Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

sheep transport, interacts added procedurally #140

Merged
merged 39 commits into from
Nov 23, 2019
Merged

Conversation

Fusselwurm
Copy link
Member

@Fusselwurm Fusselwurm commented Nov 14, 2019

like #139 , just with interacts added programmatically instead of configs

to be tested,

TODO

  • BUG playMove works on local argument only!
  • BUG config default is too low for distance
  • BUG unload animals doesnt setdir for sheep (locality!)
  • have separate functions for interact logic like in animal transport #139
  • tweak default carrying height for sheep
  • BUG unable to load onto truck if its local on different player
    • mounting/unmounting fixed it for the affected player
  • BUG unable to interact for one of two players on dedi
    • affected player did JIP
  • enable debug console in test scenario
  • multiplayer test

description

  • animals get interact and
    • can be carried
    • can be loaded onto a vehicle
    • with submenu for specific seats
  • animals block seats on vehicles
  • unload from the rear of the vehicle - either mass-unload or specific animals
  • CBA addon configuration for unload speed and max load distance

vehicles as well as animals need to be specially configured

notes

currently only configured for sheep, other animals can be added via adding respective config classes. it's magic.

screenshots

20191123113009_1

grafik

20191115230130_1

20191115230327_1

20191119223834_1

* configurable positioning
* locking & unlocking of single seats - humans can be loaded next to sheep, if they dont collide
* unloading at back of vehicle
* configurable unloadActionPoint
* clean up diag_log
* selectively unload
* seats are freed again
* configurable unloadActionPoint
* clean up diag_log
* selective unloading, seats are freed again
* configure rhs truck. configurable direction. fix cargo index sorting error.
    * consistent naming: 'Space' over 'Position'
    * optionally select specific seat when loading animal
    * unload all using progress bar, rename functions to mark locality
… sheep. (#19)

yiss. stop/start animals on interact. move interaction point for sheep. create configs for supported animals.
there's so much *missing*:
* prevent weapon usage (throwing and firing)
* prevent stance changes
* disable animal animation (easy)
* animal animation for better shoulder fit
@Fusselwurm Fusselwurm mentioned this pull request Nov 14, 2019
@Fusselwurm Fusselwurm changed the title animal transport, interacts added procedurally sheep transport, interacts added procedurally Nov 19, 2019
	* action logic in separate function files
	* configure GAZ-66 flatbeds
	* configure ZIL-131
	* minor documentation
	* add addon dependencies
	* remove untested animal carry configuration
	* tweak sheep carrying position
@Fusselwurm Fusselwurm force-pushed the animalTransport-hacky branch from c0f98d4 to b897f10 Compare November 20, 2019 16:16
private _interactPoint = ([_x >> "GRAD_AnimalTransport", "actionPoint", [0, 0, 0]] call BIS_fnc_returnConfigEntry);

private _mainAction = [
"ACE_MainActions",
Copy link
Member Author

@Fusselwurm Fusselwurm Nov 23, 2019

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

note: it has to be ACE_MainActions as we rely on ACE_dragging to latch onto this and add the "carry" action as a child

@Fusselwurm Fusselwurm merged commit 30e5ea7 into master Nov 23, 2019
@Fusselwurm Fusselwurm deleted the animalTransport-hacky branch October 14, 2021 14:12
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

1 participant