removed unsued functions from Interactables
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/*
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Author: Djeeberjr
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Description:
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Init a zeus player.
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Parameter(s):
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0: OBJECT - the unit
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1: STRING - Conversation to play (.bikb)
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2 (optonal) : CODE - code called when started (local to caller)
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https://community.bistudio.com/wiki/kbAddTopic for the eventhandler
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*/
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params ["_unit","_voiceline","_cb"];
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//TODO: img locationPosition
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_unit addAction ["<img image=''/>",{
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params ["_target", "_caller", "_actionId", "_arguments"];
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_voiceline = _arguments select 0;
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_cb = _arguments select 1;
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[_target,"npc_talk","conversations.bikb","",_cb] remoteExec ["kbAddTopic"];
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[_target,_caller,"npc_talk",_voiceline,"DIRECT"] remoteExec ["kbTell"];
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[_target,_actionId] remoteExec ["removeAction"];
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},[_voiceline,_cb],true,true,"","true",3];
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@ -1,28 +0,0 @@
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/*
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Author: Djeeberjr
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Description:
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Makes an ai a Medic so injured players can heal themself a the base.
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Parameter(s):
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0: OBJECT - the ai unit
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*/
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params ["_self"];
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_self setUnitTrait ["medic",1];
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//TODO: make unit ace3 doctor
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_self addAction ["<t color='#ff0000'>Rrequest medical attention</t>",{
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params ["_target", "_caller", "_actionId", "_arguments"];
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//TODO: heal player
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//[objNull, player] call ace_medical_fnc_treatmentAdvanced_fullHealLocal;
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//ace_medical_level
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//https://github.com/acemod/ACE3/tree/master/addons/medical/functions
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//http://www.armaholic.com/forums.php?m=posts&q=35327
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},nil,1.5,true,true,"","true",2];
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@ -1,91 +0,0 @@
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/*
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Author: Djeeberjr
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Description:
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Set up a C-RAM defence system
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Parameter(s):
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0: OBJECT - The C-RAM. must be "B_AAA_System_01_F"
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1: NUMBER - the radius
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Returns:
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Script Handle - for the main loop
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*/
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params ["_self","_radius"];
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{_self removeWeapon _x} forEach weapons _self;
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_self addWeapon "Gatling_30mm_Plane_CAS_01_F";
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_self addMagazine "1000Rnd_Gatling_30mm_Plane_CAS_01_F";
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_self disableAI "TARGET";
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_self disableAI "AUTOTARGET";
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//start loop (see https://forums.bohemia.net/forums/topic/215598-release-c-ram-script/)
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_handle = [_self,_radius,_guns] spawn {
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params ["_self","_radius","_guns"];
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_incoming = [];
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_isEngaging = false;
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while {true} do {
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sleep 1;
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_incoming = _incoming + ((getPos _self) nearObjects ["MissileBase",_radius]);
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_incoming = _incoming + ((getPos _self) nearObjects ["RocketBase",_radius]);
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_incoming = _incoming + ((getPos _self) nearObjects ["ShellBase",_radius]);
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if(count _incoming > 0)then{
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if(not _isEngaging)then{
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_self say3D ["DLib_idf",1000];
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};
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_incomingRound = _incoming select 0;
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_isEngaging = true;
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_fromTarget = _incomingRound getDir _self;
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_targetDir = direction _incomingRound;
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_roundChanche = 100;
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//Start shooting
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while {alive _incomingRound && (getPosATL _incomingRound select 2) > 50}do{
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_target = "Land_HelipadEmpty_F" createVehicle [0,0,0];
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_leadPrediction = (((_self distance _incomingRound) / 4032) * (speed _incomingRound)) / (_self distance _incomingRound);
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_zeroing = ((_self distance _incomingRound) / 100) * 8;
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_target attachTo [_incomingRound,[0,_leadPrediction,_zeroing]];
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_self doWatch _target;
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if(alive _incomingRound)then{
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if(_roundChanche == 100)then{
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sleep 2;
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};
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_self fire "Gatling_30mm_Plane_CAS_01_F";
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};
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sleep 0.5;
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deleteVehicle _target;
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if(alive _incomingRound)then{
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_roundChanche = _roundChanche - random[0,25,100];
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if(_roundChanche <= 0)then{
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"helicopterexplosmall" createVehicle getPos _incomingRound;
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deleteVehicle _incomingRound;
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};
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};
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};
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_incoming deleteAt 0;
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}else{
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if(_isEngaging)then{
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_isEngaging = false;
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//No more targets
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};
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};
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};
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};
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_handle;
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@ -1,9 +1,5 @@
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class Interactables{
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class Interactables{
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file="DLib\functions\Interactables";
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file="DLib\functions\Interactables";
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class makeAiDoctor{}; //TODO
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class addVoiceLine{}; //TODO
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class makeCram{};
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class mannequin{};
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class readNews{};
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class readNews{};
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class createTeleporter{};
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class createTeleporter{};
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class teleporterCallback{};
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class teleporterCallback{};
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