ACE3/addons/switchunits/functions/fnc_markAiOnMap.sqf
Dedmen Miller 0633b807fa Some Refactoring (#6607)
* SwitchUnits

* tacticalLadder

* vehiclelock

* vector

* Typo, thanks circleCI

* Fix stuff

* Fix animate loop
2018-10-09 20:21:46 -05:00

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#include "script_component.hpp"
/*
* Author: bux578
* Creates markers for AI units for given sides.
* Marks players in a different colour.
*
* Arguments:
* 0: side <OBJECT>
*
* Return Value:
* None
*
* Example:
* [[west, east]] call ace_switchunits_fnc_markAiOnMap
*
* Public: No
*/
params ["_sidesToShow"];
GVAR(AllMarkerNames) = [];
[{
params ["_args"];
_args params ["_sides"];
// delete markers
{
deleteMarkerLocal _x;
} count GVAR(AllMarkerNames);
// reset the array
GVAR(AllMarkerNames) = [];
if (alive ACE_player && {GVAR(OriginalUnit) getVariable ["ACE_CanSwitchUnits", false]}) then {
// create markers
{
if ((_x getVariable [QGVAR(IsPlayerControlled), false]) || {(side group _x in _sides) && {[_x] call FUNC(isValidAi)}}) then {
private _markerName = str _x;
private _marker = createMarkerLocal [_markerName, position _x];
_markerName setMarkerTypeLocal "mil_triangle";
_markerName setMarkerShapeLocal "ICON";
_markerName setMarkerSizeLocal [0.5, 0.7];
_markerName setMarkerDirLocal getDir _x;
// commy's one liner magic
private _markerColor = format ["Color%1", side group _x];
if ((_x getVariable [QGVAR(IsPlayerControlled), false])) then {
_markerName setMarkerColorLocal "ColorOrange";
_markerName setMarkerTextLocal (_x getVariable [QGVAR(PlayerControlledName), ""]);
} else {
_markerName setMarkerColorLocal _markerColor;
_markerName setMarkerTextLocal (getText (configFile >> "CfgVehicles" >> typeOf _x >> "displayName"));
};
GVAR(AllMarkerNames) pushBack _markerName;
nil
};
} count allUnits;
};
}, 1.5, [_sidesToShow]] call CBA_fnc_addPerFrameHandler;