mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
e2ac18a05d
* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
237 lines
8.9 KiB
Plaintext
237 lines
8.9 KiB
Plaintext
#include "script_component.hpp"
|
|
/*
|
|
* Author: commy2
|
|
* Move unit into given vehicle position or switch to that position if the unit is already inside the vehicle.
|
|
*
|
|
* Arguments:
|
|
* 0: Unit <OBJECT>
|
|
* 1: Vehicle <OBJECT>
|
|
* 2: Position ("Driver", "Pilot", "Gunner", "Commander", "Copilot", "Turret", "FFV", "Codriver", "Cargo") <STRING>
|
|
* 3: Index (only applies to "Turret", "FFV", "Codriver", "Cargo") (default: next free index) <NUMBER>
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Example:
|
|
* [unit, vehicle, "Driver", 5] call ace_common_fnc_getInPosition
|
|
*
|
|
* Public: Yes
|
|
*/
|
|
|
|
#define CANGETINDRIVER (isNull (driver _vehicle) || {!alive driver _vehicle}) && {!lockedDriver _vehicle} && {getNumber (_config >> "isUav") != 1}
|
|
#define CANGETINTURRETINDEX (isNull (_vehicle turretUnit _turret) || {!alive (_vehicle turretUnit _turret)}) && {!(_vehicle lockedTurret _turret)} && {getNumber (_config >> "isUav") != 1}
|
|
|
|
params ["_unit", "_vehicle", "_position", ["_index", -1]];
|
|
|
|
_position = toLower _position;
|
|
|
|
// general
|
|
if (!alive _vehicle || {locked _vehicle > 1}) exitWith {false};
|
|
|
|
private _config = configFile >> "CfgVehicles" >> typeOf _vehicle;
|
|
private _turret = [];
|
|
|
|
private _isInside = vehicle _unit == _vehicle;
|
|
|
|
private _script = {};
|
|
private _enemiesInVehicle = false; //Possible Side Restriction
|
|
|
|
{
|
|
if (side _unit getFriend side _x < 0.6) exitWith {_enemiesInVehicle = true};
|
|
false
|
|
} count crew _vehicle;
|
|
|
|
switch (_position) do {
|
|
case "driver" : {
|
|
if (CANGETINDRIVER) then {
|
|
_script = [
|
|
{_unit action [["GetInDriver", "MoveToDriver"] select _isInside, _vehicle];},
|
|
{if (_isInside) then {moveOut _unit}; _unit moveInDriver _vehicle; call _fnc_getInEH;}
|
|
] select _enemiesInVehicle;
|
|
};
|
|
};
|
|
|
|
case "pilot" : {
|
|
if (CANGETINDRIVER) then {
|
|
_script = [
|
|
{_unit action [["GetInPilot", "MoveToPilot"] select _isInside, _vehicle];},
|
|
{if (_isInside) then {moveOut _unit}; _unit moveInDriver _vehicle; call _fnc_getInEH;}
|
|
] select _enemiesInVehicle;
|
|
_position = "driver";
|
|
};
|
|
};
|
|
|
|
case "gunner" : {
|
|
_turret = [_vehicle] call FUNC(getTurretGunner);
|
|
|
|
if (CANGETINTURRETINDEX) then {
|
|
_script = [
|
|
{_unit action [["GetInGunner", "MoveToGunner"] select _isInside, _vehicle];},
|
|
{if (_isInside) then {moveOut _unit}; _unit moveInGunner _vehicle; call _fnc_getInEH;}
|
|
] select _enemiesInVehicle;
|
|
};
|
|
};
|
|
|
|
case "commander" : {
|
|
_turret = [_vehicle] call FUNC(getTurretCommander);
|
|
|
|
if (CANGETINTURRETINDEX) then {
|
|
_script = [
|
|
{_unit action [["GetInCommander", "MoveToCommander"] select _isInside, _vehicle];},
|
|
{if (_isInside) then {moveOut _unit}; _unit moveInCommander _vehicle; call _fnc_getInEH;}
|
|
] select _enemiesInVehicle;
|
|
};
|
|
};
|
|
|
|
case "copilot" : {
|
|
_turret = [_vehicle] call FUNC(getTurretCopilot);
|
|
|
|
if (CANGETINTURRETINDEX) then {
|
|
_script = [
|
|
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
|
|
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
|
|
] select _enemiesInVehicle;
|
|
|
|
_position = "gunner"; // I think. It's a turret after all and turrets supposedly return "gunner"
|
|
};
|
|
};
|
|
|
|
case "turret" : {
|
|
private _turrets = [_vehicle] call FUNC(getTurretsOther);
|
|
|
|
if (_index != -1 && {_turret = _turrets select _index; CANGETINTURRETINDEX}) then {
|
|
_script = [
|
|
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
|
|
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
|
|
] select _enemiesInVehicle;
|
|
|
|
_position = "gunner";
|
|
} else {
|
|
for "_index" from 0 to (count _turrets - 1) do {
|
|
_turret = _turrets select _index;
|
|
if (CANGETINTURRETINDEX) exitWith {
|
|
_script = [
|
|
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
|
|
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
|
|
] select _enemiesInVehicle;
|
|
|
|
_position = "gunner";
|
|
};
|
|
};
|
|
};
|
|
};
|
|
|
|
case "ffv" : {
|
|
private _turrets = [_vehicle] call FUNC(getTurretsFFV);
|
|
|
|
if (_index != -1 && {_turret = _turrets select _index; CANGETINTURRETINDEX}) then {
|
|
_script = [
|
|
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
|
|
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
|
|
] select _enemiesInVehicle;
|
|
|
|
_position = "gunner"; // I think. It's a turret after all and turrets supposedly return "gunner"
|
|
} else {
|
|
for "_index" from 0 to (count _turrets - 1) do {
|
|
_turret = _turrets select _index;
|
|
if (CANGETINTURRETINDEX) exitWith {
|
|
_script = [
|
|
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
|
|
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
|
|
] select _enemiesInVehicle;
|
|
|
|
_position = "gunner"; // I think. It's a turret after all and turrets supposedly return "gunner"
|
|
};
|
|
};
|
|
};
|
|
};
|
|
|
|
case "codriver" : {
|
|
private _positions = [typeOf _vehicle] call FUNC(getVehicleCodriver);
|
|
|
|
{
|
|
if (alive _x) then {_positions deleteAt (_positions find (_vehicle getCargoIndex _x))};
|
|
} forEach crew _vehicle;
|
|
|
|
if (_index != -1 && {_index in _positions}) then {
|
|
_script = [
|
|
{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
|
|
{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
|
|
] select _enemiesInVehicle;
|
|
|
|
_position = "cargo";
|
|
} else {
|
|
_index = _positions select 0;
|
|
if (!isNil "_index") then {
|
|
_script = [
|
|
{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
|
|
{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
|
|
] select _enemiesInVehicle;
|
|
|
|
_position = "cargo";
|
|
};
|
|
};
|
|
};
|
|
|
|
case "cargo" : {
|
|
private _positions = [typeOf _vehicle] call FUNC(getVehicleCargo);
|
|
|
|
{
|
|
if (alive _x) then {_positions deleteAt (_positions find (_vehicle getCargoIndex _x))};
|
|
} forEach crew _vehicle;
|
|
|
|
if (_index != -1 && {_index in _positions}) then {
|
|
_script = [
|
|
{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
|
|
{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
|
|
] select _enemiesInVehicle;
|
|
|
|
_position = "cargo";
|
|
} else {
|
|
_index = _positions select 0;
|
|
if (!isNil "_index") then {
|
|
_script = [
|
|
{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
|
|
{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
|
|
] select _enemiesInVehicle;
|
|
|
|
_position = "cargo";
|
|
};
|
|
};
|
|
};
|
|
|
|
default {};
|
|
};
|
|
|
|
// this will execute all config based event handlers. Not script based ones unfortunately, but atleast we don't use any.
|
|
private _fnc_getInEH = {
|
|
// config based getIn EHs are assigned to the soldier, not the vehicle. Why Bis? Why?
|
|
private _config = configFile >> "CfgVehicles" >> typeOf _unit >> "EventHandlers";
|
|
|
|
if (isClass _config) then {
|
|
//getIn is local effects with global arguments. It doesn't trigger if the unit was already inside and only switched seats
|
|
if !(_isInside) then {
|
|
[_vehicle, _position, _unit, _turret] call compile getText (_config >> "getIn");
|
|
};
|
|
};
|
|
};
|
|
|
|
// if you want into the cargo and you can't, then check ffv turrets aswell
|
|
if (_position == "cargo") exitWith {
|
|
if (_script isEqualTo {}) then {
|
|
[_unit, _vehicle, "ffv"] call FUNC(getInPosition);
|
|
} else {
|
|
call _script;
|
|
};
|
|
};
|
|
|
|
call _script;
|
|
|
|
/*
|
|
sleep 0.1;
|
|
if ((vehicle _unit) != _vehicle) then {
|
|
["fn_getInPosition.sqf - Side Restriction, failed to move _unit into vehicle"] call bis_fnc_error;
|
|
_unit moveInAny _vehicle; //attempt to fail gracefully
|
|
};
|
|
*/
|