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001942b2ed
* enable vehicle lock module for planes * Add actions to planes * improved lazy eval * remove superfluous parent class check * IS_KIND_OF_ANY macro * Update addons/vehiclelock/functions/fnc_moduleSync.sqf * Improve handleVehicleInitPost XEH
51 lines
1.4 KiB
Plaintext
51 lines
1.4 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror
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* Function for sync module. Assigns keys for all synced vehicles to any players that are synced.
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*
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* Arguments:
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* 0: The Module Logic Object <OBJECT>
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* 1: synced objects <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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* [fromModule] call ACE_VehicleLock_fnc_moduleSync;
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*
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* Public: No
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*/
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if (!isServer) exitWith {};
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params ["_logic", "_syncedObjects", "_activated"];
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TRACE_3("params",_logic,_syncedObjects,_activated);
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if !(_activated) exitWith {WARNING("Vehicle Lock Sync Module - placed but not active");};
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[{
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params ["_syncedObjects"];
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private _listOfVehicles = _syncedObjects select {
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private _object = _x;
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#define CLASSNAMES ["Car", "Tank", "Air"]
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IS_KIND_OF_ANY(_object,CLASSNAMES)
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};
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if (_listOfVehicles isEqualTo []) exitWith { //Verbose error for mission makers (only shows on server)
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["ACE_VehicleLock_fnc_moduleSync: no vehicles synced"] call BIS_fnc_error;
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};
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{
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private _unit = _x;
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if (_unit isKindOf "CAManBase") then {
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{
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[_unit, _x, true] call FUNC(addKeyForVehicle);
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} forEach _listOfVehicles;
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};
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} forEach _syncedObjects;
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//Wait to add keys until various gear assigns have finished (~5 seconds)
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}, [_syncedObjects], 5, 1] call CBA_fnc_waitAndExecute;
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