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UNIT_PUT_SATCHEL_VEHICLE

Faguss Aug 8th, 2017 (edited) 6 Never
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  1. if (Format ["%1",FUNCTION_ASSIGN_ID] == "scalar bool array string 0xfcffffef") then
  2. {
  3.     UNITS_LIST = [];
  4.     UNIT_ANIMATION_LIST = [];
  5.     UNIT_PUT_SATCHEL_VEHICLE = [];
  6.  
  7.     FUNCTION_ASSIGN_ID =
  8.     {
  9.         if (!(_this in UNITS_LIST)) then
  10.         {
  11.             UNITS_LIST set [count UNITS_LIST, _this];
  12.             UNIT_ANIMATION_LIST set [count UNIT_ANIMATION_LIST, "combat"];
  13.             UNIT_PUT_SATCHEL_VEHICLE set [count UNIT_PUT_SATCHEL_VEHICLE, false];
  14.         }
  15.     };
  16.  
  17.     FUNCTION_SETANIM =
  18.     {
  19.         private ["_id"];
  20.         _id = UNITS_LIST find (_this select 0);
  21.         if (_id >= 0) then {UNIT_ANIMATION_LIST set [_id, _this select 1]};
  22.     };
  23.  
  24.     FUNCTION_GETANIM =
  25.     {
  26.         private ["_id"];
  27.         _id = UNITS_LIST find (_this select 0);
  28.         if (_id >= 0) then {UNIT_ANIMATION_LIST select _id} else {""}
  29.     };
  30.    
  31.     FUNCTION_ANIMCHANGED =
  32.     {
  33.         private ["_id","_anim"];
  34.         _id = UNITS_LIST find (_this select 0);
  35.        
  36.         if (_id >= 0) then {
  37.             _anim = UNIT_ANIMATION_LIST select _id;
  38.        
  39.             if (_anim in [{weapon0},{weaponcrouching0},{weaponlying0},{swiminglauncher0},{weaponputdown0},{putdownweaponcrouching0},{putdownweaponlying0},{weaponwalkf0}])
  40.             then {
  41.                 (_this select 0) selectWeapon (secondaryWeapon (_this select 0))
  42.             };
  43.        
  44.             if ((!canStand (_this select 0)) and (_anim in [{weapon},{weaponcrouching}]))
  45.             then {
  46.                 (_this select 0) switchMove {WeaponLying}
  47.             };
  48.        
  49.             UNIT_PUT_SATCHEL_VEHICLE set [_id, (_anim in [{combatreloadput},{crouchreloadput},{lyingreloadput},{handgunstandreloadput},{handguncrouchreloadput},{handgunlyingreloadput},{civilreloadput},{civillyingreloadput},{swimingreloadput},{swimingnoweaponreloadput},{swiminghandgunreloadput}])];
  50.         };
  51.     };
  52.  
  53.     FUNCTION_HIT =
  54.     {
  55.         private "_anim";
  56.         _anim = _this call FUNCTION_GETANIM;
  57.        
  58.         if (_anim in [{combat},{combatrelaxed},{combatstillv1},{combatstillplayer},{combatrelaxedstill},{combatrelaxednew1},{combatrelaxednew2},{combatrelaxednew3},{combatrelaxednew4},{combatrelaxednew5},{combatrelaxednew6},{combatstandingreloadmagazine},{binoc},{combattotakeflag},{putdown},{medic},{treated},{combatreloadmortarstart},{combatthrowgrenadestart},{combatrunthrowgrenadestart},{combatstrokegun},{combatrunf},{combatrunlf},{combatrunrf},{combatrunl},{combatrunr},{combatrunlb},{combatrunrb},{combatrunb},{aimcombatrunf},{aimcombatrunlf},{aimcombatrunrf},{aimcombatrunl},{aimcombatrunr},{aimcombatrunlb},{aimcombatrunrb},{aimcombatrunb},{combatsprintf},{aimcombatsprintf},{combatsprintlf},{aimcombatsprintlf},{combatsprintrf},{aimcombatsprintrf},{combatturnr},{combatturnl},{combatturnrrelaxed},{combatturnlrelaxed},{combatwalkf},{combatwalklf},{combatwalkrf},{combatwalkl},{combatwalkr},{combatwalklb},{combatwalkrb},{combatwalkb},{weapontocombat},{combatgetincar},{combatgetintank},{ww4leanleft},{ww4leanright},{blindfire},{combatstandingreloadmagazine},{combatrunreloadmagazine},{combatwalkreloadmagazine},{combatreloadput}])
  59.         then {
  60.             (_this select 0) switchMove {CombatHit}
  61.         };
  62.        
  63.        
  64.         if (_anim in [{crouch},{crouchim},{crouchreloadmagazine},{crouchrunf},{aimcrouchrunf},{crouchrunlf},{aimcrouchrunlf},{crouchrunrf},{aimcrouchrunrf},{crouchrunl},{aimcrouchrunl},{crouchrunr},{aimcrouchrunr},{crouchrunlb},{crouchrunrb},{crouchrunb},{crouchwalkf},{crouchwalklf},{crouchwalkrf},{crouchwalkl},{crouchwalkr},{crouchwalklb},{crouchwalkrb},{crouchwalkb},{crouchsprintf},{aimcrouchsprintf},{crouchsprintlf},{aimcrouchsprintlf},{crouchsprintrf},{aimcrouchsprintrf},{crouchturnr},{crouchturnl},{binoccrouch},{crouchthrowgrenadestart},{crouchtotakeflag},{putdowncrouch},{ww4crleanleft},{ww4crleanright},{weaponcrouchingtocrouch},{crouch_cotoul},{crouchrunreloadmagazine},{blindfirecrouch},{crouch_cotoul_right},{crouchreloadput}])
  65.         then {
  66.             (_this select 0) switchMove {CrouchHit}
  67.         };
  68.        
  69.        
  70.         if (_anim in [{binoclying},{putdownlying},{treatedlying},{lying},{lyingstillv1},{lyingturnl},{lyingturnr},{lyingreloadmagazine},{lyingthrowgrenadestart},{lyingcrawlf},{lyingfastcrawlf},{lyingcrawllf},{lyingcrawlrf},{lyingcrawll},{lyingcrawlr},{lyingcrawllb},{lyingcrawlrb},{lyingcrawlb},{ww4_rollright},{ww4_rollleft},{ww4lyingup},{lyingtotakeflag},{lyingreloadput}])
  71.         then {
  72.             (_this select 0) switchMove {LyingToTreatedLyingHit}
  73.         };
  74.        
  75.        
  76.         if (_anim in [{handgunstand},{handgunstandvar2},{handgunstandreloadmagazine},{handgunstandthrowgrenade1},{handgunstandwalkf},{handgunstandwalklf},{handgunstandwalkrf},{handgunstandwalkl},{handgunstandwalkr},{handgunstandwalkb},{handgunstandwalklb},{handgunstandwalkrb},{handgunstandrunf},{handgunstandrunlf},{handgunstandrunrf},{handgunstandrunl},{handgunstandrunr},{handgunstandrunb},{handgunstandrunlb},{handgunstandrunrb},{handgunstandturnl},{handgunstandturnr},{handgunstandrelaxed},{handgunstandrelaxedstill},{handgunstandturnlrelaxed},{handgunstandturnrrelaxed},{binochandgunstand},{civiltohandgunstand1},{handgunmedic},{handgunputdown},{handgunstandtohandguntakeflag},{handguntreated},{ww4pstandleanleft},{ww4pstandleanright},{handgunstandjogf},{handgunstandjoglf},{handgunstandjogrf},{handgunstandjogl},{handgunstandjogr},{handgunstandjogrb},{handgunstandjoglb},{handgunstandjogb},{apcrouchrunf},{apcrouchrunlf},{apcrouchrunrf},{apcrouchrunl},{apcrouchrunr},{pistolrunthrowgrenadestart},{blindfirehandgunstand},{handgunstandreloadput}])
  77.         then {
  78.             (_this select 0) switchMove {HandGunStandHit}
  79.         };
  80.        
  81.        
  82.         if (_anim in [{handguncrouchwalkf},{handguncrouchwalklf},{handguncrouchwalkrf},{handguncrouchwalkl},{handguncrouchwalkr},{handguncrouchwalkb},{handguncrouchwalklb},{handguncrouchwalkrb},{handguncrouchrunf},{handguncrouchrunlf},{handguncrouchrunrf},{handguncrouchrunl},{handguncrouchrunr},{handguncrouchrunb},{handguncrouchrunlb},{handguncrouchrunrb},{handguncrouchputdown},{ww4pcrouchleanleft},{ww4pcrouchleanright},{blindfirehandguncrouch},{handguncrouchthrowgrenadestart},{handguncrouch_cotoul},{handguncrouch_cotoul_right},{handguncrouchtotakeflag},{handguncrouchreloadput}])
  83.         then {
  84.             (_this select 0) switchMove {HandGunCrouchHit}
  85.         };
  86.        
  87.        
  88.         if (_anim in [{handgunlying},{handgunlyingvar2},{handgunlyingreloadmagazine},{handgunlyingthrowgrenade1},{handgunlyingcrawlf},{handgunlyingfastcrawlf},{handgunlyingcrawllf},{handgunlyingcrawlrf},{handgunlyingcrawll},{handgunlyingcrawlr},{handgunlyingcrawlb},{handgunlyingcrawllb},{handgunlyingcrawlrb},{handgunlyingturnl},{handgunlyingturnr},{binochandgunlying},{handgunlyingputdown},{handgunlyingtreated},{ww4ppronerollright},{ww4ppronerollleft},{ww4handgunlyingup},{handgunlyingtotakeflag},{handgunlyingreloadput}])
  89.         then {
  90.             (_this select 0) switchMove {HandGunLyingToHandGunLyingTreatedHit}
  91.         };
  92.        
  93.        
  94.         if (_anim in [{combattoweapon},{weapon},{weaponwalkf},{weaponwalkl},{weaponwalkr},{weaponwalkb},{weaponwalklf},{weaponwalkrf},{weaponwalklb},{weaponwalkrb},{weaponturnl},{slowweaponwalkf},{slowweaponwalkl},{slowweaponwalkr},{slowweaponwalkb},{slowweaponwalklf},{slowweaponwalkrf},{slowweaponwalklb},{slowweaponwalkrb},{weaponturnr},{weaponreloadat},{weaponrunf},{weaponrunrf},{weaponrunlf},{atbinoc},{atbinoctoweapon},{weaponlyingtoweapon},{weaponcrouchingtoweapon},{weapon0},{ww4weaponleanleft},{ww4weaponleanright},{weaponputdown},{weapongetincar},{weapongetintank},{treatedweapon},{medicweapon},{weapontotakeflag}])
  95.         then {
  96.             (_this select 0) switchMove {WeaponHit}
  97.         };
  98.     };
  99.    
  100.     FUNCTION_GETPUTSATCHELVEHICLE =
  101.     {
  102.         private ["_id"];
  103.         _id = UNITS_LIST find (_this select 0);
  104.         if (_id >= 0) then {UNIT_PUT_SATCHEL_VEHICLE select _id} else {false}
  105.     };
  106. };
  107.  
  108. true
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