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8580cb250a
* Fix units not being removed from the garrison unitMove list consistently Not sure how I missed that. * fix whitespace * Fix typo in unGarrison check dedmen saw nothing :D
52 lines
1.2 KiB
Plaintext
52 lines
1.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: alganthe
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* Used to un-garrison units.
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*
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* Arguments:
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* 0: Units to un-garrison <ARRAY>
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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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* [unit1, unit2, unit3] call ace_ai_fnc_unGarrison
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*
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* Public: Yes
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*
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*/
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params [["_units", [], [[]]]];
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_units = _units select {local _x};
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{
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private _unit = _x;
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if (!isPlayer _unit && {local _unit}) then {
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_unit enableAI "PATH";
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_unit enableAI "FSM";
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private _leader = leader _unit;
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TRACE_3("fnc_ungarrison: unit and leader",_unit , _leader, (_leader == _unit));
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_unit setVariable [QGVAR(garrisonned), false, true];
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private _unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
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_unitMoveList deleteAt (_unitMoveList findIf {_x select 0 == _unit});
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if (_leader != _unit) then {
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doStop _unit;
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_unit doFollow _leader;
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} else {
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_unit doMove ((nearestBuilding (getPos _unit)) buildingExit 0);
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};
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if ((units _unit) findif {(_x getVariable [QGVAR(garrisonned), false]) && !isPlayer _x} == -1) then {
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LOG("fnc_ungarrison: enableAttack true");
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(group _unit) enableAttack true;
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};
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};
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} foreach _units;
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