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add disposable launcher framework #1116
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quick link for me: https://github.com/acemod/ACE3/tree/master/addons/disposable |
If we are starting over, I'd think we should require the fired event handler to be on the weapon
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@PabstMirror You can't see it, but that is what I am doing in BWA3. Here is the WIP doc which is also the state of the parallel branch on the BWA3 repository (where I test all this): Click to expandDisposable LaunchersConfig examples#define LAUNCHER_MASS 80
#define LAUNCHER_MAGAZINE_MASS 40
class CBA_DisposableLaunchers {
BWA3_PzF3[] = {"BWA3_PzF3_Loaded","BWA3_PzF3_Used"};
};
class CfgMagazines {
class CA_LauncherMagazine;
class BWA3_PzF3_Tandem: CA_LauncherMagazine {
author = "$STR_BWA3_Author";
scope = 1;
mass = LAUNCHER_MAGAZINE_MASS;
allowedSlots[] = {};
};
};
class CfgWeapons {
class Launcher;
class Launcher_Base_F: Launcher {
class WeaponSlotsInfo;
};
class BWA3_PzF3: Launcher_Base_F {
author = "$STR_BWA3_Author";
scope = 1;
scopeArsenal = 1;
baseWeapon = "BWA3_PzF3";
magazines[] = {"BWA3_PzF3_Tandem"};
magazineReloadTime = 0.1;
class EventHandlers {
fired = "_this call CBA_fnc_firedDisposable"; // this weapon eventhandler is required!
};
class WeaponSlotsInfo: WeaponSlotsInfo {
mass = LAUNCHER_MASS;
};
};
class BWA3_PzF3_Loaded: BWA3_PzF3 {
author = "$STR_BWA3_Author";
scope = 2;
scopeArsenal = 2;
baseWeapon = "BWA3_PzF3_Loaded";
magazines[] = {"CBA_FakeLauncherMagazine"};
class WeaponSlotsInfo: WeaponSlotsInfo {
mass = LAUNCHER_MASS + LAUNCHER_MAGAZINE_MASS;
};
};
class BWA3_PzF3_Used: BWA3_PzF3 {
author = "$STR_BWA3_Author";
scope = 1;
scopeArsenal = 1;
baseWeapon = "BWA3_PzF3_Used";
magazines[] = {"CBA_FakeLauncherMagazine"};
class WeaponSlotsInfo: WeaponSlotsInfo {
mass = LAUNCHER_MASS;
};
};
}; |
Closes: acemod/ACE3#1335 |
These might be ace specific, not sure put down "Launcher [Nato]" box, take nlaw and it is unloaded and cannot fire
2 nalws show in ace arsenal, might want |
commy2 | ||
---------------------------------------------------------------------------- */ | ||
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params ["_unit", "_launcher", "_muzzle", "", "", "", "_projectile"]; |
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can be done in a later release, but we should add some way of handling spotting rounds (LAW 80)
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Yeah, this is why I don't like dropping the launcher. It needs addWeaponWithAttachmentsCargoGlobal
to work.
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maybe
_wh = "GroundWeaponHolder_Scripted" createVehicle position _unit;
_unit action ["DropWeapon", _wh, _usedLauncher];
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DropWeapon is broken. Always has been always will be.
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addWeaponWithAttachmentsCargo
will be fully implemented in 1.96 (contact DLC is 1.94)
Ref acemod/ACE3#6955 |
There was a feature in ACE2 - replace also rockets with launchers in ammo crates. So if there are NLAW launcher and 3 its rockets in a box, they become 4 NLAW disposable tubes. Is it a good idea for this PR, maybe optional with setting? |
Do we want this to be scripted though or just edit the configs in ACE? See: acemod/ACE3@cfe40cc |
Config doesn't look universal (and quite big), scripted version could handle all disposable launchers/rockets. So I for script. |
Made it via script, but see no point in having a setting. |
Personally I like replacing rockets with launchers. Setting would suit those who doesn't like. |
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When merged this pull request will:
ports the BWA3 and ACE disposable launcher frameworks to CBA
close Feature request: Disposable launchers framework #1103
doc
example configs
pick up loadable
replace with used tube
Arsenal