ACE3/addons/weaponselect/XEH_postInit.sqf
2015-06-07 12:59:53 -05:00

213 lines
7.4 KiB
Plaintext

// by esteldunedain
#include "script_component.hpp"
if !(hasInterface) exitWith {};
// Add keybinds
["ACE3 Weapons", QGVAR(SelectPistolNew), localize LSTRING(SelectPistol),
{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player, handgunWeapon ACE_player] call FUNC(selectWeaponMode);
false
},
{false},
[0, [false, false, false]], false] call cba_fnc_addKeybind; //Unbound (was 1 Key)
["ACE3 Weapons", QGVAR(SelectRifleNew), localize LSTRING(SelectRifle),
{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player, primaryWeapon ACE_player] call FUNC(selectWeaponMode);
false
},
{false},
[0, [false, false, false]], false] call cba_fnc_addKeybind; //Unbound (was 2 Key)
["ACE3 Weapons", QGVAR(SelectRifleMuzzleNew), localize LSTRING(SelectRifleMuzzle),
{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player, primaryWeapon ACE_player] call FUNC(selectWeaponMuzzle);
false
},
{false},
[0, [false, false, false]], false] call cba_fnc_addKeybind; //Unbound (was 3 Key)
["ACE3 Weapons", QGVAR(SelectLauncherNew), localize LSTRING(SelectLauncher),
{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player, secondaryWeapon ACE_player] call FUNC(selectWeaponMode);
false
},
{false},
[0, [false, false, false]], false] call cba_fnc_addKeybind; //Unbound (was 4 Key)
["ACE3 Weapons", QGVAR(SelectBinocularNew), localize LSTRING(SelectBinocular),
{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player, binocular ACE_player] call FUNC(selectWeaponMode);
false
},
{false},
[0, [false, false, false]], false] call cba_fnc_addKeybind; //Unbound (was 5 Key)
["ACE3 Weapons", QGVAR(SelectGrenadeFrag), localize LSTRING(SelectGrenadeFrag),
{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player] call FUNC(selectGrenadeFrag);
true
},
{false},
[7, [false, false, false]], false] call cba_fnc_addKeybind; //6 Key
["ACE3 Weapons", QGVAR(SelectGrenadeOther), localize LSTRING(SelectGrenadeOther),
{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
[ACE_player] call FUNC(selectGrenadeOther);
true
},
{false},
[8, [false, false, false]], false] call cba_fnc_addKeybind; //7 Key
["ACE3 Weapons", QGVAR(HolsterWeapon), localize LSTRING(HolsterWeapon),
{
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
// Statement
if ((currentWeapon ACE_player) != "") then {
[ACE_player] call FUNC(putWeaponAway);
} else {
private ["_weapon"];
_weapon = switch (true) do {
case ((primaryWeapon ACE_player) != ""): {primaryWeapon ACE_player};
case ((handgunWeapon ACE_player) != ""): {handgunWeapon ACE_player};
case ((secondaryWeapon ACE_player) != ""): {secondaryWeapon ACE_player};
default {""};
};
if (_weapon != "") then {ACE_player selectWeapon _weapon};
};
true
},
{false},
[11, [false, false, false]], false] call cba_fnc_addKeybind; //0 Key
["ACE3 Vehicles", QGVAR(EngineOn), localize LSTRING(EngineOn),
{
// Conditions: canInteract
if !([ACE_player, (vehicle ACE_player), []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !((ACE_player != vehicle ACE_player) && {ACE_player == driver vehicle ACE_player} && {!isEngineOn vehicle ACE_player}) exitWith {false};
// Statement
(vehicle ACE_player) engineOn true;
true
},
{false},
[3, [false, false, false]], false] call cba_fnc_addKeybind; //2 Key
["ACE3 Vehicles", QGVAR(EngineOff), localize LSTRING(EngineOff),
{
// Conditions: canInteract
if !([ACE_player, (vehicle ACE_player), []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !(ACE_player != vehicle ACE_player && {ACE_player == driver vehicle ACE_player} && {isEngineOn vehicle ACE_player}) exitWith {false};
// Statement
(vehicle ACE_player) engineOn false;
true
},
{false},
[2, [false, false, false]], false] call cba_fnc_addKeybind; //1 Key
["ACE3 Vehicles", QGVAR(SelectMainGunNew), localize LSTRING(SelectMainGun),
{
// Conditions: canInteract
if !([ACE_player, (vehicle ACE_player), []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !(ACE_player != vehicle ACE_player) exitWith {false};
// Statement
[ACE_player, vehicle ACE_player, 0] call FUNC(selectWeaponVehicle);
true
},
{false},
[0, [false, false, false]], false] call cba_fnc_addKeybind; //Unbound (was 3 Key)
["ACE3 Vehicles", QGVAR(SelectMachineGunNew), localize LSTRING(SelectMachineGun),
{
// Conditions: canInteract
if !([ACE_player, (vehicle ACE_player), []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !(ACE_player != vehicle ACE_player) exitWith {false};
// Statement
[ACE_player, vehicle ACE_player, 1] call FUNC(selectWeaponVehicle);
true
},
{false},
[0, [false, false, false]], false] call cba_fnc_addKeybind; //Unbound (was 4 Key)
["ACE3 Vehicles", QGVAR(SelectMissilesNew), localize LSTRING(SelectMissiles),
{
// Conditions: canInteract
if !([ACE_player, (vehicle ACE_player), []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !(ACE_player != vehicle ACE_player) exitWith {false};
// Statement
[ACE_player, vehicle ACE_player, 2] call FUNC(selectWeaponVehicle);
true
},
{false},
[0, [false, false, false]], false] call cba_fnc_addKeybind; //Unbound (was 5 Key)
["ACE3 Vehicles", QGVAR(FireSmokeLauncher), localize LSTRING(FireSmokeLauncher),
{
// Conditions: canInteract
if !([ACE_player, (vehicle ACE_player), []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !(ACE_player != vehicle ACE_player && {ACE_player == commander vehicle ACE_player}) exitWith {false};
// Statement
[vehicle ACE_player] call FUNC(fireSmokeLauncher);
true
},
{false},
[10, [false, false, false]], false] call cba_fnc_addKeybind; //9 Key