mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
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
27 lines
659 B
Plaintext
27 lines
659 B
Plaintext
/*
|
|
* Author: 654wak654
|
|
* Cleans up pylons on client disconnect.
|
|
*
|
|
* Arguments:
|
|
* 0: Player <OBJECT>
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Example:
|
|
* [] call ace_pylons_fnc_handleDisconnect
|
|
*
|
|
* Public: No
|
|
*/
|
|
#include "script_component.hpp"
|
|
|
|
params ["", "", "_uid"];
|
|
|
|
private _aircraft = GVAR(currentAircraftNamespace) getVariable ["_uid", objNull];
|
|
if (!isNull _aircraft) then {
|
|
_aircraft setVariable [QGVAR(currentUser), objNull, true];
|
|
[_aircraft, "blockEngine", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
|
|
|
|
GVAR(currentAircraftNamespace) setVariable [_uid, nil, true]; // Remove var from namespace, no need to keep objNull
|
|
};
|