Initial Commit

Attach explosives to vehicles
This commit is contained in:
DarthRogue 2015-04-19 10:56:28 -05:00
parent 6d47afbaec
commit 355c808146

166
EtV.sqf Normal file
View File

@ -0,0 +1,166 @@
/*
Stealthstick's "Explosive-To-Vehicle" Script
-Allows players to attach their explosive charges to any vehicle.
*/
systemChat "EtV is loading...";
EtV_ChargeCheck =
{
_charge = _this select 0;
_unit = _this select 1;
_hasIt = _charge in (magazines _unit);
_nearVehs = nearestObjects [_unit,["Air","Ship","LandVehicle","CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH"],5]; //add or remove classnames here to determine what explosives will stick to
_return = (_hasIt && count _nearVehs > 0 && alive _unit);
_return
};
EtV_TouchOff =
{
_array = _this select 3;
_unit = _array select 0;
_explosives = _unit getVariable ["charges",[]];
{
if(alive _x) then
{
"HelicopterExploSmall" createVehicle (position _x);
deleteVehicle _x;
};
} forEach _explosives;
_unit setVariable ["charges",[]];
};
EtV_UnitCheck =
{
private "_return";
_unit = _this select 0;
_explosives = _unit getVariable ["charges",[]];
if(count _explosives > 0) then
{
_return = true;
}
else
{
_return = false;
};
_return
};
EtV_TimedCharge =
{
_explosive = _this select 0;
_unit = _this select 1;
_illogic = group server createUnit ["logic", Position _explosive, [], 0, "FORM"];
_illogic attachTo [_explosive];
while {alive _explosive} do
{
waitUntil {!isNil {_illogic getVariable "timer"};};
if(_illogic getVariable "timer" == 0) exitWith
{
_charges = _unit getVariable ["charges",[]];
_unit setVariable ["charges",_charges - [_explosive]];
"HelicopterExploSmall" createVehicle (position _explosive);
deleteVehicle _explosive;
};
sleep 1;
_oldTime = _illogic getVariable "timer";
_illogic setVariable ["timer",_oldTime - 1];
};
};
EtV_AttachCharge =
{
_array = _this select 3;
_charge = _array select 0;
_unit = _array select 1;
private "_class";
_unit removeMagazine _charge;
_unit playMove "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";
switch _charge do
{
case "DemoCharge_Remote_Mag":
{
_class = "DemoCharge_Remote_Ammo";
};
case "SatchelCharge_Remote_Mag": //add or remove either "case" to limit the type of explosives that can be used
{
_class = "SatchelCharge_Remote_Ammo";
};
};
_nearVehicle = (nearestObjects [_unit,["Air","Ship","LandVehicle","CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH"],5]) select 0; //add or remove classnames here to determine what explosives will stick to
_explosive = _class createVehicle [0,0,0];
_explosive attachTo [_unit,[0,0,0],"leftHand"];
_random0 = random 180;
_random1 = random 180;
[_explosive,_random0,_random1] call BIS_fnc_SetPitchBank;
[_explosive,_nearVehicle,_unit,_random0,_random1] spawn
{
_explosive = _this select 0;
_nearVehicle = _this select 1;
_unit = _this select 2;
_random0 = _this select 3;
_random1 = _this select 4;
sleep 1.5;
_explosive attachTo [_nearVehicle, [0,0,0.2]];
[_explosive,_random0,_random1] call BIS_fnc_SetPitchBank;
_unit setVariable ["charges",(_unit getVariable ["charges",[]]) + [_explosive]];
[_explosive,_unit] spawn EtV_TimedCharge;
};
};
EtV_ClosestExplosive =
{
_unit = _this select 0;
_charges = _unit getVariable ["charges",[]];
_newArray = [];
{_newArray = _newArray + [player distance _x];} forEach _charges;
_closest = _newArray call BIS_fnc_lowestNum;
_selection = _newArray find _closest;
_charge = _charges select _selection;
_charge
};
EtV_Timer =
{
private "_explosive";
_array = _this select 3;
_unit = _array select 0;
_explosive = [_unit] call EtV_ClosestExplosive;
_illogic = (nearestObjects [_explosive,["Logic"],50]) select 0;
if(!isNil "_illogic") then
{
_oldTime = _illogic getVariable ["timer",0];
_illogic setVariable ["timer",_oldTime + 30];
_newTime = _illogic getVariable "timer";
hint format ["Explosive timer set to %1 seconds.",_newTime];
};
};
EtV_UnitCheckTimer =
{
private "_return";
_unit = _this select 0;
_explosives = _unit getVariable ["charges",[]];
_return = false;
{if(_unit distance _x <= 5) exitWith {_return = true;};} forEach _explosives;
_return
};
//[unit] spawn EtV_Actions;
EtV_Actions =
{
private ["_unit"];
_unit = _this select 0;
_unit addAction ["<t color=""#FFE496"">" +"Attach Satchel Charge", EtV_AttachCharge, ["SatchelCharge_Remote_Mag",_unit], 1, true, true, "","['SatchelCharge_Remote_Mag',_target] call EtV_ChargeCheck"]; //if you eliminate one of the charge types above, you also have to eliminate it here
_unit addAction ["<t color=""#FFE496"">" +"Attach Explosive Charge", EtV_AttachCharge, ["DemoCharge_Remote_Mag",_unit], 1, true, true, "","['DemoCharge_Remote_Mag',_target] call EtV_ChargeCheck"];
_unit addAction ["<t color=""#FFE496"">" +"Touch-Off Explosives", EtV_TouchOff, [_unit], 1, true, true, "","[_target] call EtV_UnitCheck"];
_unit addAction ["<t color=""#FFE496"">" +"+30Secs to Timer", EtV_Timer, [_unit], 1, true, true, "","[_target] call EtV_UnitCheckTimer"];
};
//=======================
EtVInitialized = true;