a3_vemf_reloaded/exile_vemf_reloaded/functions/fn_giveWeaponItems.sqf
2016-04-13 22:28:31 +02:00

81 lines
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/*
Author: IT07
Description:
Gives random weapon attachments to given unit
Params:
_this: ARRAY
_this select 0: OBJECT - unit
Returns: BOOLEAN - true if no errors occured
*/
private ["_done"];
_done = false;
if (_this isEqualType []) then
{
_unit = param [0, objNull, [objNull]];
if not (isNull _unit) then
{
// primaryWeapon items
private ["_randomPattern","_primaryWeapon"];
_randomPattern = [1,0,1,0,1,1,1,1,0,0,1,1,1];
_primaryWeapon = primaryWeapon _unit;
if (selectRandom _randomPattern isEqualTo 1) then
{ // Select random scope
private ["_scopes"];
_scopes = getArray (configFile >> "CfgWeapons" >> _primaryWeapon >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems");
if ([["DynamicLocationInvasion"],["allowTWS"]] call VEMFr_fnc_getSetting isEqualTo 0) then
{
private["_indexes"];
_indexes = [];
{
if not(_x find "tws" isEqualTo -1) then
{
_indexes pushBack _forEachIndex;
};
if not(_x find "TWS" isEqualTo -1) then
{
_indexes pushBack _forEachIndex;
};
} forEach _scopes;
if (count _indexes > 0) then
{
{
_scopes deleteAt _x;
} forEach _indexes;
};
};
_unit addPrimaryWeaponItem (selectRandom _scopes);
};
if (selectRandom _randomPattern isEqualTo 1) then
{ // Select random muzzle
_unit addPrimaryWeaponItem (selectRandom (getArray (configFile >> "CfgWeapons" >> _primaryWeapon >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems")));
};
if (selectRandom _randomPattern isEqualTo 1) then
{ // Select random pointer
_unit addPrimaryWeaponItem (selectRandom (getArray (configFile >> "CfgWeapons" >> _primaryWeapon >> "WeaponSlotsInfo" >> "PointerSlot" >> "compatibleItems")));
};
if (selectRandom _randomPattern isEqualTo 1) then
{ // Select random bipod
_unit addPrimaryWeaponItem (selectRandom (getArray (configFile >> "CfgWeapons" >> _primaryWeapon >> "WeaponSlotsInfo" >> "UnderbarrelSlot" >> "compatibleItems")));
};
private ["_handgunWeapon","_randomPattern"];
// handgunWeapon items
_handgunWeapon = handgunWeapon _unit;
_randomPattern = [1,0,1,0,0,1,0,0,0,0,1,1,1];
if (selectRandom _randomPattern isEqualTo 1) then
{ // Select random scope
_unit addSecondaryWeaponItem (selectRandom (getArray (configFile >> "CfgWeapons" >> _handgunWeapon >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems")));
};
if (selectRandom _randomPattern isEqualTo 1) then
{ // Select random muzzle
_unit addSecondaryWeaponItem (selectRandom (getArray (configFile >> "CfgWeapons" >> _handgunWeapon >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems")));
};
_done = true;
};
};
_done