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https://github.com/acemod/ACE3.git
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1b86063ade
* Initial commit
* Change order
* ace-ify functions
* Add function headers, tweak onPylonMirror function
* Finish localization
* Fix trivial idc collision
* Styling
* Add self as author
* Add interaction for the dialog
* Add settings to enable menu and change behaviour
* Add strings
* Move changes into pylons component
* Progress
* Only one function left!
* Fix issues with overlapping players, Use LINKFUNC
* Add progress bar
* I need to switch branches
* Remove old pylon weapons from aircraft
* Explicitly set new pylon's ammo to 0
* Replace magic numbers with ID list
* Align controls properly
* Remove space before eol
* Add ability to add/remove FRIES
* 🐛 Whoops
* Fix logic errors
* Value of 1 means helicopter has built-in FRIES
* Add pilot/gunner switch button
Working on those buttons also helped me improve both the static and
on-the-fly (pun intended) parts of the dialog.
* Add quick zeus module
* Add a way to retrieve scripted pylon turrets
Not entirely reliable, but if used in both rearm and pylons, missions
that only use ace will work perfectly.
* Use getNumber default
* Use common's getPylonTurret
* Make dialog close on apply for zeus
* Handle UI Scaling better
* Prevent progressBar from failing in zeus
* Remove unnecessary stringtable key
26 lines
544 B
Plaintext
26 lines
544 B
Plaintext
/*
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* Author: 654wak654
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* Called when current loadout name is changed.
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* Prevents default presets from gettings deleted / overwritten.
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*
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* Arguments:
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* None
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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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* [] call ace_pylons_fnc_onNameChange
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*
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* Public: No
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*/
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#include "script_component.hpp"
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if ((ctrlText ID_EDIT_LOADOUTNAME) in GVAR(defaultLoadoutNames)) then {
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ctrlEnable [ID_BUTTON_SAVE, false];
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ctrlEnable [ID_BUTTON_DELETE, false];
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} else {
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ctrlEnable [ID_BUTTON_SAVE, true];
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ctrlEnable [ID_BUTTON_DELETE, true];
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};
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