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18f09b9310
- ace_addedHeartRateAdjustment -> ace_heartRateAdjustmentAdded - ace_cargoAddedByClass -> ace_cargoByClassAdded - ace_enteredCardiacArrest -> ace_cardiacArrestEntered - ace_itemAddedToTriageCard -> ace_triageCardItemAdded - ace_reload_linkedAmmo -> ace_reload_ammoLinked - ace_reload_returnedAmmo -> ace_reload_ammoReturned - ace_treatmentSuccess -> ace_treatmentSucceded - ace_common_engineOn -> ace_common_setEngine - ace_explosives_clientRequestOrientations -> ace_explosives_requestOrientations - ace_explosives_serverSendOrientations -> ace_explosives_sendOrientations - ace_interaction_lampTurnOff -> ace_interaction_setLampOff - ace_interaction_lampTurnOn -> ace_interaction_setLampOn - ace_overheating_spareBarrelsLoadCoolest -> ace_overheating_loadCoolestSpareBarrel - ace_overheating_spareBarrelsSendTemperatureHint -> ace_overheating_sendSpareBarrelTemperatureHint Close #3533
39 lines
912 B
Plaintext
39 lines
912 B
Plaintext
/*
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* Author: esteldunedain
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* Make the player check the temperature of his spare barrels
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*
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* Arguments:
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* 0: Player <OBJECT>
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*
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* Return Value:
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* None
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*
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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 ["_player"];
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// Check canInteractWith:
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if (!([_player, objNull, ["isNotInside", "isNotSitting"]] call EFUNC(common,canInteractWith))) exitWith {};
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// Make the unit go kneeling
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[_player] call EFUNC(common,goKneeling);
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// Spawn a progress bar
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[
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5.0,
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[_player],
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{
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params ["_args", "_elapsedTime", "_totalTime", "_errorCode"];
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_args params ["_player"];
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// Time has enlapsed, ask the server to send the hint
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[QGVAR(sendSpareBarrelTemperatureHint), [_player, _player]] call CBA_fnc_serverEvent;
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},
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{},
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(localize LSTRING(CheckingSpareBarrelsTemperatures)),
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{true},
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["isNotInside", "isNotSitting"]
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] call EFUNC(common,progressBar);
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