daily pastebin goal
36%
SHARE
TWEET

UNIT_PUT_SATCHEL_VEHICLE

Faguss Aug 8th, 2017 (edited) 10 Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  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
RAW Paste Data
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the Cookies Policy. OK, I Understand
 
Top