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https://github.com/EpochModTeam/Epoch.git
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12e5746c82
- Helper 3D-Icon + Line on the part, where element is snapped on (while Base-Building) - "PLAYER_REJECT_ServerVersion" kick, if connecting with older version
69 lines
2.0 KiB
Plaintext
69 lines
2.0 KiB
Plaintext
/*
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Author: Aaron Clark - EpochMod.com
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Contributors:
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Description:
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Initalize player variables
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Licence:
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Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
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Github:
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https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_code/compile/setup/EPOCH_clientInit.sqf
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Example:
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call EPOCH_clientInit;
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Parameter(s):
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NONE
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Returns:
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NOTHING
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*/
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EPOCH_buildMode = 0;
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EPOCH_buildDirection = 0;
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EPOCH_buildDirectionPitch = 0;
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EPOCH_buildDirectionRoll = 0;
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EPOCH_target_attachedTo = player;
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EPOCH_debugMode = false;
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EPOCH_snapDirection = 0;
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EPOCH_stabilityTarget = objNull;
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EPOCH_equippedItem_PVS = [];
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EPOCH_pendingP2ptradeTarget = objNull;
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EPOCH_lastNPCtradeTarget = objNull;
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EPOCH_lastJumptime = diag_tickTime;
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EPOCH_lastAGTime = diag_tickTime;
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EPOCH_lastMineRocks = diag_tickTime;
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EPOCH_target = objNull;
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EPOCH_Z_OFFSET = 0;
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EPOCH_X_OFFSET = 0;
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EPOCH_Y_OFFSET = 5;
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EPOCH_arr_snapPoints = [];
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EPOCH_arr_snapObjects = [];
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EPOCH_prevTarget = objNull;
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EPOCH_interactOption = 0;
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EPOCH_playerStaminaMax = 100;
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{
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missionNamespace setVariable [format ["EPOCH_player%1",_x],EPOCH_defaultVars select _forEachIndex];
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}forEach EPOCH_customVars;
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// suppress group chatter
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0 fadeRadio 0;
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enableSentences false;
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enableRadio false;
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player setVariable["BIS_noCoreConversations", true];
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EPOCH_ArmaSlingLoad = true;
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_r3fON = if(!isNil "R3F_LOG_CFG_can_lift")then{if!(R3F_LOG_CFG_can_lift isEqualTo [])then{true}else{false}}else{false};
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_advSling = if(!isNil "ASL_ROPE_INIT")then{if(ASL_ROPE_INIT)then{true}else{false}}else{false};
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if (_r3fON || _advSling)then{
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EPOCH_ArmaSlingLoad = false;
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};
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// handle actions, prevactions, nextactions
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inGameUISetEventHandler ["Action", "if(!(_this isEqualTo []) && !(_this select 10 in ['PrevAction','NextAction']))then{_this call EPOCH_handleUIActions}"];
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//inGameUISetEventHandler ["NextAction", "_this call EPOCH_handleUIActions"];
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//inGameUISetEventHandler ["PrevAction", "_this call EPOCH_handleUIActions"];
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