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* 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
60 lines
2.0 KiB
Plaintext
60 lines
2.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Nic547
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* Attaches a Captive to the _unit
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*
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* Arguments:
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* 0: _unit-Player <OBJECT>
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* 1: target <OBJECT>
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* 2: _state <BOOL>
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*
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* Return Value:
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* The return value <BOOL>
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*
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* Example:
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* [player, bob, true] call ACE_captives_fnc_doEscorteCaptive;
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*
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* Public: No
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*/
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params ["_unit", "_target","_state"];
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if (_state) then {
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if (_unit getVariable [QGVAR(isEscorting), false]) exitWith {};
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[_unit, _target, false] call EFUNC(common,claim);
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_unit setVariable [QGVAR(isEscorting), true, true];
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_target attachTo [_unit, [0, 1, 0]];
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_unit setVariable [QGVAR(escortedUnit), _target, true];
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//Add Actionmenu to release captive
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private _actionID = _unit addAction [format ["<t color='#FF0000'>%1</t>", localize LSTRING(StopEscorting)],
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{[(_this select 0), ((_this select 0) getVariable [QGVAR(escortedUnit), objNull]), false] call FUNC(doEscortCaptive);},
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nil, 20, false, true, "", QUOTE(!isNull GETVAR(_target,QGVAR(escortedUnit),objNull))];
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[{
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params ["_args", "_pfID"];
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_args params ["_unit", "_target", "_actionID"];
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if (_unit getVariable [QGVAR(isEscorting), false]) then {
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if (!alive _target || {!alive _unit} || {!canStand _target} || {!canStand _unit} || {_target getVariable ["ACE_isUnconscious", false]} || {_unit getVariable ["ACE_isUnconscious", false]} || {!isNull (attachedTo _unit)}) then {
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_unit setVariable [QGVAR(isEscorting), false, true];
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};
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};
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if (!(_unit getVariable [QGVAR(isEscorting), false])) then {
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[(_this select 1)] call CBA_fnc_removePerFrameHandler;
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[objNull, _target, false] call EFUNC(common,claim);
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detach _target;
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_unit removeAction _actionID;
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_unit setVariable [QGVAR(escortedUnit), objNull, true];
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};
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}, 0, [_unit, _target, _actionID]] call CBA_fnc_addPerFrameHandler;
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} else {
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_unit setVariable [QGVAR(isEscorting), false, true];
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_unit setVariable [QGVAR(escortedUnit), objNull, true];
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};
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