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324bf68614
- Add categories to zeus modules to group them based on their functionality - Add new utility modules: 1. Toggle simulation 2. Update editable objects - Clean up some of the zeus module code (standardise function headers, camel case, etc.)
59 lines
1.6 KiB
C++
59 lines
1.6 KiB
C++
#include "script_component.hpp"
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class CfgPatches {
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class ADDON {
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name = COMPONENT_NAME;
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units[] = {
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QGVAR(moduleDefendArea),
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QGVAR(moduleEditableObjects),
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QGVAR(moduleGlobalSetSkill),
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QGVAR(moduleGroupSide),
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QGVAR(modulePatrolArea),
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QGVAR(moduleSearchArea),
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QGVAR(moduleSearchNearby),
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QGVAR(moduleSimulation),
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QGVAR(moduleTeleportPlayers)
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};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_common"};
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author = ECSTRING(common,ACETeam);
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authors[] = {"SilentSpike"};
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url = ECSTRING(main,URL);
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VERSION_CONFIG;
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};
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// Use additional cfgPatches to contextually remove modules from zeus
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class GVAR(captives): ADDON {
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units[] = {
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QGVAR(moduleCaptive),
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QGVAR(moduleSurrender)
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};
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};
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class GVAR(medical): ADDON {
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units[] = {
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QGVAR(moduleUnconscious),
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QGVAR(moduleSetMedic),
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QGVAR(moduleSetMedicalVehicle),
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QGVAR(moduleSetMedicalFacility)
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};
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};
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class GVAR(cargoAndRepair): ADDON {
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units[] = {
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QGVAR(moduleAddSpareTrack),
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QGVAR(moduleAddSpareWheel)
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};
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};
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};
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class ACE_Curator {
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GVAR(captives) = "ace_captives";
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GVAR(medical) = "ace_medical";
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GVAR(cargoAndRepair)[] = {"ace_cargo", "ace_repair"};
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};
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#include "CfgFactionClasses.hpp"
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#include "CfgEventHandlers.hpp"
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#include "CfgVehicles.hpp"
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#include "ACE_Settings.hpp"
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#include "ui\RscAttributes.hpp"
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