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b1d5bbe450
* Initial Commit
* Got rid of unneeded translation values
* Updated Strings
* "Fixed" issue where when you deploy the tripid and weapon on slope it freaked out.
* Fixed locality issues. Added timers to relavent functions.
* Added weights to all magazines/tripod. Weights to weapons coming soon when I transfer them to the launcher slot
* Fixed bug regarding localized strings. Created new tripod model
* Added timers for deploying/picking up the tripod. Changed ammo-box model from custom to one already in ARMA. Changed gun-bag model for a more generic one. Created a texture for the tripod and gunbag
* Removed ability to disassemble weapons via the addAction. Added ACE Action to get in due to a memory point issue. Changed from a static deploy/dismount time to one based in the weapon configs
* Created forward-compatability. Made it so I can define a base plate for any weapon if I ever want to expand from the generic M3 Tripod.
* Fixed bug where tripod wouldn't deploy with the correct times. Fixed bug where if you moved the tripod into the ground it would go flying.
* Added mortar compatability. Will probably shift whole mortar ammo loading to CSW one day
* Added icons to each relavent item
* Added README, possibly fixed bug where if you are in a weapon others cant load/unload ammo. Changed distance you can interact with weapons
* Added checks for when deploying the gun as well as unloading ammo to prevent duplication/deletion of items.
* Added documentation
* Added order to doc
* Explained why things are the way they are
* Remove temp files
* Removed redundant files
* Converted tabs->spaces. Added newlines at end of all files. Changed broken line in fnc_tripodDeploy.sqf.
* 100% newlines at end of file
* Added newlines to files that didnt get the change. Fixed README. Changed from GVAR(cswOptions) to GVAR(options). Changed from tabs to spaces in wiki
* Fixed issue with UAV assembling with enableWeaponDisassembling. Fixed bug where game would crash if you disassembled static weapon with more than 1 magazine
* Tabs->Spaces
* Added CSW options to base StaticWeapon class to allow for easier additions. Switched default mortar away from CSW system due to incompatabilities
* Lazy Evaluations and macros to describe how things work.
* Added newlines to script_component. Fix no-texture issue on tripod. "Fix" 20mm HE saying 40mm HE. Add custom icons to all weapons. Move "Check Ammo" to CSW menu
* abc
* Revert "abc"
This reverts commit bcb4214bd9
.
* Update to current commit
* Revert changes to fortify.md
* Updated UI Icon to Crew Served Ammo branch UI
* Added Pabst's CrewServedAmmo to handle ammo loading/unloading instead of my solution
* Fixed bug where currentWeaponTurret returned a blank string when a player hasent entered hte weapon to select the current weapon
* Re-added ammo loading time
* Tabs->Spaces
* Newline at end of files
* Removed replaced functions
* Remove redundant strings. Move ammo handling to appropiate section
* Tabs->Spaces
* Update wiki
* Updated to fix crash with default weapons and disable CSW ability on default static weapons
* Added editor attributes to enable/disable CSW at edit time
* Change how ammo is removed from the CSW. Uses math instead of iteration
* Fix bug where assembled weapon did not get rid of default actions
* Added support for multiple types of ammo in one CSW
* Add tracer magazines for .50 cal
* Fix bug where you could load ammo even if the gun couldnt take any more
* Disable debug and enable compile cache
* Changed weapon deploy/pickup time. Removed custom Titan missiles. Using ACE Dragging now. Added progress bar check for pickupTripod. Updated documentation
* Removed check if CSW is full to unload ammo
* Fix bug where items would spawn underneath other items on wepaon dismount
* Change some things
* Configure base statics, improve returnAmmo
* Add mortar baseplate
* Remove explicit inheritance
* Fix bug where unloading ammo would duplicate it if you had room in your person.
* Tab->Space
* Player couldnt pickup tripod due to legacy code
* Fix GMG_01_base_F inheritce
* Port of ACE 2 tripod + ACE 2 CSW Bag
* Move ACE 2 Data to APL folder
* Adjust weights to make them more accurate to how ARMA uses it and the real life equivalents
* Fix bug where error was thrown on esc from picking up tripod. Tripod rotated 180
* Fix bug where if you called ace_common_claim the weapon could be set to be disassembled even though it may not be wanted via CSW
* Added ability to toggle ammo handling when weaponAssembly is disabled.
* Add Proxy Weapons for all Vanilla static weapons. These serve as a way to allow for realistic ammo reload times without having to modify base classes if you want feautres turned off. Adjusted reload and mount times to be more "realistic"
* Fix Shadow RPT Spam
* Update wiki
* Change order of setDir and setPos
* Change all setDir/setPos orientations. Remove redundant check. Ensure that weapon locked state reflects it with the "getIn" command. Add a way to pass in a specific classname for the weapon assemble type. Add a callback function onDisassemble if user wants to set the state of the new tripod using the old weapon as a reference
* Actually check for the carryWeaponClassname in the deployWeapon check
* Ai Compatiblity
* Add stringtable entries
* Formatting fixes
* Stringtables for settings, fix setMagazineTurretAmmo
* inherit ammo for mags, reorder stringtable
displays correct ammo and descriptionShort
* don't require ace_javelin
* Tweaks, cleanup, localzation, ace_reload changes
change weapon tag to [CSW]
tweak localization strings
minor cleanup
simplify some ace_reload funcs
* delete moved dev func
* Hopefully fix issue where to-be deleted tripod intersects with newly created weapon and vice versa. Remove PBOPREFIX newline
* cleanup/proxyWeapon/mk6 compat
60 lines
2.6 KiB
Plaintext
60 lines
2.6 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror & TCVM
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* Tests if unit can load a magazine into a static weapon.
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*
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* Arguments:
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* 0: Static Weapon <OBJECT>
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* 1: Turret Path <ARRAY>
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* 2: Carryable Magazine <STRING>
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* 3: Player <OBJECT>
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*
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* Return Value:
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* [CanLoad<BOOL>, LoadedMag<STRING>, AmmoNeeded<NUMBER>, IsBeltLinking<BOOL>]<ARRAY>
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*
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* Example:
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* [cursorObject, [0], "ACE_csw_100Rnd_127x99_mag_red", player] call ace_csw_fnc_reload_canLoadMagazine
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*
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* Public: No
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*/
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params ["_vehicle", "_turret", "_carryMag", ["_unit", objNull]];
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// TRACE_4("reload_canLoadMagazine",_vehicle,_turret,_carryMag,_unit);
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// Handle disassembled or deleted
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if (!alive _vehicle) exitWith { [false, "", -1, false] };
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// Verify unit has carry magazine
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if ((!isNull _unit) && {((_vehicle distance _unit) > 5) || {((magazines _unit) findIf {_x == _carryMag}) == -1}}) exitWith { [false, "", -2, false] };
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private _desiredAmmo = getNumber (configFile >> "CfgVehicles" >> (typeOf _vehicle) >> QUOTE(ADDON) >> "desiredAmmo");
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if (_desiredAmmo == 0) then { _desiredAmmo = 100; };
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private _ammoNeeded = _desiredAmmo min getNumber (configFile >> "CfgMagazines" >> _carryMag >> "count"); // assume it needs full carry mag
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private _loadedMag = "";
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private _isBeltLinking = false;
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scopeName "main";
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{
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_x params ["_xMag", "_xTurret", "_xAmmo"];
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if (_xTurret isEqualTo _turret) then {
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if (_loadedMag != "") exitWith { [false, _loadedMag, -3, false] breakOut "main"; }; // Exit if static has multiple mags
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_loadedMag = _xMag;
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if (_xAmmo > 0) then {
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// There is a magazine with ammo loaded in the turret (are there any multi-muzzle static weapons??), see if we can add to this mag
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if (getNumber (configFile >> QGVAR(groups) >> _carryMag >> _xMag) != 1) exitWith {
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[false, _loadedMag, -4, false] breakOut "main"; // Carry mag cannot be added to existing vehicle mag (e.g. red to green tracers)
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};
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if (getNumber (configFile >> "CfgMagazines" >> _carryMag >> "ACE_isBelt") == 0) exitWith {
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[false, _loadedMag, -5, false] breakOut "main"; // Non-linkable mag loaded, can't add any more
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};
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private _maxMagazineAmmo = _desiredAmmo min getNumber (configFile >> "CfgMagazines" >> _xMag >> "count");
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if (_xAmmo >= _maxMagazineAmmo) exitWith {
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[false, _loadedMag, -6, false] breakOut "main"; // Already at capicity
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};
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_ammoNeeded = _maxMagazineAmmo - _xAmmo;
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_isBeltLinking = true;
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};
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};
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} forEach (magazinesAllTurrets _vehicle);
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[true, _loadedMag, _ammoNeeded, _isBeltLinking]
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