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* Hunter Killer (Commander Override) - Initial Demo * Just do a one-time slew * Update fnc_eachFrame.sqf * Update addons/hunterkiller/functions/script_component.hpp Co-authored-by: jonpas <jonpas33@gmail.com> * Update for ArmA 2.08 * cleanup * Rework Observe / Control configs * Add to all 2035 tanks * Update script_component.hpp * Use eyeDirection on commander turrets * Update docs/wiki/framework/hunterkiller-framework.md Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com> * Add to all 2035, support ture/false setVars * remove from apcs because mods don't know how to do inheritance Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
1.2 KiB
1.2 KiB
layout | title | description | group | order | parent | mod | version | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
wiki | HunterKiller Framework | Explains configs of the hunter-killer addon | framework | 5 | wiki | ace |
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1. Array Info
HunterKiller needs a 2 element array to know what seats to run on. Each element is a tuple of a turret path and operating mode.
// NO_ACTIONS = 0
// OBSERVE = 1
// OVERRIDE = 2
// OBSERVE_AND_OVERRIDE = 3
2. Configs
class CfgVehicles {
class MyTankA {
ace_hunterkiller = 1; // enable with default settings
};
class MyTankB {
ace_hunterkiller[] = {{{0}, 1}, {{0,0}, 3}}; // Default settings: (gunner can observe, commander can observe and override gunner)
};
class MRAP_03_hmg_base_F {
ace_hunterkiller[] = {{{0}, 1}, {{1}, 2}}; // e.g. vehicle where commander is [1] instead of [0,0]
};
};
2. Variables
this setVariable ["ace_hunterkiller", true]; // enable for vic using default settings
this setVariable ["ace_hunterkiller", [[[0], 1], [[0,0], 3]]]; // enable using custom array
this setVariable ["ace_hunterkiller", false]; // disabled
this setVariable ["ace_hunterkiller", []]; // disabled