ready for dedi -- improvements to resupply, triageIcons too
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@@ -1,99 +0,0 @@
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/*
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milsim_fnc_addMedicalOverlayPFH
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Author: IndigoFox
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Description:
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Affects players with medical permissions. Will see a 3D colored dot over nearby (5-10m)
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unconscious players who are not in a vehicle
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which indicates their current ACE Triage Card status.
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Designed to increase efficiency of CCPs.
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*/
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// Force setting if CBA doesn't work?
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if (isNil "milsim_client_medState3D_enabled") then {
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milsim_client_medState3D_enabled = true;
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};
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if (isNil "milsim_client_medState3D_drawRange") then {
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milsim_client_medState3D_drawRange = 10;
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};
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// List of units to draw icons for
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milsim_client_medState3D_drawTargets = [];
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// ACE Triage colors, for consistency across UIs and functions
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// #define TRIAGE_COLOR_NONE 0.5, 0.5, 0.5, 0.1
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// #define TRIAGE_COLOR_MINIMAL 0, 0.5, 0, 0.9
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// #define TRIAGE_COLOR_DELAYED 1, 0.84, 0, 0.9
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// #define TRIAGE_COLOR_IMMEDIATE 1, 0, 0, 0.9
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// #define TRIAGE_COLOR_DECEASED 0, 0, 0, 0.9
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// ACE Triage colors, for consistency across UIs and functions
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milsim_client_medState3D_colors = [
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[0, 0.5, 0, 0.9], // TRIAGE_COLOR_MINIMAL
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[1, 0.84, 0, 0.9], // TRIAGE_COLOR_DELAYED
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[1, 0, 0, 0.9], // TRIAGE_COLOR_IMMEDIATE
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[0.15, 0.15, 0.15, 0.9], // TRIAGE_COLOR_DECEASED
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[0.5, 0.5, 0.5, 0] // TRIAGE_COLOR_NONE
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];
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// Per-frame handler to draw icons
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// cleanup
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if (!isNil "milsim_client_medState3D_pfh") then {
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[milsim_client_medState3D_pfh] call CBA_fnc_removePerFrameHandler;
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};
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// add pfh
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milsim_client_medState3D_pfh = [{
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// if disabled, skip processing
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if (!milsim_client_medState3D_enabled) exitWith {false};
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// if no targets, skip processing
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if (count milsim_client_medState3D_drawTargets == 0) exitWith {false};
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if !([player] call ace_medical_treatment_fnc_isMedic) exitWith {false};
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{
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// distance within 10 meters
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if (player distance _x > milsim_client_medState3D_drawRange) then {continue};
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// check unit not null, not conscious, and not in a vehicle
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if (
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!(_x getVariable ["ACE_isUnconscious", false]) ||
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!isNull (objectParent _x)
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) then {continue};
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// color based on triage level
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private _triageLevel = _x getVariable ["ace_medical_triageLevel", -1];
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if (_triageLevel == -1) then {continue};
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private _color = milsim_client_medState3D_colors select (
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(_x getVariable ["ace_medical_triageLevel", -1]) -1
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);
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// draw position, slightly above the prone unit
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private _drawPos = (visiblePosition _x) vectorAdd [0, 0, 0.5];
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// draw icon
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drawIcon3D [
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"\A3\ui_f\data\map\markers\military\dot_CA.paa", // icon texture
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_color, // color
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_drawPos, // position AGL
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1, // width
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1, // height
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0 // angle
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// further params optional, omitted
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];
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} forEach milsim_client_medState3D_drawTargets;
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}, 0, []] call CBA_fnc_addPerFrameHandler;
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// subroutine to gather nearest 50 units every 5 seconds and store in milsim_client_medState3D_drawTargets
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// cleanup
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if (!isNil "milsim_client_medState3D_drawTargetsPfh") then {
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[milsim_client_medState3D_drawTargetsPfh] call CBA_fnc_removePerFrameHandler;
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};
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// add pfh
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milsim_client_medState3D_drawTargetsPfh = [{
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milsim_client_medState3D_drawTargets = (
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(allUnits + allDeadMen) select {
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_x isKindOf "CAManBase" &&
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player distance _x < 50 &&
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!isNull _x &&
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player isNotEqualTo _x
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}
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);
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}, 5, false] call CBA_fnc_addPerFrameHandler;
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@@ -1,4 +1,11 @@
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diag_log text format ["[MILSIM] (client) initializing empty group deletion PFH"];
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#include "..\script_component.hpp"
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[
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LEVEL_INFO,
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QUOTE(COMPONENT),
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"Initializing empty group deletion PFH",
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[]
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] call EFUNC(common,log);
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_emptyGroupPFH = [
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{
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@@ -12,8 +19,21 @@ _emptyGroupPFH = [
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},
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300,
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[],
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{ diag_log text format ["[MILSIM] (client) Empty Group Deletion PFH loaded"] },
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{ diag_log text format ["[MILSIM] (client) Empty Group Deletion"] },
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{
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[
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LEVEL_INFO,
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QUOTE(COMPONENT),
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"Empty group deletion PFH loaded",
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[]
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] call EFUNC(common,log);
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},
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{ [
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LEVEL_INFO,
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QUOTE(COMPONENT),
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"Empty group deletion PFH unloaded",
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[]
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] call EFUNC(common,log);
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},
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{ true },
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{ false },
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[]
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@@ -8,7 +8,7 @@ player addEventHandler["Respawn",
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private _killer = _corpse getVariable ["ace_medical_causeOfDeath", "#scripted"];
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if (_killer == "respawn_button") then {
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[
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LEVEL_INFO
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LEVEL_INFO,
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QUOTE(COMPONENT),
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"RESPAWNED WHILE UNCONSCIOUS",
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[_unit] call EFUNC(common,addPlayerInfoToArray)
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@@ -46,11 +46,11 @@ addMissionEventHandler ["HandleChatMessage",
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["ace_arsenal_displayClosed", {
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[player] remoteExec [QEFUNC(common,logPlayerInventory), 2];
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[player] remoteExec [QEFUNC(common,checkPlayerInventory), 2];
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}] call CBA_fnc_addEventHandler;
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[missionNamespace, "arsenalClosed", {
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[player] remoteExec [QEFUNC(common,logPlayerInventory), 2];
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[player] remoteExec [QEFUNC(common,checkPlayerInventory), 2];
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}] call BIS_fnc_addScriptedEventHandler;
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diag_log text "[MILSIM] (client) event handlers bound";
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@@ -56,7 +56,7 @@ _patchTire =
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"Patching"
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] call ace_common_fnc_progressBar
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},
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{ ( alive _target ) && ( [_player, "ToolKit"] call ace_common_fnc_hasItem ) && ( getDammage _target > 0.2 ) && ( _target getVariable["milsim_ace_repair_wheel_canPatch", true] ) }
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{ ( alive _target ) && ( [_player, "ToolKit"] call ace_common_fnc_hasItem ) && ( damage _target > 0.2 ) && ( _target getVariable["milsim_ace_repair_wheel_canPatch", true] ) }
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] call ace_interact_menu_fnc_createAction;
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["ACE_Wheel", 0, ["ACE_MainActions"], _patchTire, true] call ace_interact_menu_fnc_addActionToClass;
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