mirror of
https://github.com/acemod/ACE3.git
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b1d5bbe450
* Initial Commit
* Got rid of unneeded translation values
* Updated Strings
* "Fixed" issue where when you deploy the tripid and weapon on slope it freaked out.
* Fixed locality issues. Added timers to relavent functions.
* Added weights to all magazines/tripod. Weights to weapons coming soon when I transfer them to the launcher slot
* Fixed bug regarding localized strings. Created new tripod model
* Added timers for deploying/picking up the tripod. Changed ammo-box model from custom to one already in ARMA. Changed gun-bag model for a more generic one. Created a texture for the tripod and gunbag
* Removed ability to disassemble weapons via the addAction. Added ACE Action to get in due to a memory point issue. Changed from a static deploy/dismount time to one based in the weapon configs
* Created forward-compatability. Made it so I can define a base plate for any weapon if I ever want to expand from the generic M3 Tripod.
* Fixed bug where tripod wouldn't deploy with the correct times. Fixed bug where if you moved the tripod into the ground it would go flying.
* Added mortar compatability. Will probably shift whole mortar ammo loading to CSW one day
* Added icons to each relavent item
* Added README, possibly fixed bug where if you are in a weapon others cant load/unload ammo. Changed distance you can interact with weapons
* Added checks for when deploying the gun as well as unloading ammo to prevent duplication/deletion of items.
* Added documentation
* Added order to doc
* Explained why things are the way they are
* Remove temp files
* Removed redundant files
* Converted tabs->spaces. Added newlines at end of all files. Changed broken line in fnc_tripodDeploy.sqf.
* 100% newlines at end of file
* Added newlines to files that didnt get the change. Fixed README. Changed from GVAR(cswOptions) to GVAR(options). Changed from tabs to spaces in wiki
* Fixed issue with UAV assembling with enableWeaponDisassembling. Fixed bug where game would crash if you disassembled static weapon with more than 1 magazine
* Tabs->Spaces
* Added CSW options to base StaticWeapon class to allow for easier additions. Switched default mortar away from CSW system due to incompatabilities
* Lazy Evaluations and macros to describe how things work.
* Added newlines to script_component. Fix no-texture issue on tripod. "Fix" 20mm HE saying 40mm HE. Add custom icons to all weapons. Move "Check Ammo" to CSW menu
* abc
* Revert "abc"
This reverts commit bcb4214bd9
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* Update to current commit
* Revert changes to fortify.md
* Updated UI Icon to Crew Served Ammo branch UI
* Added Pabst's CrewServedAmmo to handle ammo loading/unloading instead of my solution
* Fixed bug where currentWeaponTurret returned a blank string when a player hasent entered hte weapon to select the current weapon
* Re-added ammo loading time
* Tabs->Spaces
* Newline at end of files
* Removed replaced functions
* Remove redundant strings. Move ammo handling to appropiate section
* Tabs->Spaces
* Update wiki
* Updated to fix crash with default weapons and disable CSW ability on default static weapons
* Added editor attributes to enable/disable CSW at edit time
* Change how ammo is removed from the CSW. Uses math instead of iteration
* Fix bug where assembled weapon did not get rid of default actions
* Added support for multiple types of ammo in one CSW
* Add tracer magazines for .50 cal
* Fix bug where you could load ammo even if the gun couldnt take any more
* Disable debug and enable compile cache
* Changed weapon deploy/pickup time. Removed custom Titan missiles. Using ACE Dragging now. Added progress bar check for pickupTripod. Updated documentation
* Removed check if CSW is full to unload ammo
* Fix bug where items would spawn underneath other items on wepaon dismount
* Change some things
* Configure base statics, improve returnAmmo
* Add mortar baseplate
* Remove explicit inheritance
* Fix bug where unloading ammo would duplicate it if you had room in your person.
* Tab->Space
* Player couldnt pickup tripod due to legacy code
* Fix GMG_01_base_F inheritce
* Port of ACE 2 tripod + ACE 2 CSW Bag
* Move ACE 2 Data to APL folder
* Adjust weights to make them more accurate to how ARMA uses it and the real life equivalents
* Fix bug where error was thrown on esc from picking up tripod. Tripod rotated 180
* Fix bug where if you called ace_common_claim the weapon could be set to be disassembled even though it may not be wanted via CSW
* Added ability to toggle ammo handling when weaponAssembly is disabled.
* Add Proxy Weapons for all Vanilla static weapons. These serve as a way to allow for realistic ammo reload times without having to modify base classes if you want feautres turned off. Adjusted reload and mount times to be more "realistic"
* Fix Shadow RPT Spam
* Update wiki
* Change order of setDir and setPos
* Change all setDir/setPos orientations. Remove redundant check. Ensure that weapon locked state reflects it with the "getIn" command. Add a way to pass in a specific classname for the weapon assemble type. Add a callback function onDisassemble if user wants to set the state of the new tripod using the old weapon as a reference
* Actually check for the carryWeaponClassname in the deployWeapon check
* Ai Compatiblity
* Add stringtable entries
* Formatting fixes
* Stringtables for settings, fix setMagazineTurretAmmo
* inherit ammo for mags, reorder stringtable
displays correct ammo and descriptionShort
* don't require ace_javelin
* Tweaks, cleanup, localzation, ace_reload changes
change weapon tag to [CSW]
tweak localization strings
minor cleanup
simplify some ace_reload funcs
* delete moved dev func
* Hopefully fix issue where to-be deleted tripod intersects with newly created weapon and vice versa. Remove PBOPREFIX newline
* cleanup/proxyWeapon/mk6 compat
137 lines
6.1 KiB
Plaintext
137 lines
6.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror
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* Handles player getting into new vehicle. Loads PFEG for mortar display if it is a mortar.
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*
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* Arguments:
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* 0: Player <OBJECT>
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* 1: New Vehicle <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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* [bob, mortar] call ace_mk6mortar_fnc_handlePlayerVehicleChanged;
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*
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* Public: No
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*/
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params ["_player", "_newVehicle"];
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if (isNull _newVehicle) exitWith {};
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if (!(_newVehicle isKindOf "Mortar_01_base_F")) exitWith {};
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private _tubeWeaponName = (weapons _newVehicle) select 0;
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private _fireModes = getArray (configFile >> "CfgWeapons" >> _tubeWeaponName >> "modes");
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//Restore last firemode:
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private _lastFireMode = _newVehicle getVariable [QGVAR(lastFireMode), -1];
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if (_lastFireMode != -1) then {
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_player action ["SwitchWeapon", _newVehicle, _player, _lastFireMode];
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};
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[{
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params ["_args", "_pfID"];
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_args params ["_mortarVeh", "_fireModes"];
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if ((vehicle ACE_player) != _mortarVeh) then {
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[_pfID] call CBA_fnc_removePerFrameHandler;
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} else {
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private _useMils = _mortarVeh getVariable [QGVAR(useMils), true];
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//Compute: 'charge' from weaponstate
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private _currentFireMode = (weaponState [_mortarVeh, [0]]) select 2;
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private _currentChargeMode = _fireModes find _currentFireMode;
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//Save firemode on vehicle:
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_mortarVeh setVariable [QGVAR(lastFireMode), _currentChargeMode];
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if (shownArtilleryComputer && {!GVAR(allowComputerRangefinder)}) then {
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//Don't like this solution, but it works
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closeDialog 0;
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[parseText "Computer Disabled"] call EFUNC(common,displayTextStructured);
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};
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private _display = uiNamespace getVariable ["ACE_Mk6_RscWeaponRangeArtillery", displayNull];
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if (isNull _display) exitWith {}; //It may be null for the first frame
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private _chargeText = format ["<t size='0.8'>%1: %2 <img image='%3'/></t>", (localize LSTRING(rangetable_charge)), _currentChargeMode, QPATHTOF(UI\ui_charges.paa)];
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//Hud should hidden in 3rd person
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private _notGunnerView = cameraView != "GUNNER";
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//Calc real azimuth/elevation
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//(looking at the sky VS looking at ground will radicaly change fire direction because BIS)
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private _realAzimuth = -1;
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private _realElevation = -1;
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private _useRealWeaponDir = (ctrlText (_display displayCtrl 173)) == "--";
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if (_useRealWeaponDir && {(_mortarVeh ammo (currentWeapon _mortarVeh)) == 0}) then {
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// With no ammo, distance display will be empty, but gun will still fire at wonky angle if aimed at ground
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private _testSeekerPosASL = AGLtoASL (positionCameraToWorld [0,0,0]);
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private _testSeekerDir = _testSeekerPosASL vectorFromTo (AGLtoASL (positionCameraToWorld [0,0,1]));
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private _testPoint = _testSeekerPosASL vectorAdd (_testSeekerDir vectorMultiply viewDistance);
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if ((terrainIntersectASL [_testSeekerPosASL, _testPoint]) || {lineIntersects [_testSeekerPosASL, _testPoint]}) then {
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_useRealWeaponDir = false; // If we are not looking at infinity (based on viewDistance)
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};
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};
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if (_useRealWeaponDir) then {
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//No range (looking at sky), it will follow weaponDir:
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private _weaponDir = _mortarVeh weaponDirection (currentWeapon _mortarVeh);
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_realAzimuth = (_weaponDir select 0) atan2 (_weaponDir select 1);
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_realElevation = asin (_weaponDir select 2);
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} else {
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//Valid range, will fire at camera dir
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private _lookVector = ((positionCameraToWorld [0,0,0]) call EFUNC(common,positionToASL)) vectorFromTo ((positionCameraToWorld [0,0,10]) call EFUNC(common,positionToASL));
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_realAzimuth = ((_lookVector select 0) atan2 (_lookVector select 1));
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private _upVectorDir = (((vectorUp _mortarVeh) select 0) atan2 ((vectorUp _mortarVeh) select 1));
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private _elevationDiff = (cos (_realAzimuth - _upVectorDir)) * acos ((vectorUp _mortarVeh) select 2);
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_realElevation = ((180 / PI) * (_mortarVeh animationPhase "mainGun")) + 75 - _elevationDiff;
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};
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//Update Heading Display:
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if (_notGunnerView || (!GVAR(allowCompass))) then {
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(_display displayCtrl 80156) ctrlSetText "";
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} else {
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if (_useMils) then {
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(_display displayCtrl 80156) ctrlSetText str (((round (_realAzimuth * 6400 / 360)) + 6400) % 6400);
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} else {
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(_display displayCtrl 80156) ctrlSetText str ((round (_realAzimuth + 360)) % 360);
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};
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};
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//Update CurrentElevation Display and "charge" text
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if (_notGunnerView) then {
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(_display displayCtrl 80085) ctrlSetStructuredText parseText "";
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(_display displayCtrl 80175) ctrlSetText "";
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} else {
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(_display displayCtrl 80085) ctrlSetStructuredText parseText _chargeText;
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if (_useMils) then {
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(_display displayCtrl 80175) ctrlSetText str ((round (_realElevation * 6400 / 360)) % 6400);
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} else {
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(_display displayCtrl 80175) ctrlSetText str (((round (_realElevation * 100)) / 100) % 360);
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};
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};
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//Update ElevationNeeded Display:
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if (_notGunnerView || (!GVAR(allowComputerRangefinder))) then {
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(_display displayCtrl 80176) ctrlSetText "";
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} else {
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private _elevDeg = parseNumber ctrlText (_display displayCtrl 176);
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if (_elevDeg <= 0) then { //Bad data means "----" out of range
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(_display displayCtrl 80176) ctrlSetText (ctrlText (_display displayCtrl 176));
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} else {
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_elevDeg = _elevDeg + (_realElevation - (parseNumber ctrlText (_display displayCtrl 175)));
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if (_useMils) then {
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(_display displayCtrl 80176) ctrlSetText str round ((round (_elevDeg * 6400 / 360)) % 6400);
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} else {
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(_display displayCtrl 80176) ctrlSetText str (((round (_elevDeg * 100)) / 100) % 360);
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};
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};
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};
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};
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}, 0, [_newVehicle, _fireModes]] call CBA_fnc_addPerFrameHandler;
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