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Author SHA1 Message Date
a2c3a5ab1c sounds 2024-06-15 16:42:54 -07:00
a4a8303e08 aj_cbrn 2024-06-15 16:40:10 -07:00
50 changed files with 567 additions and 262 deletions

2
.gitignore vendored
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# Notepad++ backups #
*.bak
.vscode/

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class AJDJ
{
class CBRN
{
file = "AJ_CBRN_V2\functions";
class zenModules{ postInit = 1; };
class createArea{};
class chemicalParticleLoop{};
class chemicalDamage{};
class getProtectionLevel{};
class equipMask{};
class chemicalInitClient{};
class chemicalDetector{};
class unconAlarm{};
class chemicalAlarm{};
class deleteArea{};
};
};

13
AJ_CBRN_V2/CfgSounds.hpp Normal file
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class chemical_alarm
{
name = "chemical_alarm";
sound[] = {"AJ_CBRN_V2\sounds\AJ_warning_2.ogg", 0.9, 1, 3}; //directory, volume, pitch, range
titles[]={};
};
class uncon_alarm
{
name = "uncon_alarm";
sound[] = {"AJ_CBRN_V2\sounds\AJ_warning_1.ogg", 0.9, 1, 5}; //directory, volume, pitch, range
titles[]={};
};

2
AJ_CBRN_V2/config.hpp Normal file
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#include "CfgFunctions.hpp"
#include "CfgSounds.hpp"

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//chemical detector audible warning of lethal levels of contamianation
//gets triggered when activating chemical trigger
//turns off when exiting the chemical trigger
while { true } do {
if ("ChemicalDetector_01_watch_F" in (assignedItems player)) then {
// play the sound
playSound "chemical_alarm";
};
sleep 5;
};

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if (!hasInterface) exitWith {};
waitUntil {
!isNull player
};
params ["_trg"];
// start the alarm audio script (includes checking for device)
private _alarmHandle = ([] spawn AJDJ_fnc_chemicalAlarm);
// main loop for doing hurty things when in chemical area
while { player inArea _trg } do {
// check for player protection level
private _protectionLevel = call AJDJ_fnc_getProtectionLevel;
//if the player does not have full protection
if !(_protectionLevel == 2) then {
//if the player does not have mask protection
if (_protectionLevel == 1) then {
sleep 5.0;
_limbSelection = selectRandom ["body", "head", "hand_r", "hand_l", "leg_r", "leg_l"];
[player, 0.2, _limbSelection, "vehiclecrash"] call ace_medical_fnc_addDamageToUnit;
} else {
// deal the damage
_limbSelection = selectRandom ["body", "head", "hand_r", "hand_l", "leg_r", "leg_l"];
[player, 0.2, _limbSelection, "vehiclecrash"] call ace_medical_fnc_addDamageToUnit;
// deal it again for extra speedy killing
_limbSelection = selectRandom ["body", "head", "hand_r", "hand_l", "leg_r", "leg_l"];
[player, 0.2, _limbSelection, "vehiclecrash"] call ace_medical_fnc_addDamageToUnit;
};
};
sleep 5;
};
terminate _alarmHandle;

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/*
Chemical Detector script by Ajdj100
Version 1.0.0
Adds functionality to the chemical detector
call this script from initPlayerLocal.sqf (example on line 16).
Parameters:
0: Array of objects - the sources of contamination. (Required)
1: Number - the radius of contamination around the source object(s) in meters. (optional, defaults to 50m)
initPlayerLocal.sqf Example:
chemDetector = [[Chemical1], 250] execVM "chemicalDetector.sqf"; (Creates a contamination zone 250m around the location of the Chemical1 object)
*/
// if not a real gamer, exit
if (!hasInterface) exitWith {};
waitUntil {
!isNull player;
};
while { true } do {
// get all chemical areas
private _sources =+ (missionNamespace getVariable ["chemicalSources", []]);
// if there are chemical sources present, and the player has a chemical detector
if (!(_sources isEqualTo []) && ("ChemicalDetector_01_watch_F" in (assignedItems player))) then {
// sort based on distance to chemical source, including radius of chemical
private _sortedSources =+ [_sources, [], {
(_x distance player) - (_x getVariable "radius")
}] call BIS_fnc_sortBy;
// selects nearest source of chemical
private _source = (_sortedSources select 0);
// global threat variable (for use in audio functions)
private _threat = (10 - ((player distance _source) - (_source getVariable "radius")))/3 min 9.99 max 0 toFixed 2;
// do some stuff for the display
"ChemicalDetector" cutRsc ["RscWeaponChemicalDetector", "PLAIN", 1, false];
private _ui = uiNamespace getVariable "RscWeaponChemicalDetector";
if !(isNull _ui) then {
private _obj = _ui displayCtrl 101;
_obj ctrlAnimateModel ["Threat_Level_Source", parseNumber _threat, true];
};
// if the player is in a chemical zone
if ((parseNumber _threat) > 3) then {
// if the player is knocked out
if ((player getVariable "ACE_isUnconscious")) then {
//wait 20 seconds to detect uncon
sleep 20;
// loop until the player wakes up
// if !(player getVariable "ACE_isUnconscious") exitWith {
// systemChat "DEBUG unit woke up before alarm";
// };
waitUntil {
sleep 1;
[player] remoteExecCall ["AJDJ_fnc_unconAlarm", 0]; //THIS HAS A BUG, IT WONT TURN OFF AFTER ESCAPING THE GAS.
!(player getVariable "ACE_isUnconscious"); //THIS NEEDS TO BE SPAWNED AS A SEPERATE
};
};
};
} else { //default for if there are no chemical sources present
"ChemicalDetector" cutRsc ["RscWeaponChemicalDetector", "PLAIN", 1, false];
private _ui = uiNamespace getVariable "RscWeaponChemicalDetector";
if !(isNull _ui) then {
private _obj = _ui displayCtrl 101;
_obj ctrlAnimateModel ["Threat_Level_Source", 0.00, true];
};
};
sleep 0.5;
};

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/*
CBRN Script client side initialization Ajdj100
Version 0.1.0
Adds functionality to a few things for the client
Call this script from initPlayerLocal.sqf (example on line 10).
initPlayerLocal.sqf Example:
call AJDJ_fnc_chemicalInitClient;
*/
aceMask = ["EquipMask","Put on Gas Mask","",{call AJDJ_fnc_equipMask},{true}] call ace_interact_menu_fnc_createAction;
[player, 1, ["ACE_SelfActions", "ACE_Equipment"], aceMask] call ace_interact_menu_fnc_addActionToObject;
call AJDJ_fnc_chemicalDetector;

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/*
spawns the visible component of the chemical area
returns the particle source for use in deletion
*/
if (!hasInterface) exitWith {};
params ["_location", "_radius"];
_location set [2, 0];
private _pSource = ("#particlesource" createVehicleLocal _location);
_pSource setParticleParams
[
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 0, 8],
"", "Billboard", 1, 10, // animationName, type, timerPeriod, lifeTime
[0,0,-1000], // position relative to referenceObject
[0, 0, 0], // velocity
0, 0.005, 0.003925, 0.1, [5, 5], // rotation, weight, volume, rubbing, size
[[0.6, 0.6, 0.2, 0], [0.6, 0.6, 0.2, 0.7], [0.6, 0.6, 0.2, 0]], // colors
[1], // animationPhase
0, 0, // randomDirectionPeriod, randomDirectionIntensity
"", "", // onTimer, beforeDestroy
_pSource, // referenceObject
0, false, // angle, bounces
-1, [], // bounceOnSurface, emissiveColor
[0, 1, 0]// vectorDir - CANNOT be [0, 0, 0]
];
_pSource setDropInterval (0.5/_radius);
_pSource setParticleCircle [(_radius/2), [0,1,0]];
/*
lifeTime,
position,
moveVelocity,
rotationVelocity,
size,
color,
directionPeriod,
directionIntensity,
angle,
bounceOnSurface
*/
_pSource setParticleRandom
[
0,
[(_radius/2), (_radius/2), 1],
[0, 0, 0.5],
4,
1,
[0, 0, 0, 0],
0,
0
];
//return the particle source
_pSource;

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/*
creates a new contamination area
Params:
0: Position array OR Object - The source of the contamination
1: Radius - the radius of contamination around the object
Location can be either a position array [x,y,z] or an object
[location, radius] call AJDJ_fnc_createArea;
*/
params ["_location", "_radius"];
//init temp for emitter object
private _emitterObject = _location;
if ("OBJECT" isEqualTo typeName _location) then {
_location = getPos _location;
} else {
_emitterObject = ("Land_GarbageBarrel_02_F" createVehicle _location);
};
//create trigger to control area
private _trg = createTrigger ["EmptyDetector", _location, false];
_trg setTriggerArea [_radius, _radius, 0, false, (_radius/2)];
_trg setTriggerActivation ["ANYPLAYER", "PRESENT", true];
_trg setTriggerStatements ["this", "[thisTrigger] spawn AJDJ_fnc_chemicalDamage", ""];
//start loop for particle effects
private _pSource = [_location, _radius, _emitterObject] call AJDJ_fnc_chemicalParticleLoop;
//bind variables
_trg setVariable ["pSource", _pSource]; //particle source
_trg setVariable ["radius", _radius]; //area of effect (for chemical detector use);
systemChat str _emitterObject;
//store trigger in barrel for deletion
_emitterObject setVariable ["trigger", _trg];
private _sources =+ (missionNamespace getVariable ["chemicalSources", []]);
_sources pushBack _trg;
missionNamespace setVariable ["chemicalSources", _sources];

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params["_target"];
if (_target isEqualTo objNull) exitWith {};
private _trg = (_target getVariable "trigger");
private _sources =+ (missionNamespace getVariable ["chemicalSources", []]);
_sources deleteAt (_sources find _trg);
missionNamespace setVariable ["chemicalSources", _sources];
// delete the particle emitter
deleteVehicle (_trg getVariable "pSource");
// set the trigger area to 0 (removes the area of effect)
// _trg setTriggerArea [0, 0, 0, false, 0];
deleteVehicle _trg;
deleteVehicle _target;

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/*
Gasmask equipping script by Ajdj100
Version 0.1.0
Script to allow players to equip gasmasks via ACE self interact if they are holding one in their inventory.
PASTE THE FOLLOWING INTO initPlayerLocal.sqf TO INITIALIZE:
aceMask = ["EquipMask","Put on Gas Mask","",{execVM "scripts\aceGasmask.sqf"},{true}] call ace_interact_menu_fnc_createAction;
[player, 1, ["ACE_SelfActions", "ACE_Equipment"], aceMask] call ace_interact_menu_fnc_addActionToObject;
*/
//if not a player, exit
if (!hasInterface) exitwith {};
// init lists of masks
private _allowedGoggles = [
"G_AirPurifyingRespirator_01_F",
"G_AirPurifyingRespirator_02_black_F",
"G_AirPurifyingRespirator_02_olive_F",
"G_AirPurifyingRespirator_02_sand_F"
];
private _items = items player;
private _availableGoggles = (_items arrayIntersect _allowedGoggles);
//if the player has a gasmask in their inventory
if !(_availableGoggles isEqualTo []) then {
//temporarily stores faceware
private _tempGoggles = goggles player;
//Swaps mask with current facewear
player addGoggles (_availableGoggles select 0);
player removeItem (_availableGoggles select 0);
player addItem _tempGoggles;
hint "Added mask"; //debug message
} else {
hint "No mask in inventory"
};

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/*
returns protection level of local player
*/
// init lists of protective equiptment
private _allowedGoggles = [
"G_AirPurifyingRespirator_01_F",
"G_AirPurifyingRespirator_02_black_F",
"G_AirPurifyingRespirator_02_olive_F",
"G_AirPurifyingRespirator_02_sand_F",
"G_RegulatorMask_F"
];
private _allowedUniforms = [
"U_B_CBRN_Suit_01_MTP_F",
"U_B_CBRN_Suit_01_Tropic_F",
"U_B_CBRN_Suit_01_Blue_F",
"U_B_CBRN_Suit_01_White_F",
"U_B_CBRN_Suit_01_Wdl_F",
"U_I_CBRN_Suit_01_AAF_F",
"U_I_E_CBRN_Suit_01_EAF_F"
];
private _allowedVehicles = [
"rhsusf_m1a2sep1wd_usarmy",
"rhsusf_m1a2sep1tuskiwd_usarmy",
"rhsusf_m1a2sep1tuskiiwd_usarmy",
"rhsusf_m1a2sep2wd_usarmy",
"RHS_M2A3_BUSKIII_wd",
"B_APC_Wheeled_01_cannon_F"
];
//init protection level variable
private _protectionLevel = 0;
// if they are wearing a mask
if (goggles player in _allowedGoggles) then {
// if they are wearing the suit
if (uniform player in _allowedUniforms) then {
_protectionLevel = 2;
} else {
_protectionLevel = 1;
};
};
// if the player is in a protected vehicle
if (typeOf objectParent player in _allowedVehicles) then {
_protectionLevel = 2
};
//return
_protectionLevel;

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/*
Script to handle the audio alert for going unconsious in gas
By Ajdj100
version 0.1.0
*/
params ["_unit"];
_unit say3D "uncon_alarm";

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["CBRN", "Create Chemical Area",
{
params ["_position", "_attachedObj"];
["Chemical Area Option",
[[ "SLIDER:RADIUS", "Radius", [0, 500, 50, 0, _position, [1,0,0,1]]]],
{
params ["_dialog", "_args"];
_args params ["_position"];
_dialog params ["_radius"];
[_position, _radius] remoteExec ["AJDJ_fnc_createArea", 0, true];
},
{},
[_position, _attachedObj]
] call zen_dialog_fnc_create;
}
] call zen_custom_modules_fnc_register;
["CBRN", "Delete Chemical Area",
{
params ["_position", "_attachedObj"];
[_attachedObj] remoteExec ["AJDJ_fnc_deleteArea", 0, true];
}
] call zen_custom_modules_fnc_register;

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AJ_CBRN_V2/readme.md Normal file
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### How to add to mission:
Drag the AJ_CBRN_V2 folder into your mission folder and add the following line into class CfgFunctions in description.ext:
#include "AJ_CBRN_V2\CfgFunctions.hpp"
Add the following line into CfgSounds in description.ext:
#include "AJ_CBRN_V2\CfgSounds.hpp"
lastly, add the following line to initPlayerLocal.sqf:
call AJDJ_fnc_chemicalInitClient;
### How to use:
to create and delete a chemical area in zeus, use the modules under the CBRN tab.
to create a chemical area in editor or through script, use the following line:
[location, radius] call AJDJ_fnc_createArea;
location can be either an object, or an array of coordinates. Examples below:
[myObject, 40] call AJDJ_fnc_createArea;
[[6113.79,8642.26,0], 10] call AJDJ_fnc_createArea;
to delete an area through script, use the following line:
[object] call ["AJDJ_fnc_deleteArea", 0, true];
[IMPORTANT] note that these must be executed globally to function correctly. When using the init field of an object, it will automatically run globally
If you are working in an sqf, you will have to use remoteExec
currently all the CBRN equiptment from the contact DLC is supported. It is possible to add your own gear to this, but it involves editing a number of
arrays across a number of sqf's. In future I will make it easier to customize what gear provides protection.
Please reach out to me if you have any issues or suggestions at @ajdj100 on discord.

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@@ -1,8 +0,0 @@
// EXAMPLE
// class uncon_alarm
// {
// name = "uncon_alarm";
// sound[] = {"AJ_CBRN_V2\sounds\AJ_warning_1.ogg", 0.9, 1, 5}; //directory, volume, pitch, range
// titles[]={};
// };

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@@ -84,159 +84,30 @@ class VehicleFlags {
actionID = "flag_simpleshape";
actionTitle = "Simple Shapes";
class Blue {
actionID = "flags_simpleshape_blue";
actionTitle = "Blue";
class BlueCircle {
actionID = "flag_simpleshape_bluecircle";
actionTitle = "Blue Circle";
texture = "textures\simple_shape\flag_simpleshape_bluecircle_co.paa";
};
class BlueOctagon {
actionID = "flag_simpleshape_blueoctagon";
actionTitle = "Blue Octagon";
texture = "textures\simple_shape\flag_simpleshape_blueoctagon_co.paa";
};
class BluePentagon {
actionID = "flag_simpleshape_bluepentagon";
actionTitle = "Blue Pentagon";
texture = "textures\simple_shape\flag_simpleshape_bluepentagon_co.paa";
};
class BlueSquare {
actionID = "flag_simpleshape_bluesquare";
actionTitle = "Blue Square";
texture = "textures\simple_shape\flag_simpleshape_bluesquare_co.paa";
};
class BlueTriangle {
actionID = "flag_simpleshape_bluetriangle";
actionTitle = "Blue Triangle";
texture = "textures\simple_shape\flag_simpleshape_bluetriangle_co.paa";
};
class GreenOctagon {
actionID = "flag_simpleshape_greenoctagon";
actionTitle = "Green Octagon";
texture = "textures\simple_shape\flag_simpleshape_greenoctagon_co.paa";
};
class Green {
actionID = "flags_simpleshape_green";
actionTitle = "Green";
class GreenCircle {
actionID = "flag_simpleshape_greencircle";
actionTitle = "Green Circle";
texture = "textures\simple_shape\flag_simpleshape_greencircle_co.paa";
};
class GreenOctagon {
actionID = "flag_simpleshape_greenoctagon";
actionTitle = "Green Octagon";
texture = "textures\simple_shape\flag_simpleshape_greenoctagon_co.paa";
};
class GreenPentagon {
actionID = "flag_simpleshape_greenpentagon";
actionTitle = "Green Pentagon";
texture = "textures\simple_shape\flag_simpleshape_greenpentagon_co.paa";
};
class GreenSquare {
actionID = "flag_simpleshape_greensquare";
actionTitle = "Green Square";
texture = "textures\simple_shape\flag_simpleshape_greensquare_co.paa";
};
class GreenTriangle {
actionID = "flag_simpleshape_greentriangle";
actionTitle = "Green Triangle";
texture = "textures\simple_shape\flag_simpleshape_greentriangle_co.paa";
};
class BlueCircle {
actionID = "flag_simpleshape_bluecircle";
actionTitle = "Blue Circle";
texture = "textures\simple_shape\flag_simpleshape_bluecircle_co.paa";
};
class Orange {
actionID = "flags_simpleshape_orange";
actionTitle = "Orange";
class OrangeCircle {
actionID = "flag_simpleshape_orangecircle";
actionTitle = "Orange Circle";
texture = "textures\simple_shape\flag_simpleshape_orangecircle_co.paa";
};
class OrangeOctagon {
actionID = "flag_simpleshape_orangeoctagon";
actionTitle = "Orange Octagon";
texture = "textures\simple_shape\flag_simpleshape_orangeoctagon_co.paa";
};
class OrangePentagon {
actionID = "flag_simpleshape_orangepentagon";
actionTitle = "Orange Pentagon";
texture = "textures\simple_shape\flag_simpleshape_orangepentagon_co.paa";
};
class OrangeSquare {
actionID = "flag_simpleshape_orangesquare";
actionTitle = "Orange Square";
texture = "textures\simple_shape\flag_simpleshape_orangesquare_co.paa";
};
class OrangeTriangle {
actionID = "flag_simpleshape_orangetriangle";
actionTitle = "Orange Triangle";
texture = "textures\simple_shape\flag_simpleshape_orangetriangle_co.paa";
};
class OrangeSquare {
actionID = "flag_simpleshape_orangesquare";
actionTitle = "Orange Square";
texture = "textures\simple_shape\flag_simpleshape_orangesquare_co.paa";
};
class Pink {
actionID = "flags_simpleshape_pink";
actionTitle = "Pink";
class PinkCircle {
actionID = "flag_simpleshape_pinkcircle";
actionTitle = "Pink Circle";
texture = "textures\simple_shape\flag_simpleshape_pinkcircle_co.paa";
};
class PinkOctagon {
actionID = "flag_simpleshape_pinkoctagon";
actionTitle = "Pink Octagon";
texture = "textures\simple_shape\flag_simpleshape_pinkoctagon_co.paa";
};
class PinkPentagon {
actionID = "flag_simpleshape_pinkpentagon";
actionTitle = "Pink Pentagon";
texture = "textures\simple_shape\flag_simpleshape_pinkpentagon_co.paa";
};
class PinkSquare {
actionID = "flag_simpleshape_pinksquare";
actionTitle = "Pink Square";
texture = "textures\simple_shape\flag_simpleshape_pinksquare_co.paa";
};
class PinkTriangle {
actionID = "flag_simpleshape_pinktriangle";
actionTitle = "Pink Triangle";
texture = "textures\simple_shape\flag_simpleshape_pinktriangle_co.paa";
};
class PinkTriangle {
actionID = "flag_simpleshape_pinktriangle";
actionTitle = "Pink Triangle";
texture = "textures\simple_shape\flag_simpleshape_pinktriangle_co.paa";
};
class Red {
actionID = "flags_simpleshape_red";
actionTitle = "Red";
class RedCircle {
actionID = "flag_simpleshape_redcircle";
actionTitle = "Red Circle";
texture = "textures\simple_shape\flag_simpleshape_redcircle_co.paa";
};
class RedOctagon {
actionID = "flag_simpleshape_redoctagon";
actionTitle = "Red Octagon";
texture = "textures\simple_shape\flag_simpleshape_redoctagon_co.paa";
};
class RedPentagon {
actionID = "flag_simpleshape_redpentagon";
actionTitle = "Red Pentagon";
texture = "textures\simple_shape\flag_simpleshape_redpentagon_co.paa";
};
class RedSquare {
actionID = "flag_simpleshape_redsquare";
actionTitle = "Red Square";
texture = "textures\simple_shape\flag_simpleshape_redsquare_co.paa";
};
class RedTriangle {
actionID = "flag_simpleshape_redtriangle";
actionTitle = "Red Triangle";
texture = "textures\simple_shape\flag_simpleshape_redtriangle_co.paa";
};
class RedPentagon {
actionID = "flag_simpleshape_redpentagon";
actionTitle = "Red Pentagon";
texture = "textures\simple_shape\flag_simpleshape_redpentagon_co.paa";
};
};

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@@ -94,10 +94,11 @@ class Params {};
class CfgFunctions {
#include "framework\CfgFunctions.hpp"
#include "custom_scripts.hpp"
#include "AJ_CBRN_V2\CfgFunctions.hpp"
};
class CfgSounds {
#include "custom_sounds.hpp"
#include "AJ_CBRN_V2\CfgSounds.hpp"
};
class CfgLeaflets {

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@@ -175,8 +175,6 @@ class DOUBLES(PREFIX,vehicleFlags) {
class addFlagActions {};
class draw3D {};
class getActionsFlagCategories {};
class compileFlagAction {};
class compileFlagCategoryAction {};
class getVehicleFlagsCfg {};
class isClassExcluded {};
};

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@@ -1,38 +0,0 @@
params ["_target", "_player", "_params", "_flagOptionCfg"];
_params params ["_rootActionID", "_flagCategoryActionID", "_flagSubclassesCfgs"];
private _flagOptionID = getText(_flagOptionCfg >> "actionID");
private _flagOptionTitle = getText(_flagOptionCfg >> "actionTitle");
private _flagOptionTexture = getText(_flagOptionCfg >> "texture");
// if the texture doesn't exist at the config path, skip this flag option
if (not (fileExists _flagOptionTexture)) then {
diag_log format ["WARN: Flag option texture not found: %1", _flagOptionTexture];
continue
};
// diag_log format ["NewFlagOption: %1 %2", _flagOptionID, _flagOptionData];
private _newFlagOption = [
_rootActionID + "_" + _flagCategoryActionID + "_" + _flagOptionID, // id
_flagOptionTitle, // displayed title
_flagOptionTexture, // flag icon
{
params ["_target", "_player", "_params"];
_params params ["_flagOptionTexture"];
_target forceFlagTexture _flagOptionTexture;
}, // statement
{
params ["_target", "_player", "_params"];
alive _target;
// true;
}, // condition
nil, // child code
[_flagOptionTexture], // params
nil, // position
4, // distance
[false, false, false, false, false] // other params
] call ace_interact_menu_fnc_createAction;
_newFlagOption;

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@@ -1,52 +0,0 @@
// diag_log format ["NewFlagCategory: %1 %2", _flagCategory, _flagOptions];
params ["_rootActionID", "_flagCategoryCfg"];
private _flagCategoryActionID = getText(_flagCategoryCfg >> "actionID");
private _flagCategoryTitle = getText(_flagCategoryCfg >> "actionTitle");
private _flagSubclassesCfgs = _flagCategoryCfg call BIS_fnc_returnChildren;
private _flagCategoryAction = [
_rootActionID + "_" + _flagCategoryActionID, // id
_flagCategoryTitle, // displayed title
getText((_flagSubclassesCfgs#0) >> "texture"), // flag icon for category - use first flag option
{true}, // statement
{
params ["_target", "_player", "_params"];
alive _target;
// true;
}, // condition
{
// generate child code under category
// this is the level where actual flag options will be displayed
params ["_target", "_player", "_params"];
// these params are passed from the parent action
_params params ["_rootActionID", "_flagCategoryActionID", "_flagSubclassesCfgs"];
private _individualFlagActions = [];
{ // forEach _flagSubclassesCfgs; // we'll generate flag options for each category
private _flagOptionCfg = _x;
// generate flag option for this flag option
private _newFlagOption = [
_target,
_player,
_params,
_flagOptionCfg
] call FUNC(compileFlagAction);
// add flag option to category subactions
_individualFlagActions pushBack [_newFlagOption, [], _target];
} forEach _flagSubclassesCfgs;
// return the generated flag options to the category as child actions
_individualFlagActions;
}, // child code
[_rootActionID, _flagCategoryActionID, _flagSubclassesCfgs], // params
nil, // position
4, // distance
[false, false, false, false, false], // other params
nil // modifier function code
] call ace_interact_menu_fnc_createAction;
_flagCategoryAction;

View File

@@ -11,18 +11,80 @@ params ["_rootActionID", "_flagCategoryCfgs"];
private _allCategoryActions = [];
{
_flagCategoryActions = [];
if (configName _x == "SimpleShapes") then {
// diag_log format ["NewFlagCategory: %1 %2", _flagCategory, _flagOptions];
private _flagCategoryCfg = _x;
private _flagCategoryActionID = getText(_flagCategoryCfg >> "actionID");
private _flagCategoryTitle = getText(_flagCategoryCfg >> "actionTitle");
private _flagSubclassesCfgs = _flagCategoryCfg call BIS_fnc_returnChildren;
private _flagCategoryAction = [
_rootActionID + "_" + _flagCategoryActionID, // id
_flagCategoryTitle, // displayed title
getText((_flagSubclassesCfgs#0) >> "texture"), // flag icon for category - use first flag option
{true}, // statement
{
_flagCategoryActions pushBack ([_rootActionID, _x] call FUNC(compileFlagCategoryAction));
} forEach (_x call BIS_fnc_returnChildren);
} else {
_flagCategoryActions pushBack (_x call FUNC(compileFlagCategoryAction));
};
params ["_target", "_player", "_params"];
alive _target;
// true;
}, // condition
{
// generate child code under category
// this is the level where actual flag options will be displayed
params ["_target", "_player", "_params"];
_params params ["_rootActionID", "_flagCategoryActionID", "_flagSubclassesCfgs"];
private _individualFlagActions = [];
{ // forEach _flagSubclassesCfgs;
private _flagOptionCfg = _x;
private _flagOptionID = getText(_flagOptionCfg >> "actionID");
private _flagOptionTitle = getText(_flagOptionCfg >> "actionTitle");
private _flagOptionTexture = getText(_flagOptionCfg >> "texture");
// if the texture doesn't exist at the config path, skip this flag option
if (not (fileExists _flagOptionTexture)) then {continue};
// diag_log format ["NewFlagOption: %1 %2", _flagOptionID, _flagOptionData];
private _newFlagOption = [
_rootActionID + "_" + _flagCategoryActionID + "_" + _flagOptionID, // id
_flagOptionTitle, // displayed title
_flagOptionTexture, // flag icon
{
params ["_target", "_player", "_params"];
_params params ["_flagOptionTexture"];
_target forceFlagTexture _flagOptionTexture;
}, // statement
{
params ["_target", "_player", "_params"];
alive _target;
// true;
}, // condition
nil, // child code
[_flagOptionTexture], // params
nil, // position
4, // distance
[false, false, false, false, false] // other params
] call ace_interact_menu_fnc_createAction;
// add flag option to category subactions
_individualFlagActions pushBack [_newFlagOption, [], _target];
} forEach _flagSubclassesCfgs;
// return the generated flag options to the category as child actions
_individualFlagActions;
}, // child code
[_rootActionID, _flagCategoryActionID, _flagSubclassesCfgs], // params
nil, // position
4, // distance
[false, false, false, false, false], // other params
nil // modifier function code
] call ace_interact_menu_fnc_createAction;
// add category to all category actions array
{
_allCategoryActions pushBack [_x, [], _target];
} forEach _flagCategoryActions;
_allCategoryActions pushBack [_flagCategoryAction, [], _target];
} forEach _flagCategoryCfgs;
_allCategoryActions;