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bb03f55c5c
* Add garrison and un-garrison modules * Remove unnecessary text from garrison header * Add french translations to new strings * Add changes requested by review * Change pushback to pushBack * Move garrison funcs to ai, finish headers * Remove diag log debug * Fix typos and header issues * Add missing newlines * Fix strings, Fix typos and headers * Enable debug and disable compile cache, Add trace and comments * Rebase before review * Fix default case running instead of case 3 * Fix edge case related to players being in garrison group The player would make the enableAttack checks in ungarrison and garrisonMove fail, this is now fixed. * Fix some arrays in garrsionMove and garrison * Relax distance checks in garrisonMove, change AI behaviour while pathing to aware * Add debug view * Remove unused var, fix unit pos using the wrong format * Make debug more visually pleasing * Change garrison debug target to a waypoint icon * Change disableAI event to AISection, comment out doFollow in doMove EH * Fix locality issue
63 lines
1.5 KiB
Plaintext
63 lines
1.5 KiB
Plaintext
/*
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* Author: alganthe
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* Module calling the garrison function.
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*
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* Arguments:
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* 0: Module logic <OBJECT>
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* 1: Position of the module <POSITION>
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* 2: Radius of the task <NUMBER>
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* 3: Filling mode of the garrison function <NUMBER>
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* 4: Enable or not top down filling <BOOL>
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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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* [LOGIC, [2203.64, 2281.47, 1], 20, 2, true] call ace_zeus_fnc_moduleUngarrison
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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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params ["_logic", "_pos", "_radius" ,"_mode" , "_topDownMode", "_teleport"];
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private _unit = (attachedTo _logic);
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private _building = nearestBuilding (getPosASL _unit);
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// Handles errors
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scopeName "Main";
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private _fnc_errorAndClose = {
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params ["_msg"];
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deleteVehicle _logic;
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[_msg] call EFUNC(common,displayTextStructured);
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breakOut "Main";
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};
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switch (false) do {
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case !(isNull _unit): {
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[LSTRING(NothingSelected)] call _fnc_errorAndClose;
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};
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case (_unit isKindOf "CAManBase"): {
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[LSTRING(OnlyInfantry)] call _fnc_errorAndClose;
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};
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case (alive _unit): {
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[LSTRING(OnlyAlive)] call _fnc_errorAndClose;
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};
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case (_unit distance _building < 500): {
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[LSTRING(BuildingTooFar)] call _fnc_errorAndClose;
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};
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};
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private _units = units _unit;
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// Make sure all units are disembarked
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{
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if (vehicle _x != _x) then {
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moveOut _x;
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};
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} forEach _units;
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[_pos, ["Building"], _units, _radius, _mode, _topDownMode, _teleport] call EFUNC(ai,garrison);
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deleteVehicle _logic;
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