ACE3/addons/zeus/functions/fnc_moduleTeleportPlayers.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* 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
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: SilentSpike
* Zeus module function to teleport players on dialog confirmation
*
* Arguments:
* 0: Teleport to <OBJECT>
* 1: Player UID <STRING>
* 2: Teleport group <BOOL>
*
* Return Value:
* None
*
* Example:
* [player, "5854854754", false] call ace_zeus_fnc_moduleTeleportPlayers
*
* Public: No
*/
params ["_logic","_uid","_group"];
// Get the chosen unit
private _player = [_uid] call BIS_fnc_getUnitByUID;
// Handle if group mode was selected
if (_group) then {
_player = units _player;
} else {
_player = [_player];
};
// Handle teleportation
{
moveOut _x;
private _attached = attachedTo _logic;
if (isNull _attached) then {
// Function takes position AGL and must be ran where local
[QGVAR(moveToRespawnPosition), [_x, _logic modelToWorld [0,0,0]], _x] call CBA_fnc_targetEvent;
} else {
[QGVAR(moveToRespawnPosition), [_x, _attached], _x] call CBA_fnc_targetEvent;
};
} forEach _player;
deleteVehicle _logic;