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Added DoorOpener
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14
CfgActionMenu_self.hpp
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14
CfgActionMenu_self.hpp
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class Ignatz_DoorOpener
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{
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condition = "if (dyna_AtHome && dyna_IsDriver) then {['opencheck'] call Ignatz_Client_DoorOpener} else {false};";
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action = "['open'] call Ignatz_Client_DoorOpener;";
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icon = "addons\pics\Actions\Gate_Open.paa";
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tooltip = "Open Gate";
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};
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class Ignatz_DoorCloser
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{
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condition = "if (dyna_AtHome && dyna_IsDriver) then {['closecheck'] call Ignatz_Client_DoorOpener} else {false};";
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action = "['close'] call Ignatz_Client_DoorOpener;";
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icon = "addons\pics\Actions\Gate_Close.paa";
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tooltip = "Close Gate";
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};
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10
README.md
10
README.md
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# Ignatz_Tools
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# Ignatz_Tools for Arma3-EpochMod
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- Earplugs<br/>
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- StatusBar<br/>
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- Autorestart<br/>
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Put your servercomandpassword in @epochhive\addons\ignatz_server\config.cpp<br/>
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All other Settings are in Epoch.Mission\ignatz_config.hpp<br/>
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- Autmatic Door Opener<br/>
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- copy the files from epoch.mission into your mission file (if init.sqf already exist, paste the code into this file)<br/>
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- Add the following lines from CfgActionMenu_self.hpp into this file: "epoch.mission\epoch_config\Configs\CfgActionMenu\CfgActionMenu_self.hpp"<br/>
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- Put your servercomandpassword in @epochhive\addons\ignatz_server\config.cpp<br/>
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- All other Settings are in Epoch.Mission\ignatz_config.hpp<br/>
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@ -1,24 +1,35 @@
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class Ignatz_config {
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// Earplugs
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Earplugs_Keybind = 0x3E; /* Key to put in / out the Earplugs (F4) full list: https://community.bistudio.com/wiki/DIK_KeyCodes */
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Earplugs_AutoEarplugs = "true"; /* Auto insert / remove Earplugs by entering leaving Vehicles */
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Earplugs_UseInVehicles = "true"; /* Set it to false to disable manual Earplugs in Vehicles */
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Earplugs_HintsMessages = "true"; /* Show Hint Messages on Auto-Insert / Remove Earplugs */
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Earplugs_Systemchat = "true"; /* Show Systemchat Messages on Auto-Insert / Remove Earplugs */
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Earplugs_Keybind = 0x3E; /* Key to put in / out the Earplugs (F4) full list: https://community.bistudio.com/wiki/DIK_KeyCodes */
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Earplugs_AutoEarplugs = "true"; /* Auto insert / remove Earplugs by entering leaving Vehicles */
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Earplugs_UseInVehicles = "true"; /* Set it to false to disable manual Earplugs in Vehicles */
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Earplugs_HintsMessages = "true"; /* Show Hint Messages on Auto-Insert / Remove Earplugs */
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Earplugs_Systemchat = "true"; /* Show Systemchat Messages on Auto-Insert / Remove Earplugs */
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// Statusbar
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Statusbar_OnStart = 1; /* Status Bar on Start - 0 = off / 1 = full / 2 = half / 3 = small */
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Statusbar_UseKeybind = "true"; /* Use SwitchKey to switch between different Status Bars */
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Statusbar_Keybind = 0x36; /* Key to switch between the Status Bars (right shift key) full list: https://community.bistudio.com/wiki/DIK_KeyCodes */
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Statusbar_OnStart = 1; /* Status Bar on Start - 0 = off / 1 = full / 2 = half / 3 = small */
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Statusbar_UseKeybind = "true"; /* Use SwitchKey to switch between different Status Bars */
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Statusbar_Keybind = 0x36; /* Key to switch between the Status Bars (right shift key) full list: https://community.bistudio.com/wiki/DIK_KeyCodes */
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// DoorOpener
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OpenableObjets[] = { /* Array with Objects handled by the DoorOpener */
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"CinderWallGarage_EPOCH"
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};
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WorkingVehicleTypes[] = {"LandVehicle"}; /* Array with VehicleTypes inside Players can use the Opener */
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NeededItems[] = {
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{1,"CircuitParts","true"}, /* [count,"itemclass",RemoveOnUse] */
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{250,"Energy","true"} /* [count,"itemclass",RemoveOnUse] */
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};
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// Restart
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FirstRestartOnDay = 0; /* On which time the Server will restart the first time (0 = 00:00 / 2 = 02:00 ...). Only full hour restarts are supported */
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Restart_Intervall = 3; /* in hours */
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AutoKickBeforeRestart = 120; /* in seconds */
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AutolockBeforeRestart = 180; /* in seconds */
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Restart_WarningTimes[] = {1,2,5,10}; /* Array of restart-warning (x minutes before Restart) */
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Restart_AutoAdjust = "true"; /* Autmatically adjust Restarttime acc. to Realtime */
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SelfRestart = "false"; /* true = Server will restart himself */
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SelfShutdown = "false"; /* true = Server shut down himself (has no effect, if SelfRestart = "true") */
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/* You can use SelfShutdown, if you use FireDaemon and have configured to Restart the rogramm on Program Exit (under Lifecycle) */
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FirstRestartOnDay = 0; /* On which time the Server will restart the first time (0 = 00:00 / 2 = 02:00 ...). Only full hour restarts are supported */
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Restart_Intervall = 3; /* in hours */
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AutoKickBeforeRestart = 120; /* in seconds */
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AutolockBeforeRestart = 180; /* in seconds */
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Restart_WarningTimes[] = {1,2,5,10}; /* Array of restart-warning (x minutes before Restart) */
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Restart_AutoAdjust = "true"; /* Autmatically adjust Restarttime acc. to Realtime */
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SelfRestart = "false"; /* true = Server will restart himself */
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SelfShutdown = "false"; /* true = Server shut down himself (has no effect, if SelfRestart = "true") */
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/* You can use SelfShutdown, if you use FireDaemon and have configured to Restart the rogramm on Program Exit (under Lifecycle) */
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};
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89
epoch.Mission/addons/Ignatz_Client_DoorOpener.sqf
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89
epoch.Mission/addons/Ignatz_Client_DoorOpener.sqf
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_config = getmissionconfig 'Ignatz_config';
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_OpenableObjets = (getArray (_config >> "OpenableObjets"));
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_WorkingVehicleTypes = (getArray (_config >> "WorkingVehicleTypes"));
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_NeededItems = [];
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{
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_x params ["_count","_item","_DoRemove"];
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if ((tolower _DoRemove) isequalto "true") then {_DoRemove = true} else {_DoRemove = false};
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_NeededItems pushback [_count,_item,_DoRemove];
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} foreach (getArray (_config >> "NeededItems"));
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params [["_do",'close']];
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if ((player == vehicle player) || !(player == (driver (vehicle player)))) exitwith {false};
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if !({(vehicle player) iskindof _x} count _WorkingVehicleTypes > 0) exitwith {false};
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_config = 'CfgEpochClient' call EPOCH_returnConfig;
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_buildingJammerRange = getNumber(_config >> "buildingJammerRange");
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_value = 0;
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_lockvalue = 1;
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_nearjammers = nearestobjects [player,["Plotpole_EPOCH"],_buildingJammerRange];
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if (_nearjammers isEqualTo []) exitwith {false};
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_nearestJammer = _nearjammers select 0;
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if !((_nearestJammer getVariable["BUILD_OWNER", "-1"]) in[getPlayerUID player, Epoch_my_GroupUID]) exitwith {false};
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_NearestDoors = [];
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_fnc_CheckDoorsToOpen = {
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_NearestDoors = (nearestobjects [_nearestJammer,_OpenableObjets,_buildingJammerRange]) select {
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([_x, "VIEW",vehicle player] checkVisibility [eyePos player, [(getposasl _x select 0),(getposasl _x select 1),(getposasl _x select 2) + 1.5]]) > 0.5 && (
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_x animationPhase "open_left" < 0.5 && _x animationPhase "open_right" < 0.5 && _x animationPhase "Door_1_rot" < 0.5 && _x animationPhase "Open_Door" < 0.5)
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};
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_NearestDoors
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};
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_fnc_CheckDoorsToClose = {
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_NearestDoors = (nearestobjects [_nearestJammer,_OpenableObjets,_buildingJammerRange]) select {
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([_x, "VIEW",vehicle player] checkVisibility [eyePos player, [(getposasl _x select 0),(getposasl _x select 1),(getposasl _x select 2) + 1.5]]) > 0.5 &&
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(_x animationPhase "open_left" > 0.5 || _x animationPhase "open_right" > 0.5 || _x animationPhase "Door_1_rot" > 0.5 || _x animationPhase "Open_Door" > 0.5)
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};
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_NearestDoors
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};
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switch _do do {
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case "opencheck";
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case "open": {
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_NearestDoors = call _fnc_CheckDoorsToOpen; _value = 1; _lockvalue = 0;
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};
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case "closecheck";
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case "close": {
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_NearestDoors = call _fnc_CheckDoorsToClose; _value = 0; _lockvalue = 1;
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};
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};
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if (_do in ["opencheck","closecheck"]) exitwith {!(_NearestDoors isequalto [])};
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if (_NearestDoors isequalto []) exitwith {[format ["No Door found to %1",_do],5] call Epoch_Message;};
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_missing = [];
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{
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_x params ["_count","_item"];
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_has = 0;
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if (_item isequalto "Energy") then {
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_has = Epoch_PlayerEnergy;
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}
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else {
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_has = {_x == _item} count ((magazines player)+(items player));
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};
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if (_has < _count) then {
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_missing pushback [_count-_has,_item];
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};
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} foreach _NeededItems;
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if !(_missing isequalto []) exitwith {
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_Msg = 'Missing:';
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{
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_Msg = _Msg + format [' %1 %2,', _x select 0, (_x select 1) call EPOCH_itemDisplayName];
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} foreach _missing;
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[_Msg,5] call Epoch_Message;
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};
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{
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_x params ["_count","_item","_remove"];
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if (_remove) then {
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if (_item isequalto "Energy") then {
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["Energy",-_count] call Epoch_GiveAttributes;
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}
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else {
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[player,_item,_count] call BIS_fnc_invRemove;
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};
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};
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} foreach _NeededItems;
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_sorted = [_NearestDoors,[],{player distance _x},'ASCEND'] call BIS_fnc_sortBy;
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_DoorToHandle = _sorted select 0;
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_DoorToHandle animate ['open_left', _value];
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_DoorToHandle animate ['open_right', _value];
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_DoorToHandle animate ['Door_1_rot', _value];
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_DoorToHandle animate ['Open_Door', _value];
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_DoorToHandle animate ['lock_cGarage', _lockvalue];
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_DoorToHandle animate ['lock_Door', _lockvalue];
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BIN
epoch.Mission/addons/pics/Actions/Gate_Close.paa
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BIN
epoch.Mission/addons/pics/Actions/Gate_Close.paa
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Binary file not shown.
BIN
epoch.Mission/addons/pics/Actions/Gate_Open.paa
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BIN
epoch.Mission/addons/pics/Actions/Gate_Open.paa
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Binary file not shown.
@ -3,4 +3,5 @@
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if (hasInterface) then {
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[] execVM "addons\Ignatz_EarPlugs.sqf";
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[] execVM "addons\Ignatz_Statusbar.sqf";
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Ignatz_Client_DoorOpener = compilefinal preprocessfilelinenumbers "addons\Ignatz_Client_DoorOpener.sqf";
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};
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