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https://github.com/acemod/ACE3.git
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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
1.4 KiB
Plaintext
51 lines
1.4 KiB
Plaintext
/*
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* Author: mharis001
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* Assigns object as repair facility.
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*
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* Arguments:
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* 0: The module logic <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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* [LOGIC] call ace_zeus_fnc_moduleSetRepairFacility
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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"];
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if !(local _logic) exitWith {};
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if !(["ace_repair"] call EFUNC(common,isModLoaded)) then {
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[LSTRING(RequiresAddon)] call FUNC(showMessage);
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} else {
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private _mouseOver = GETMVAR(bis_fnc_curatorObjectPlaced_mouseOver,[""]);
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if ((_mouseOver select 0) != "OBJECT") then {
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[LSTRING(NothingSelected)] call FUNC(showMessage);
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} else {
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private _unit = (_mouseOver select 1);
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if (_unit isKindOf "Man" || {!(_unit isKindOf "Building")}) then {
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[LSTRING(OnlyStructures)] call FUNC(showMessage);
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} else {
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if !(alive _unit) then {
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[LSTRING(OnlyAlive)] call FUNC(showMessage);
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} else {
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if (GETVAR(_unit,EGVAR(captives,isHandcuffed),false)) then {
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[LSTRING(OnlyNonCaptive)] call FUNC(showMessage);
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} else {
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if ((_unit getVariable ["ACE_isRepairFacility", 0]) < 1) then {
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_unit setVariable ["ACE_isRepairFacility", 1, 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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deleteVehicle _logic;
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