ACE3/addons/attach/CfgVehicles.hpp
jonpas e11e102a76 Underwater actions support (#4984)
* Enable majority of actions underwater

* Remove log

* Add logistics_wirecutter support (don't play kneel animations underwater - looks silly)

* Don't perform kneel animations when repairing or medicaling underwater

* Fix interaction menu rendering underwater (was moving based on player eye level due to height max used for large vehicles)

* Fix attach underwater (LIW does not work underwater, LIS does), Add attach scan drawing define

* Remove left-over systemChat

* Remove vehiclelock from Plane, Disallow linking belt underwater, Allow checking ammo when sitting via action (was already possible via keybind), Use param for LIS
2017-08-22 13:30:56 -05:00

148 lines
4.2 KiB
C++

#define MACRO_ATTACHTOVEHICLE \
class ACE_Actions { \
class ACE_MainActions { \
class GVAR(AttachVehicle) { \
displayName = CSTRING(AttachDetach); \
condition = QUOTE(_this call FUNC(canAttach)); \
insertChildren = QUOTE(_this call FUNC(getChildrenAttachActions)); \
exceptions[] = {"isNotSwimming"}; \
showDisabled = 0; \
priority = 0; \
icon = QPATHTOF(UI\attach_ca.paa); \
}; \
class GVAR(DetachVehicle) { \
displayName = CSTRING(Detach); \
condition = QUOTE(_this call FUNC(canDetach)); \
statement = QUOTE(_this call FUNC(detach) ); \
exceptions[] = {"isNotSwimming"}; \
showDisabled = 0; \
priority = 0.1; \
icon = QPATHTOF(UI\detach_ca.paa); \
}; \
}; \
};
class CfgVehicles {
class LandVehicle;
class Car: LandVehicle {
MACRO_ATTACHTOVEHICLE
};
class Tank: LandVehicle {
MACRO_ATTACHTOVEHICLE
};
class Air;
class Helicopter: Air {
MACRO_ATTACHTOVEHICLE
};
class Plane: Air {
MACRO_ATTACHTOVEHICLE
};
class Ship;
class Ship_F: Ship {
MACRO_ATTACHTOVEHICLE
};
class Man;
class CAManBase: Man {
class ACE_SelfActions {
class ACE_Equipment {
class GVAR(Attach) {
displayName = CSTRING(AttachDetach);
condition = QUOTE(_this call FUNC(canAttach));
insertChildren = QUOTE(_this call FUNC(getChildrenAttachActions));
exceptions[] = {"isNotDragging", "isNotSwimming"};
showDisabled = 0;
priority = 5;
icon = QPATHTOF(UI\attach_ca.paa);
};
class GVAR(Detach) {
displayName = CSTRING(Detach);
condition = QUOTE(_this call FUNC(canDetach));
statement = QUOTE(_this call FUNC(detach));
exceptions[] = {"isNotDragging", "isNotSwimming"};
showDisabled = 0;
priority = 5;
icon = QPATHTOF(UI\detach_ca.paa);
};
};
};
};
class All;
class ACE_IR_Strobe_Effect: All {
scope = 1;
displayName = "IR Strobe";
model = "\A3\Weapons_F\empty.p3d";
simulation = "nvmarker";
class NVGMarker {
diffuse[] = {0.006, 0.006, 0.006, 1};
ambient[] = {0.005, 0.005, 0.005, 1};
brightness = 0.1;
name = "pozicni blik";
drawLightSize = 0.1;
drawLightCenterSize = 0.003;
activeLight = 0;
blinking=1;
blinkingStartsOn=1;
blinkingPattern[] = {2,2};
blinkingPatternGuarantee = false;
dayLight = 0;
onlyInNvg = 1;
useFlare = 0;
};
side = 7;//-1=NO_SIDE yellow box,3=CIV grey box,4=NEUTRAL yellow box,6=FRIENDLY green box,7=LOGIC no radar signature
accuracy = 1000;
cost = 0;
armor = 500;
threat[] = {0,0,0};
nameSound = "";
type = 0;
weapons[] = {};
magazines[] = {};
nvTarget = 1;
destrType = "DestructNo";
brightness = 10;
};
class NATO_Box_Base;
class Box_NATO_Support_F: NATO_Box_Base {
class TransportItems {
MACRO_ADDITEM(ACE_IR_Strobe_Item,12);
};
};
class EAST_Box_Base;
class Box_East_Support_F: EAST_Box_Base {
class TransportItems {
MACRO_ADDITEM(ACE_IR_Strobe_Item,12);
};
};
class IND_Box_Base;
class Box_IND_Support_F: IND_Box_Base {
class TransportItems {
MACRO_ADDITEM(ACE_IR_Strobe_Item,12);
};
};
class FIA_Box_Base_F;
class Box_FIA_Support_F: FIA_Box_Base_F {
class TransportItems {
MACRO_ADDITEM(ACE_IR_Strobe_Item,12);
};
};
class ACE_Box_Misc: Box_NATO_Support_F {
class TransportItems {
MACRO_ADDITEM(ACE_IR_Strobe_Item,12);
};
};
};