ACE3/docs/wiki/framework/safemode-framework.md
johnb432 6a25e9365a
Safemode - Refactor (#10111)
* Refactor safemode

* Further improvements and fixes

* Update XEH_postInit.sqf

* Don't allow binoculars to be set to safe

* Add API for getting weapon safety status

* Update fnc_jamWeapon.sqf

* Added doc

* Update fnc_playChangeFiremodeSound.sqf

* Update addons/overheating/functions/fnc_jamWeapon.sqf

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

* Update addons/weaponselect/functions/fnc_selectWeaponMode.sqf

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

---------

Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2024-08-02 13:59:18 +02:00

1.3 KiB

layout title description group order parent mod version
wiki Safemode Framework Explains how to use the weapon safety API. framework 5 wiki ace
major minor patch
3 0 0

1. Scripting

1.1 Setting weapon safety status

ace_safemode_fnc_setWeaponSafety If you want the state of the currently selected muzzle, either pass the muzzle by name or leave it blank (= nil). If the unit doesn't have a weapon, its safety can't be locked, but it can be unlocked.

 * Lock or unlock the given weapon based on weapon state.
 *
 * Arguments:
 * 0: Unit <OBJECT>
 * 1: Weapon <STRING>
 * 2: State <BOOL>
 * 3: Show hint <BOOL> (default: true)
 * 4: Muzzle <STRING> (default: current muzzle of weapon)
 *
 * Return Value:
 * None
 *
 * Example:
 * [ACE_player, currentWeapon ACE_player, true] call ace_safemode_fnc_setWeaponSafety

1.2 Getting weapon safety status

ace_safemode_fnc_getWeaponSafety If you want the state of the currently selected muzzle, either pass the muzzle by name or leave it blank (= nil).

 * Getter for weapon safety state.
 *
 * Arguments:
 * 0: Unit <OBJECT>
 * 1: Weapon <STRING>
 * 2: Muzzle <STRING> (default: current muzzle of weapon)
 *
 * Return Value:
 * Safety status <BOOL>
 *
 * Example:
 * [ACE_player, currentWeapon ACE_player] call ace_safemode_fnc_getWeaponSafety