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3.1.1
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@@ -4,6 +4,14 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), and this project badly attempts [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [3.1.2] - 2024-01-04
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### Added
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- Add forgotten code file file for medical overlay
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### Changed
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- Merge update-flag-exclusions branch to fix issues with vehicles not applying flag
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## [3.1.1] - 2024-01-04
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### Changed
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@@ -32,6 +32,7 @@ class milsim
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class bindEventHandlers { postInit = 1; };
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class bindVehicleActions { postInit = 1; };
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class addClientStatsPFH {};
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class addMedicalOverlayPFH { postInit = 1; };
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class calculateClientStats {};
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class initVehicleFlags { postInit = 1; };
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class bindEmptyGroupGarbageCleanup { postInit = 1; };
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@@ -8,7 +8,7 @@ _cpsPFH = [
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},
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"milsim_client_cps_interval" call CBA_settings_fnc_get,
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[],
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{ diag_log text format ["[MILSIM] (client) PFH loaded with interval %1 seconds", "milsim_client_cps_interval" call CBA_settings_fnc_get ], },
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{ diag_log text format ["[MILSIM] (client) PFH loaded with interval %1 seconds", "milsim_client_cps_interval" call CBA_settings_fnc_get ] },
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{ diag_log text format ["[MILSIM] (client) PFH unloaded"] },
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{ "milsim_client_cps_enable" call CBA_settings_fnc_get },
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{ false },
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93
functions/client/fn_addMedicalOverlayPFH.sqf
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93
functions/client/fn_addMedicalOverlayPFH.sqf
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@@ -0,0 +1,93 @@
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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, 0, 0, 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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[milsim_client_medState3D_drawTargetsPfh] call CBA_fnc_removePerFrameHandler;
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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 _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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[milsim_client_medState3D_drawTargetsPfh] call CBA_fnc_removePerFrameHandler;
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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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@@ -85,6 +85,16 @@ private _appliedParentClasses = [
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"Helicopter"
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];
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private _modelsWithoutFlagProxies = [
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"TF373_SOAR_MH47G_Base", // MH-47G Chinook
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"RHS_MELB_base", // MELB AH-6M/MH-6M/H-6M Little Bird
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"USAF_C17", // C17 Globemaster III
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"USAF_C130J", // C130J Super Hercules
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"USAF_AC130U", // AC130 Spooky II
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"ej_UH60M_base", // UH-60M Black Hawk + DAP variants
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"rhsusf_fmtv_base" // M1083A1P2 variants + SOV SOCOM variants
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];
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{
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private _parentClass = _x;
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[_parentClass, "InitPost", {
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@@ -94,7 +104,22 @@ private _appliedParentClasses = [
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"Set Vehicle Flag", // displayed title
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"\A3\ui_f\data\map\markers\flags\nato_ca.paa", // flag icon
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{true}, // statement
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{true}, // condition
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{
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params ["_target", "_player", "_params"];
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private _modelsWithoutFlagProxies = _params select 1;
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// check if hierarchy includes any of the models without flag proxies
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private _excluded = false;
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{
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if (_excluded) exitWith {false};
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_excluded = _target isKindOf _x;
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} forEach _modelsWithoutFlagProxies;
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if (_excluded) exitWith {false};
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// check if vehicle is alive
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alive _target;
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}, // condition
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{
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params ["_target", "_player", "_params"];
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private _flagActionID = _params#0;
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@@ -155,7 +180,7 @@ private _appliedParentClasses = [
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_actions;
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}, // child code
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[_flagActionID], // params
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[_flagActionID, _modelsWithoutFlagProxies], // params
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nil, // position
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4, // distance
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[false, false, false, false, false], // other params
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@@ -180,7 +205,10 @@ private _appliedParentClasses = [
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params ["_target", "_player", "_params"];
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_target forceFlagTexture "";
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}, // statement
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{true}, // condition
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{
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params ["_target", "_player", "_params"];
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alive _target && getForcedFlagTexture _target != "";
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}, // condition
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nil // child code
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] call ace_interact_menu_fnc_createAction;
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@@ -3,7 +3,7 @@ params [
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["_player", objNull, [objNull]]
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];
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if (!isPlayer _player) exitWith { diag_log("exitWith inventotry")};
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if (!isPlayer _player) exitWith { diag_log("exitWith logPlayerInventory")};
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_items = [];
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_items append uniformItems _player;
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@@ -13,6 +13,9 @@ _items pushback hmd _player;
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_items pushback binocular _player;
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_items append primaryWeaponItems _player;
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_noncompliant = [];
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_unlisted = [];
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{
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_item = _x;
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_modes = getArray(configfile >> "CfgWeapons" >> _item >> "visionMode");
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@@ -26,15 +29,28 @@ _items append primaryWeaponItems _player;
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_restrictedItemList = ["A3_GPNVG18b_REC_TI","A3_GPNVG18_REC_TI","A3_GPNVG18b_TI","A3_GPNVG18_TI","A3_GPNVG18b_REC_BLK_TI","A3_GPNVG18_REC_BLK_TI","A3_GPNVG18b_BLK_TI","A3_GPNVG18_BLK_TI","NVGogglesB_gry_F","NVGogglesB_grn_F","NVGogglesB_blk_F","optic_Nightstalker","rhsusf_acc_anpas13gv1","Tier1_ANPVS10_Tan","rhsusf_acc_anpvs27","optic_tws_mg","optic_tws"];
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if ( _x in _restrictedItemList ) then {
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diag_log text format["[MILSIM] (logPlayerInventory): %1 has a restricted inventory item: %2", name _player, getText( configfile >> "CfgWeapons" >> _item >> "displayName" )];
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} else if ((count _modes) isNotEqualTo 0) then {
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_noncompliant pushBackUnique _item;
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};
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if ((count _modes) isNotEqualTo 0) then {
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_modes = _modes apply { toLower _x };
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if ( "ti" in _modes ) then {
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diag_log text format["[MILSIM] (logPlayerInventory): %1 has an unlisted thermal item: %2", name _player, getText( configfile >> "CfgWeapons" >> _item >> "displayName" )];
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_unlisted pushBackUnique _item;
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};
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} else {
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diag_log text format["[MILSIM] (logPlayerInventory): %1 inventory in compliance", name _player];
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}
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};
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} forEach _items;
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{
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diag_log text format["[MILSIM] (logPlayerInventory): %1 has a restricted inventory item: %2", name _player, getText( configfile >> "CfgWeapons" >> _x >> "displayName" )];
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} forEach _noncompliant;
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{
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diag_log text format["[MILSIM] (logPlayerInventory): %1 has an unlisted thermal item: %2", name _player, getText( configfile >> "CfgWeapons" >> _x >> "displayName" )];
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} forEach _unlisted;
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if (((count _noncompliant) isEqualTo 0) && ((count _unlisted) isEqualTo 0)) then {
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diag_log text format["[MILSIM] (logPlayerInventory): %1 inventory in compliance", name _player];
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};
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nil
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@@ -104,6 +104,26 @@
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}
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] call CBA_fnc_addSetting;
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//---------------------
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// Medical Overlay
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//---------------------
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[
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"milsim_client_medState3D_enabled", // variable
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"CHECKBOX", // type
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["Enable 3D Triage Card State", "Draws a colored dot over units within 10m indicating current ACE Triage State"], // title
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["17th Battalion", "Medical"], // category
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true // default value
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] call CBA_fnc_addSetting;
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[
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"milsim_client_medState3D_drawRange", // variable
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"LIST", // type
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["Range To Draw Icons", "Determines range at which dots are visible"], // title
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["17th Battalion", "Medical"], // category
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[[2, 4, 6, 8, 10], ["2", "4", "6", "8", "10"], 4] // option values, option labels, default index
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] call CBA_fnc_addSetting;
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diag_log text "[MILSIM] (settings) Custom CBA settings initialized";
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