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6a25e9365a
* 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>
1.3 KiB
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 |
|
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