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https://github.com/EpochModTeam/DayZ-Epoch.git
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Add Vector Building
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145
SQF/dayz_code/compile/BuildVectors/build_vectors.sqf
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145
SQF/dayz_code/compile/BuildVectors/build_vectors.sqf
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@@ -0,0 +1,145 @@
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/*-----------------------------------*/
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// by Raymix //
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// July 10 2014 //
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/*--------------------------------*/
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private ["_object","_objectSnapGizmo","_objColorActive","_objColorInactive","_classname","_whitelist","_radius","_cfg","_cnt","_pos","_findWhitelisted","_nearbyObject","_posNearby","_selectedAction","_newPos","_pointsNearby","_onWater","_waterBase"];
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//Args
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_todo = _this select 3 select 2;
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if(_todo == 0) then{
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vectorActionState = _this select 3 select 0;
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degreeActionState = _this select 3 select 1;
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}else{
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if(_todo == 1) then{
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vectorActionState = _this select 3 select 0;
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}else{
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degreeActionState = _this select 3 select 1;
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};
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};
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_selected = _this select 3 select 3;
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_staticRotate = ["Pitch Forward","Pitch Back","Bank Left","Bank Right","Reset"];
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fnc_vectorActionCleanup = {
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private ["_s1","_s2"];
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_s1 = _this select 0;
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_s2 = _this select 1;
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player removeAction s_player_toggleVector; s_player_toggleVector = -1;
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if (count s_player_toggleVectors != 0) then {{player removeAction _x;} count s_player_toggleVectors; s_player_toggleVectors=[]; vectorActions = -1;};
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if (_s1 > 0) then {
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s_player_toggleVector = player addaction [format[("<t color=""#ff8800"">" + ("Vectors: %1") +"</t>"),vectorActionState],DZE_build_vector_file,[vectorActionState,degreeActionState,1],7,false,false];
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};
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if (_s2 > 0) then {
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s_player_toggleVectors=[];
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{
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vectorActions = player addaction [format[("<t color=""#ffffff"">" + (" %1") +"</t>"),_x],DZE_build_vector_file,[_x,degreeActionState,1],6,false,false];
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s_player_toggleVectors set [count s_player_toggleVectors,vectorActions];
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}count _staticRotate;
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};
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};
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fnc_degreeActionCleanup = {
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private ["_s1","_s2"];
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_s1 = _this select 0;
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_s2 = _this select 1;
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player removeAction s_player_toggleDegree; s_player_toggleDegree = -1;
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if (count s_player_toggleDegrees != 0) then {{player removeAction _x;} count s_player_toggleDegrees; s_player_toggleDegrees=[]; degreeActions = -1;};
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if (_s1 > 0) then {
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s_player_toggleDegree = player addaction [format[("<t color=""#ff8800"">" + ("Degrees: %1") +"</t>"),degreeActionState],DZE_build_vector_file,[vectorActionState,degreeActionState,2],5,false,false];
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};
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if (_s2 > 0) then {
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s_player_toggleDegrees=[];
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{
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if(DZE_curDegree == _x) then{
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degreeActions = player addaction [format[("<t color=""#ff0000"">" + (" Select: %1") +"</t>"),_x],DZE_build_vector_file,[vectorActionState,"SELECT",2,_x],4,false,false];
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}else{
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degreeActions = player addaction [format[("<t color=""#ffffff"">" + (" Select: %1") +"</t>"),_x],DZE_build_vector_file,[vectorActionState,"SELECT",2,_x],4,false,false];
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};
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s_player_toggleDegrees set [count s_player_toggleDegrees,degreeActions];
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}count DZE_vectorDegrees;
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};
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};
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if(_todo == 1 || _todo == 0) then{
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switch (vectorActionState) do {
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case "Init": {
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vectorActionState = "OPEN";
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[1,0] call fnc_vectorActionCleanup;
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[] spawn {
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while {true} do {
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if(!DZE_ActionInProgress || DZE_cancelBuilding) exitWith {[0,0] call fnc_vectorActionCleanup; vectorActionState = "CLOSE";};
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sleep 2;
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};
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};
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};
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case "OPEN": {
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vectorActionState = "CLOSE";
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[1,1] call fnc_vectorActionCleanup;
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};
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case "CLOSE":{
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vectorActionState = "OPEN";
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[1,0] call fnc_vectorActionCleanup;
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};
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case "Pitch Forward":{
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vectorActionState = "CLOSE";
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[1,1] call fnc_vectorActionCleanup;
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DZE_updateVec = true;
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DZE_memForBack = DZE_memForBack + (DZE_curDegree * -1);
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};
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case "Pitch Back":{
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vectorActionState = "CLOSE";
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[1,1] call fnc_vectorActionCleanup;
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DZE_updateVec = true;
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DZE_memForBack = DZE_memForBack + DZE_curDegree;
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};
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case "Bank Left":{
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vectorActionState = "CLOSE";
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[1,1] call fnc_vectorActionCleanup;
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DZE_updateVec = true;
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DZE_memLeftRight = DZE_memLeftRight + (DZE_curDegree * -1);
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};
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case "Bank Right":{
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vectorActionState = "CLOSE";
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[1,1] call fnc_vectorActionCleanup;
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DZE_updateVec = true;
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DZE_memLeftRight = DZE_memLeftRight + DZE_curDegree;
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};
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case "Reset":{
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vectorActionState = "CLOSE";
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[1,1] call fnc_vectorActionCleanup;
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DZE_memForBack = 0;
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DZE_memLeftRight = 0;
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DZE_memDir = 0;
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DZE_updateVec = true;
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};
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};
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};
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if(_todo == 2 || _todo == 0) then{
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switch (degreeActionState) do {
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case "Init": {
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degreeActionState = "OPEN";
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[1,0] call fnc_degreeActionCleanup;
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[] spawn {
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while {true} do {
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if(!DZE_ActionInProgress || DZE_cancelBuilding) exitWith {[0,0] call fnc_degreeActionCleanup; degreeActionState = "CLOSE";};
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sleep 2;
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};
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};
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};
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case "OPEN": {
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degreeActionState = "CLOSE";
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[1,1] call fnc_degreeActionCleanup;
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};
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case "CLOSE":{
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degreeActionState = "OPEN";
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[1,0] call fnc_degreeActionCleanup;
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};
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case "SELECT":{
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degreeActionState = "CLOSE";
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DZE_curDegree = _selected;
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[1,1] call fnc_degreeActionCleanup;
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};
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};
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};
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46
SQF/dayz_code/compile/BuildVectors/fnc_SetPitchBankYaw.sqf
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46
SQF/dayz_code/compile/BuildVectors/fnc_SetPitchBankYaw.sqf
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@@ -0,0 +1,46 @@
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private ["_sinaroundX","_cosaroundX","_dirY","_dirZ","_upY","_upZ","_sinaroundY","_cosaroundY","_dirX","_upX","_sinaroundZ","_cosaroundZ","_dirXTemp","_upXTemp","_object","_rotations","_aroundX","_aroundY","_aroundZ","_dir","_up"];
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_object = _this select 0;
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_rotations = _this select 1;
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_aroundX = _rotations select 0;
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_aroundY = _rotations select 1;
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_aroundZ = (360 - (_rotations select 2)) - 360;
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_dirX = 0;
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_dirY = 1;
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_dirZ = 0;
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_upX = 0;
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_upY = 0;
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_upZ = 1;
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if (_aroundX != 0) then {
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_sinaroundX = sin _aroundX;
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_cosaroundX = cos _aroundX;
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_dirY = _cosaroundX;
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_dirZ = _sinaroundX;
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_upY = -(_sinaroundX);
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_upZ = _cosaroundX;
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};
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if (_aroundY != 0) then {
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_sinaroundY = sin _aroundY;
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_cosaroundY = cos _aroundY;
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_dirX = _dirZ * _sinaroundY;
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_dirZ = _dirZ * _cosaroundY;
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_upX = _upZ * _sinaroundY;
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_upZ = _upZ * _cosaroundY;
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};
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if (_aroundZ != 0) then {
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_sinaroundZ = sin _aroundZ;
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_cosaroundZ = cos _aroundZ;
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_dirXTemp = _dirX;
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_dirX = (_dirXTemp * _cosaroundZ) - (_dirY * _sinaroundZ);
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_dirY = (_dirY * _cosaroundZ) + (_dirXTemp * _sinaroundZ);
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_upXTemp = _upX;
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_upX = (_upXTemp * _cosaroundZ) - (_upY * _sinaroundZ);
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_upY = (_upY * _cosaroundZ) + (_upXTemp * _sinaroundZ);
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};
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_dir = [_dirX, _dirY, _dirZ];
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_up = [_upX, _upY, _upZ];
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_object setVectorDirAndUp [_dir, _up];
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@@ -3,8 +3,7 @@
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Usage: [_obj] spawn player_unlockVault;
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Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
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*/
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private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_alreadyPacking","_lockedClass","_text","_playerNear"];
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private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_alreadyPacking","_lockedClass","_text","_playerNear","_combination","_ComboMatch","_objType","_charID","_vector"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_10" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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@@ -45,6 +44,7 @@ if (_alreadyPacking == 1) exitWith {DZE_ActionInProgress = false; s_player_lockv
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_obj setVariable["packing",1];
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_dir = direction _obj;
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_vector = [(vectorDir _obj),(vectorUp _obj)];
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_pos = _obj getVariable["OEMPos",(getposATL _obj)];
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if (!isNull _obj) then {
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@@ -57,6 +57,8 @@ if (!isNull _obj) then {
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//place vault
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_holder = createVehicle [_lockedClass,_pos,[], 0, "CAN_COLLIDE"];
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_holder setdir _dir;
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_holder setVariable["memDir",_dir,true];
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_holder setVectorDirAndUp _vector;
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_holder setPosATL _pos;
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player reveal _holder;
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@@ -3,7 +3,7 @@
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Usage: [_obj] spawn player_unlockVault;
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Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
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*/
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private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr","_alreadyPacking","_playerNear","_playerID","_claimedBy","_unlockedClass","_text","_nul","_objType"];
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private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr","_alreadyPacking","_playerNear","_playerID","_claimedBy","_unlockedClass","_text","_objType","_combination","_ComboMatch","_vector","_characterID"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_21" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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@@ -56,6 +56,7 @@ if (_ComboMatch || (_ownerID == dayz_playerUID)) then {
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};
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_dir = direction _obj;
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_vector = [(vectorDir _obj),(vectorUp _obj)];
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_pos = _obj getVariable["OEMPos",getPosATL _obj];
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_objectID = _obj getVariable["ObjectID","0"];
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_objectUID = _obj getVariable["ObjectUID","0"];
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@@ -86,6 +87,8 @@ if (_ComboMatch || (_ownerID == dayz_playerUID)) then {
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// Remove locked vault
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deleteVehicle _obj;
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_holder setdir _dir;
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_holder setVariable["memDir",_dir,true];
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_holder setVectorDirAndUp _vector;
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_holder setPosATL _pos;
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player reveal _holder;
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