEach _units;
[_pos, ["Building"], _units, _radius, _mode, _topDownMode, _teleport] call EFUNC(ai,garrison);
deleteVehicle _logic;