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1b86063ade
* Initial commit
* Change order
* ace-ify functions
* Add function headers, tweak onPylonMirror function
* Finish localization
* Fix trivial idc collision
* Styling
* Add self as author
* Add interaction for the dialog
* Add settings to enable menu and change behaviour
* Add strings
* Move changes into pylons component
* Progress
* Only one function left!
* Fix issues with overlapping players, Use LINKFUNC
* Add progress bar
* I need to switch branches
* Remove old pylon weapons from aircraft
* Explicitly set new pylon's ammo to 0
* Replace magic numbers with ID list
* Align controls properly
* Remove space before eol
* Add ability to add/remove FRIES
* 🐛 Whoops
* Fix logic errors
* Value of 1 means helicopter has built-in FRIES
* Add pilot/gunner switch button
Working on those buttons also helped me improve both the static and
on-the-fly (pun intended) parts of the dialog.
* Add quick zeus module
* Add a way to retrieve scripted pylon turrets
Not entirely reliable, but if used in both rearm and pylons, missions
that only use ace will work perfectly.
* Use getNumber default
* Use common's getPylonTurret
* Make dialog close on apply for zeus
* Handle UI Scaling better
* Prevent progressBar from failing in zeus
* Remove unnecessary stringtable key
75 lines
2.6 KiB
Plaintext
75 lines
2.6 KiB
Plaintext
/*
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* Author: 654wak654
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* Recursively shows the progress bar for each configured pylon.
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*
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* Arguments:
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* 0: Indexes of pylons to configure <ARRAY>
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* 1: Current index <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [_pylonsToConfigure, 0] call ace_pylons_fnc_configurePylons
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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 ["_pylonsToConfigure", "_currentPylon"];
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if (_currentPylon == count _pylonsToConfigure) exitWith {};
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// TODO: Animation and sound
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[
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[GVAR(timePerPylon), 0] select GVAR(isCurator),
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_this,
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{
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(_this select 0) params ["_pylonsToConfigure", "_currentPylon"];
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private _pylonIndex = _pylonsToConfigure select _currentPylon;
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// Remove the weapon of current pylon from aircraft IF weapon is only on this pylon
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private _currentPylonMagazine = (getPylonMagazines GVAR(currentAircraft)) select _pylonIndex;
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if (_currentPylonMagazine != "") then {
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private _allPylonWeapons = (getPylonMagazines GVAR(currentAircraft)) apply {
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getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon")
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};
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private _pylonWeapon = _allPylonWeapons select _pylonIndex;
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if (({_x == _pylonWeapon} count _allPylonWeapons) == 1) then {
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GVAR(currentAircraft) removeWeaponGlobal _pylonWeapon;
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};
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};
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private _combo = GVAR(comboBoxes) select _pylonIndex select 0;
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private _pylonMagazine = _combo lbData (lbCurSel _combo);
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private _turret = (GVAR(comboBoxes) select _pylonIndex select 2) getVariable [QGVAR(turret), []];
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if (_turret isEqualTo [-1]) then {_turret = [];};
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[
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QGVAR(setPylonLoadOutEvent),
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[GVAR(currentAircraft), _pylonIndex + 1, _pylonMagazine, _turret]
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] call CBA_fnc_globalEvent;
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private _count = if (GVAR(rearmNewPylons) || {GVAR(isCurator)}) then {
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getNumber (configFile >> "CfgMagazines" >> _pylonMagazine >> "count")
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} else {
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0
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};
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[
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QGVAR(setAmmoOnPylonEvent),
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[GVAR(currentAircraft), _pylonIndex + 1, _count],
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GVAR(currentAircraft)
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] call CBA_fnc_targetEvent;
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[_pylonsToConfigure, _currentPylon + 1] call FUNC(configurePylons);
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},
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{
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(_this select 0) params ["", "_currentPylon"];
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[format [localize LSTRING(Stopped), _currentPylon + 1], false, 5] call EFUNC(common,displayText);
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},
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format [localize LSTRING(ReplacingPylon), _currentPylon + 1, count _pylonsToConfigure],
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{true},
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["isNotInZeus"]
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] call EFUNC(common,progressBar);
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