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sheep transport, interacts added procedurally #140
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* 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
This reverts commit e98ff3b.
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* 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
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... i hoped to avoid the bug where the spaces of several vehicles are visible at the same time. oh well. :/
Fusselwurm
commented
Nov 23, 2019
private _interactPoint = ([_x >> "GRAD_AnimalTransport", "actionPoint", [0, 0, 0]] call BIS_fnc_returnConfigEntry); | ||
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private _mainAction = [ | ||
"ACE_MainActions", |
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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
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like #139 , just with interacts added programmatically instead of configs
to be tested,
TODO
description
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