mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-15 04:23:13 +03:00
Update Snap and Vector build
- pre compile all snap and vector functions, it was only pre compiled if got started from modular_build before but not if it got called from the action menu - localize snap and vector building - clean up the code - remove old Cinderwall vector fix, it looks like it is not needed anymore - Update modular_build and player_build
This commit is contained in:
@@ -1,111 +1,76 @@
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/*-----------------------------------*/
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// by Raymix //
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// July 10 2014 //
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// by strikerforce //
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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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private ["_todo", "_selected"];
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_todo = _this select 3 select 2;
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if(_todo == 0) then{
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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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} 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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} 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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if (_todo == 1 || {_todo == 0}) then {
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call {
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if (vectorActionState == "Init") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_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(!dayz_actionInProgress || DZE_cancelBuilding) exitWith {[0,0] call fnc_vectorActionCleanup; vectorActionState = "CLOSE";};
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sleep 2;
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while {1==1} do {
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if (DZE_cancelBuilding || {!dayz_actionInProgress}) exitWith {
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[0,0] call fnc_vectorActionCleanup;
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vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
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};
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uisleep 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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if (vectorActionState == localize "STR_EPOCH_VECTORS_OPEN") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_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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if (vectorActionState == localize "STR_EPOCH_VECTORS_CLOSE") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_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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if (vectorActionState == localize "STR_EPOCH_VECTORS_PITCH_FORWARD") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_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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if (vectorActionState == localize "STR_EPOCH_VECTORS_PITCH_BACK") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_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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if (vectorActionState == localize "STR_EPOCH_VECTORS_BANK_LEFT") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_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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if (vectorActionState == localize "STR_EPOCH_VECTORS_BANK_RIGHT") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_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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if (vectorActionState == localize "STR_EPOCH_VECTORS_RESET") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_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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@@ -115,29 +80,33 @@ if(_todo == 1 || _todo == 0) then{
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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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if (_todo == 2 || {_todo == 0}) then{
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call {
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if (degreeActionState == "Init") exitwith {
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degreeActionState = localize "STR_EPOCH_VECTORS_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(!dayz_actionInProgress || DZE_cancelBuilding) exitWith {[0,0] call fnc_degreeActionCleanup; degreeActionState = "CLOSE";};
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sleep 2;
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while {1==1} do {
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if (DZE_cancelBuilding || {!dayz_actionInProgress}) exitWith {
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[0,0] call fnc_degreeActionCleanup;
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degreeActionState = localize "STR_EPOCH_VECTORS_CLOSE";
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};
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uisleep 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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if (degreeActionState == localize "STR_EPOCH_VECTORS_OPEN") exitwith {
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degreeActionState = localize "STR_EPOCH_VECTORS_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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if (degreeActionState == localize "STR_EPOCH_VECTORS_CLOSE") exitwith {
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degreeActionState = localize "STR_EPOCH_VECTORS_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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if (degreeActionState == "SELECT") exitwith {
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degreeActionState = localize "STR_EPOCH_VECTORS_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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@@ -1,46 +0,0 @@
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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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113
SQF/dayz_code/compile/BuildVectors/vector_functions.sqf
Normal file
113
SQF/dayz_code/compile/BuildVectors/vector_functions.sqf
Normal file
@@ -0,0 +1,113 @@
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/*-----------------------------------*/
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// by strikerforce //
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/*--------------------------------*/
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fnc_vectorActionCleanup = {
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private ["_s1","_s2","_staticRotate","_vector"];
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_s1 = _this select 0;
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_s2 = _this select 1;
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_staticRotate = ["STR_EPOCH_VECTORS_PITCH_FORWARD","STR_EPOCH_VECTORS_PITCH_BACK","STR_EPOCH_VECTORS_BANK_LEFT","STR_EPOCH_VECTORS_BANK_RIGHT","STR_EPOCH_VECTORS_RESET"];
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player removeAction s_player_toggleVector;
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s_player_toggleVector = -1;
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if (count s_player_toggleVectors != 0) then {
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{player removeAction _x;} count s_player_toggleVectors;
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s_player_toggleVectors = [];
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vectorActions = -1;
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};
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if (_s1 > 0) then {
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s_player_toggleVector = player addaction [format["<t color=""#ff8800"">" + localize "STR_EPOCH_ACTION_VECTORS" + " %1" +"</t>",vectorActionState],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[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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_vector = localize _x;
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vectorActions = player addaction [format["<t color=""#ffffff"">" + " %1" +"</t>",_vector],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[_vector,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;
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s_player_toggleDegree = -1;
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if (count s_player_toggleDegrees != 0) then {
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{player removeAction _x;} count s_player_toggleDegrees;
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s_player_toggleDegrees = [];
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degreeActions = -1;
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};
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if (_s1 > 0) then {
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s_player_toggleDegree = player addaction [format["<t color=""#ff8800"">" + localize "STR_EPOCH_VECTORS_DEGREES" + " %1" +"</t>",degreeActionState],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[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"">" + " " + localize "STR_EPOCH_ACTION_SNAP_SELECT" + " %1" +"</t>",_x],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[vectorActionState,"SELECT",2,_x],4,false,false];
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} else {
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degreeActions = player addaction [format["<t color=""#ffffff"">" + " " + localize "STR_EPOCH_ACTION_SNAP_SELECT" + " %1" +"</t>",_x],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[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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fnc_SetPitchBankYaw = {
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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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|
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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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};
|
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255
SQF/dayz_code/compile/snap_functions.sqf
Normal file
255
SQF/dayz_code/compile/snap_functions.sqf
Normal file
@@ -0,0 +1,255 @@
|
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/*-----------------------------------*/
|
||||
// by Raymix //
|
||||
// July 10 2014 //
|
||||
/*--------------------------------*/
|
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|
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fnc_snapActionCleanup = {
|
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private ["_s1","_s2","_s3","_cnt","_object","_classname","_objectHelper","_points"];
|
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_s1 = _this select 0;
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_s2 = _this select 1;
|
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_s3 = _this select 2;
|
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_object = _this select 3;
|
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_classname = _this select 4;
|
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_objectHelper = _this select 5;
|
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_points = _this select 6;
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|
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player removeAction s_player_toggleSnap;
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s_player_toggleSnap = -1;
|
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player removeAction s_player_toggleSnapSelect;
|
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s_player_toggleSnapSelect = -1;
|
||||
|
||||
if (count s_player_toggleSnapSelectPoint != 0) then {
|
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{
|
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player removeAction _x;
|
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} count s_player_toggleSnapSelectPoint;
|
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|
||||
s_player_toggleSnapSelectPoint = [];
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snapActions = -1;
|
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};
|
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if (_s1 > 0) then {
|
||||
s_player_toggleSnap = player addaction [format["<t color=""#ffffff"">" + "Snap: %1" +"</t>",snapActionState],"\z\addons\dayz_code\actions\snap_build.sqf",[snapActionState,_object,_classname,_objectHelper,0],10,false,true];
|
||||
};
|
||||
if (_s2 > 0) then {
|
||||
s_player_toggleSnapSelect = player addaction [format["<t color=""#ffffff"">" + localize "STR_EPOCH_ACTION_SNAP_POINT" + " %1" +"</t>",snapActionStateSelect],"\z\addons\dayz_code\actions\snap_build.sqf",[snapActionStateSelect,_object,_classname,_objectHelper,0],9,false,true];
|
||||
};
|
||||
if (_s3 > 0) then {
|
||||
s_player_toggleSnapSelectPoint = [];
|
||||
_cnt = 0;
|
||||
{
|
||||
snapActions = player addaction [format["<t color=""#ffffff"">" + " %1. " + localize "STR_EPOCH_ACTION_SNAP_SELECT" + " %2" + "</t>",_cnt+1,_x select 3],"\z\addons\dayz_code\actions\snap_build.sqf",["Selected",_object,_classname,_objectHelper,_cnt],8,false,false];
|
||||
s_player_toggleSnapSelectPoint set [count s_player_toggleSnapSelectPoint,snapActions];
|
||||
_cnt = _cnt + 1;
|
||||
} count _points;
|
||||
};
|
||||
};
|
||||
|
||||
fnc_initSnapPoints = {
|
||||
private ["_objectSnapGizmo","_object","_points"];
|
||||
|
||||
_object = _this select 0;
|
||||
_points = _this select 1;
|
||||
|
||||
snapGizmos = [];
|
||||
{
|
||||
_objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];
|
||||
_objectSnapGizmo setobjecttexture [0,"#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"];
|
||||
_objectSnapGizmo attachTo [_object,[_x select 0,_x select 1,_x select 2]];
|
||||
snapGizmos set [count snapGizmos,_objectSnapGizmo];
|
||||
} count _points;
|
||||
};
|
||||
|
||||
fnc_initSnapPointsNearby = {
|
||||
private ["_pos","_findWhitelisted","_pointsNearby","_nearbyObject","_objectSnapGizmo","_posNearby","_object","_whitelist","_radius"];
|
||||
|
||||
_object = _this select 0;
|
||||
_whitelist = _this select 1;
|
||||
_radius = _this select 2;
|
||||
|
||||
_pos = [_object] call FNC_GetPos;
|
||||
_findWhitelisted = [];
|
||||
_pointsNearby = [];
|
||||
_findWhitelisted = nearestObjects [_pos,_whitelist,(_radius + DZE_snapExtraRange)]-[_object];
|
||||
snapGizmosNearby = [];
|
||||
{
|
||||
_nearbyObject = _x;
|
||||
_pointsNearby = getArray (configFile >> "SnapBuilding" >> (typeOf _x) >> "points");
|
||||
|
||||
{
|
||||
_objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];
|
||||
_objectSnapGizmo setobjecttexture [0,"#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"];
|
||||
_objectSnapGizmo setDir (_nearbyObject getVariable["memDir",0]);
|
||||
_posNearby = _nearbyObject modelToWorld [_x select 0,_x select 1,_x select 2];
|
||||
if (surfaceIsWater _posNearby) then {
|
||||
_objectSnapGizmo setPosASL [(_posNearby) select 0,(_posNearby) select 1,(getPosASL _nearbyObject select 2) + (_x select 2)];
|
||||
} else {
|
||||
_objectSnapGizmo setPosATL _posNearby;
|
||||
};
|
||||
snapGizmosNearby set [count snapGizmosNearby,_objectSnapGizmo];
|
||||
} count _pointsNearby;
|
||||
} forEach _findWhitelisted;
|
||||
};
|
||||
|
||||
fnc_initSnapPointsCleanup = {
|
||||
{detach _x; deleteVehicle _x;} count snapGizmos;
|
||||
snapGizmos = [];
|
||||
{detach _x; deleteVehicle _x;} count snapGizmosNearby;
|
||||
snapGizmosNearby = [];
|
||||
snapActionState = localize "STR_EPOCH_ACTION_SNAP_OFF";
|
||||
};
|
||||
|
||||
fnc_snapDistanceCheck = {
|
||||
private ["_distClosestPointFound","_distCheck","_distClosest","_testXPos","_distClosestPointFoundPos","_distClosestPointFoundDir","_distClosestAttached","_distCheckAttached","_distClosestAttachedFoundPos","_onWater","_objectHelper","_object"];
|
||||
|
||||
_object = _this select 0;
|
||||
_objectHelper = _this select 1;
|
||||
|
||||
while {snapActionState != localize "STR_EPOCH_ACTION_SNAP_OFF"} do {
|
||||
_distClosestPointFound = objNull;
|
||||
_distCheck = 0;
|
||||
_distClosest = 10;
|
||||
_testXPos = [];
|
||||
_distClosestPointFoundPos =[];
|
||||
_distClosestPointFoundDir = 0;
|
||||
|
||||
{
|
||||
if (_x !=_distClosestPointFound) then {_x setobjecttexture [0,"#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"];};
|
||||
_testXPos = [_x] call FNC_GetPos;
|
||||
_distCheck = _objectHelper distance _testXPos;
|
||||
if (_distCheck < _distClosest) then {
|
||||
_distClosest = _distCheck;
|
||||
_distClosestPointFound setobjecttexture [0,"#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"];
|
||||
_distClosestPointFound = _x;
|
||||
_distClosestPointFound setobjecttexture [0,"#(argb,8,8,3)color(0,0.92,0.06,1,ca)"];
|
||||
};
|
||||
} count snapGizmosNearby;
|
||||
|
||||
if (!isNull _distClosestPointFound) then {
|
||||
if (snapActionStateSelect == localize "STR_EPOCH_ACTION_SNAP_POINT_MANUAL") then {
|
||||
if (helperDetach) then {
|
||||
_onWater = surfaceIsWater position _distClosestPointFound;
|
||||
_distClosestPointFoundDir = getDir _distClosestPointFound;
|
||||
if (_onWater) then {
|
||||
_distClosestPointFoundPos = getPosASL _distClosestPointFound;
|
||||
_objectHelper setPosASL _distClosestPointFoundPos;
|
||||
} else {
|
||||
_distClosestPointFoundPos = getPosATL _distClosestPointFound;
|
||||
_objectHelper setPosATL _distClosestPointFoundPos;
|
||||
};
|
||||
//_objectHelper setDir _distClosestPointFoundDir;
|
||||
DZE_memDir = _distClosestPointFoundDir;
|
||||
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
|
||||
waitUntil {uiSleep 0.1; !helperDetach};
|
||||
};
|
||||
} else {
|
||||
_distClosestAttached = objNull;
|
||||
_distCheckAttached = 0;
|
||||
_distClosest = 10;
|
||||
_distClosestAttachedFoundPos = [];
|
||||
|
||||
{
|
||||
if (_x !=_distClosestAttached) then {_x setobjecttexture [0,"#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"];};
|
||||
_testXPos = [_x] call FNC_GetPos;
|
||||
_distCheckAttached = _distClosestPointFound distance _testXPos;
|
||||
if (_distCheckAttached < _distClosest) then {
|
||||
_distClosest = _distCheckAttached;
|
||||
_distClosestAttached setobjecttexture [0,"#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"];
|
||||
_distClosestAttached = _x;
|
||||
_distClosestAttached setobjecttexture [0,"#(argb,8,8,3)color(0,0.92,0.06,1,ca)"];
|
||||
};
|
||||
} count snapGizmos;
|
||||
|
||||
if (helperDetach) then {
|
||||
_distClosestPointFoundDir = getDir _distClosestPointFound;
|
||||
_onWater = surfaceIsWater position _distClosestPointFound;
|
||||
if (_onWater) then {
|
||||
_distClosestPointFoundPos = getPosASL _distClosestPointFound;
|
||||
_distClosestAttachedFoundPos = getPosASL _distClosestAttached;
|
||||
detach _object;
|
||||
_objectHelper setPosASL _distClosestAttachedFoundPos;
|
||||
_object attachTo [_objectHelper];
|
||||
_objectHelper setPosASL _distClosestPointFoundPos;
|
||||
} else {
|
||||
_distClosestPointFoundPos = getPosATL _distClosestPointFound;
|
||||
_distClosestAttachedFoundPos = getPosATL _distClosestAttached;
|
||||
detach _object;
|
||||
_objectHelper setPosATL _distClosestAttachedFoundPos;
|
||||
_object attachTo [_objectHelper];
|
||||
_objectHelper setPosATL _distClosestPointFoundPos;
|
||||
};
|
||||
//_objectHelper setDir _distClosestPointFoundDir;
|
||||
DZE_memDir = _distClosestPointFoundDir;
|
||||
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
|
||||
waitUntil {uiSleep 0.1; !helperDetach};
|
||||
};
|
||||
};
|
||||
};
|
||||
uiSleep 0.1;
|
||||
};
|
||||
};
|
||||
|
||||
fnc_initSnapTutorial = {
|
||||
/*
|
||||
Shows help dialog for player ONCE per log in, explaining controls.
|
||||
Add snapTutorial = false; to your init.sqf to disable this tutorial completely.
|
||||
You can also add this bool to the end of this function to only show tutorial once per player login (not recommended)
|
||||
*/
|
||||
private ["_bldTxtSwitch","_bldTxtEnable","_bldTxtClrO","_bldTxtClrW","_bldTxtClrR","_bldTxtClrG","_bldTxtSz","_bldTxtSzT","_bldTxtShdw","_bldTxtAlgnL","_bldTxtUndrln","_bldTxtBold","_bldTxtFinal","_bldTxtStringTitle","_bldTxtStringSD","_bldTxtStringSE","_bldTxtStringSA","_bldTxtStringSM","_bldTxtStringPG","_bldTxtStringAPG","_bldTxtStringCPG","_bldTxtStringQE","_bldTxtStringQEF","_bldTxtStringFD","_bldTxtStringFS"];
|
||||
|
||||
if (isNil "snapTutorial") then {
|
||||
_bldTxtSwitch = _this select 0;
|
||||
_bldTxtEnable = _this select 1;
|
||||
_bldTxtClrO = "color='#ff8800'"; //orange
|
||||
_bldTxtClrW = "color='#ffffff'"; //white
|
||||
_bldTxtClrR = "color='#fd0a05'"; //red
|
||||
_bldTxtClrG = "color='#11ef00'"; //green
|
||||
_bldTxtSz = "size='0.76'"; //Title font size
|
||||
_bldTxtSzT = "size='0.4'"; //Text font size
|
||||
_bldTxtShdw = "shadow='1'"; //Font shadow
|
||||
_bldTxtAlgnL = "align='left'"; //Text align left
|
||||
_bldTxtUndrln = "underline='true'";
|
||||
_bldTxtBold = "font='Zeppelin33'"; //Bold text
|
||||
_bldTxtFinal = "";
|
||||
|
||||
//Delete on init
|
||||
800 cutRsc ["Default", "PLAIN"];
|
||||
uiSleep 0.1;
|
||||
|
||||
//Init Tutorial text
|
||||
if (_bldTxtEnable) then {
|
||||
_bldTxtStringTitle = format ["<t %1%2%3%4%6>Epoch<t %5%7> Snap Building</t></t><br />",_bldTxtClrW,_bldTxtSz,_bldTxtShdw,_bldTxtAlgnL,_bldTxtClrO,_bldTxtUndrln,_bldTxtBold];
|
||||
_bldTxtStringSD = format["<t %1%4%5%6>[Snap]<t %2> %7</t> <t %3>%8</t></t><br /><br />",_bldTxtClrO,_bldTxtClrR,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_DISABLE",localize "STR_EPOCH_SNAP_TUTORIAL_DISABLE_MSG"];
|
||||
_bldTxtStringSE = format["<t %1%4%5%6>[Snap]<t %2> %7</t> <t %3>%8</t></t><br /><br />",_bldTxtClrO,_bldTxtClrG,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_ENABLE",localize "STR_EPOCH_SNAP_TUTORIAL_ENABLE_MSG"];
|
||||
_bldTxtStringSA = format["<t %1%3%4%5>[Auto]<t %2>: %6</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_AUTO_DETECT"];
|
||||
_bldTxtStringSM = format["<t %1%3%4%5>[%6]<t %2>: %7</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_ACTION_SNAP_POINT_MANUAL",localize "STR_EPOCH_SNAP_TUTORIAL_MANUAL_DETECT"];
|
||||
_bldTxtStringPG = format["<t %1%3%4%5>%6<t %2>: %7</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_PGUPPGDOWN",localize "STR_EPOCH_SNAP_TUTORIAL_PGUPPGDOWN_MSG"];
|
||||
_bldTxtStringAPG = format["<t %1%3%4%5>%6<t %2>: %7</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_ALT_PGUPPGDOWN",localize "STR_EPOCH_SNAP_TUTORIAL_ALT_PGUPPGDOWN_MSG"];
|
||||
_bldTxtStringCPG = format["<t %1%3%4%5>%6<t %2>: %7</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_CTRL_PGUPPGDOWN",localize "STR_EPOCH_SNAP_TUTORIAL_CTRL_PGUPPGDOWN_MSG"];
|
||||
_bldTxtStringQE = format["<t %1%3%4%5>[Q / E]<t %2>: %6</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_ROTATE180_MSG"];
|
||||
_bldTxtStringQEF = format["<t %1%3%4%5>[Q / E]<t %2>: %6</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_ROTATE45_MSG"];
|
||||
_bldTxtStringFD = format["<t %1%3%4%5>[F]<t %2>: %6</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_F_DROP_MSG"];
|
||||
_bldTxtStringFS = format["<t %1%3%4%5>[F]<t %2>: %6</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL,localize "STR_EPOCH_SNAP_TUTORIAL_F_SNAP_MSG"];
|
||||
switch (_bldTxtSwitch) do {
|
||||
case "init": {
|
||||
_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSD + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFD;
|
||||
};
|
||||
case "OnAuto": {
|
||||
_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSE + _bldTxtStringSA + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFS;
|
||||
};
|
||||
case "manual": {
|
||||
_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSE + _bldTxtStringSM + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFS;
|
||||
};
|
||||
};
|
||||
|
||||
[
|
||||
_bldTxtFinal, //structured text
|
||||
0.73 * safezoneW + safezoneX, //number - x
|
||||
0.65 * safezoneH + safezoneY, //number - y
|
||||
30, //number - duration
|
||||
1, // number - fade in time
|
||||
0, // number - delta y
|
||||
800 //number - layer ID
|
||||
] spawn bis_fnc_dynamicText;
|
||||
};
|
||||
};
|
||||
};
|
||||
Reference in New Issue
Block a user