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1b12d37284
Hacking the BI respawn framework to support a spectator setting was intrusive and limiting. Instead of using a setting, I've opted to introduce a new respawn template that can be used within BI's respawn framework. The benefits of this approach are: - Compatibility isn't a concern, that responsibility is shifted onto mission designers. - Mission designers can use the functionality of the BI framework alongside the spectator system (combining templates, using different templates for different sides, etc.). - If a custom respawn framework is used, then this doesn't change anything. Custom frameworks are still fully supported via the public functions provided. - Remains simple to set up, just requires a description.ext edit
56 lines
1.1 KiB
Plaintext
56 lines
1.1 KiB
Plaintext
#include "script_component.hpp"
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ADDON = false;
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PREP(cacheUnitInfo);
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PREP(cycleCamera);
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PREP(handleCamera);
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PREP(handleCompass);
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PREP(handleIcons);
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PREP(handleInterface);
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PREP(handleMouse);
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PREP(handleToolbar);
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PREP(handleUnits);
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PREP(moduleSpectatorSettings);
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PREP(respawnTemplate);
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PREP(setCameraAttributes);
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PREP(setSpectator);
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PREP(stageSpectator);
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PREP(transitionCamera);
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PREP(toggleInterface);
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PREP(updateCameraModes);
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PREP(updateSpectatableSides);
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PREP(updateUnits);
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PREP(updateVisionModes);
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// Permanent variables
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GVAR(availableModes) = [0,1,2];
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GVAR(availableSides) = [west,east,resistance,civilian];
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GVAR(availableVisions) = [-2,-1,0,1];
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GVAR(camAgent) = objNull;
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GVAR(camMode) = 0;
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GVAR(camPan) = 0;
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GVAR(camPos) = ATLtoASL [worldSize * 0.5, worldSize * 0.5, 20];
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GVAR(camSpeed) = 1;
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GVAR(camTilt) = -10;
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GVAR(camUnit) = objNull;
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GVAR(camVision) = -2;
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GVAR(camZoom) = 1.25;
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GVAR(isSet) = false;
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GVAR(showComp) = true;
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GVAR(showHelp) = true;
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GVAR(showIcons) = true;
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GVAR(showInterface) = true;
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GVAR(showMap) = false;
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GVAR(showTool) = true;
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GVAR(showUnit) = true;
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GVAR(unitList) = [];
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GVAR(unitBlacklist) = [];
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GVAR(unitWhitelist) = [];
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ADDON = true;
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