removed unsued functions from Interactables

This commit is contained in:
Niklas 2020-10-20 18:23:31 +02:00
parent cd28017b9f
commit 8932876d45
5 changed files with 0 additions and 149 deletions

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@ -1,26 +0,0 @@
/*
Author: Djeeberjr
Description:
Init a zeus player.
Parameter(s):
0: OBJECT - the unit
1: STRING - Conversation to play (.bikb)
2 (optonal) : CODE - code called when started (local to caller)
https://community.bistudio.com/wiki/kbAddTopic for the eventhandler
*/
params ["_unit","_voiceline","_cb"];
//TODO: img locationPosition
_unit addAction ["<img image=''/>",{
params ["_target", "_caller", "_actionId", "_arguments"];
_voiceline = _arguments select 0;
_cb = _arguments select 1;
[_target,"npc_talk","conversations.bikb","",_cb] remoteExec ["kbAddTopic"];
[_target,_caller,"npc_talk",_voiceline,"DIRECT"] remoteExec ["kbTell"];
[_target,_actionId] remoteExec ["removeAction"];
},[_voiceline,_cb],true,true,"","true",3];

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@ -1,28 +0,0 @@
/*
Author: Djeeberjr
Description:
Makes an ai a Medic so injured players can heal themself a the base.
Parameter(s):
0: OBJECT - the ai unit
*/
params ["_self"];
_self setUnitTrait ["medic",1];
//TODO: make unit ace3 doctor
_self addAction ["<t color='#ff0000'>Rrequest medical attention</t>",{
params ["_target", "_caller", "_actionId", "_arguments"];
//TODO: heal player
//[objNull, player] call ace_medical_fnc_treatmentAdvanced_fullHealLocal;
//ace_medical_level
//https://github.com/acemod/ACE3/tree/master/addons/medical/functions
//http://www.armaholic.com/forums.php?m=posts&q=35327
},nil,1.5,true,true,"","true",2];

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@ -1,91 +0,0 @@
/*
Author: Djeeberjr
Description:
Set up a C-RAM defence system
Parameter(s):
0: OBJECT - The C-RAM. must be "B_AAA_System_01_F"
1: NUMBER - the radius
Returns:
Script Handle - for the main loop
*/
params ["_self","_radius"];
{_self removeWeapon _x} forEach weapons _self;
_self addWeapon "Gatling_30mm_Plane_CAS_01_F";
_self addMagazine "1000Rnd_Gatling_30mm_Plane_CAS_01_F";
_self disableAI "TARGET";
_self disableAI "AUTOTARGET";
//start loop (see https://forums.bohemia.net/forums/topic/215598-release-c-ram-script/)
_handle = [_self,_radius,_guns] spawn {
params ["_self","_radius","_guns"];
_incoming = [];
_isEngaging = false;
while {true} do {
sleep 1;
_incoming = _incoming + ((getPos _self) nearObjects ["MissileBase",_radius]);
_incoming = _incoming + ((getPos _self) nearObjects ["RocketBase",_radius]);
_incoming = _incoming + ((getPos _self) nearObjects ["ShellBase",_radius]);
if(count _incoming > 0)then{
if(not _isEngaging)then{
_self say3D ["DLib_idf",1000];
};
_incomingRound = _incoming select 0;
_isEngaging = true;
_fromTarget = _incomingRound getDir _self;
_targetDir = direction _incomingRound;
_roundChanche = 100;
//Start shooting
while {alive _incomingRound && (getPosATL _incomingRound select 2) > 50}do{
_target = "Land_HelipadEmpty_F" createVehicle [0,0,0];
_leadPrediction = (((_self distance _incomingRound) / 4032) * (speed _incomingRound)) / (_self distance _incomingRound);
_zeroing = ((_self distance _incomingRound) / 100) * 8;
_target attachTo [_incomingRound,[0,_leadPrediction,_zeroing]];
_self doWatch _target;
if(alive _incomingRound)then{
if(_roundChanche == 100)then{
sleep 2;
};
_self fire "Gatling_30mm_Plane_CAS_01_F";
};
sleep 0.5;
deleteVehicle _target;
if(alive _incomingRound)then{
_roundChanche = _roundChanche - random[0,25,100];
if(_roundChanche <= 0)then{
"helicopterexplosmall" createVehicle getPos _incomingRound;
deleteVehicle _incomingRound;
};
};
};
_incoming deleteAt 0;
}else{
if(_isEngaging)then{
_isEngaging = false;
//No more targets
};
};
};
};
_handle;

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@ -1,9 +1,5 @@
class Interactables{ class Interactables{
file="DLib\functions\Interactables"; file="DLib\functions\Interactables";
class makeAiDoctor{}; //TODO
class addVoiceLine{}; //TODO
class makeCram{};
class mannequin{};
class readNews{}; class readNews{};
class createTeleporter{}; class createTeleporter{};
class teleporterCallback{}; class teleporterCallback{};