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Add fast mouse actions to refuel, add refuel eden attributes #5418
Add fast mouse actions to refuel, add refuel eden attributes #5418
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I assume there are no objections for all points. |
I don't think that would be too wise, especially not on fuel trucks where you have a few refuel actions (taking nozzle, checking amount left, etc). |
@jonpas maybe fuel objects/stations not trucks? |
They are using same set of actions, splitting them up would cause more issues than solve problems IMO, especially since any objects might get more actions in the future. |
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if (isNull (_unit getVariable [QGVAR(nozzle), objNull])) exitWith {}; | ||
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[_unit, "forceWalk", "ACE_refuel", false] call EFUNC(common,statusEffect_set); |
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statusEffect should take care of respawns automatically
or was this explicitly needed?
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it was in the original XEH_respawn.sqf
, I didn't check.
You're right, I deleted it
@Dystopian Is this considered finished from your side? Also, are old interactions defined in config still compatible with this PR (thinking of 3rd party mods that use them for example) or will they have to update for compatibility? |
I had an idea to prevent duplicate actions shown, will post something later today |
@jonpas it's done. |
It is likely some other 3rd party mod also uses it. I am sure CUP will update it ASAP, not worried about them. But if possible we should try to do backwards compatibility, and then remove it after 2 versions as is standard with ACE3. Great work on this though! Especially for fulfilling my dynamic interaction wishes! |
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@jonpas done |
That just prints deprecation message to RPT, but is the old interaction menu still compatible with the rest of the rework done in this PR? There is no point saying it's deprecated and will be removed in 3.13.0 if it doesn't work with 3.11.0 in the first place. |
Clarified on Slack, old interaction menu still works, so backwards compatibility is there. 👍 |
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Tested working
Skipping a interaction menu on the target makes this feel much smoother to use
What @PabstMirror said, also dynamic actions! 👍
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When merged this pull request will:
addAction
;isNotRefueling
interaction condition;Also:
fnc_takeNozzle
is rewritten (no code duplicating);DefaultAction
workaround is not used. Unit can't shoot with nozzle in hands, so I decided it will be easier to handle mouse clicking. Tell me if I'm wrong;*intersect*
code. Maybe it could be useful in other modules.Here I have some points I would like (or be able) to implement but I need your opinion. At least I want you to say "yes", "no", "yes in another PR".
AnimChanged
handler, e.g. to drop nozzle when car pushes unit and he falls without dying;setVar [..., objNull]
withsetVar [..., nil]
. I think it's more logical to remove variable than set it toobjNull
;_unit
,_nozzle
,_source
(not_target
),_sink
look good to me);Connect
action along withfnc_connectNozzle
. ATM it runs another PFH with fast mouse actions, so it's not fully compatible with my PR. At least my way is faster and more obvious;move all refuel actions to;Interactions
menu notRefuel
submenu. In most cases all I want from refuel objects (truck, station, nozzle) is usingRefuel
actions, and submenu is overkillreset
functions. I think it's not good to transfer problems from devs to users with such functions, it's better to fix issues;fuelCargo
) to simplify 3rd party mods support and allow mission maker to assign his own refueler;maybe rename;fnc_startNozzleInHandsPFH
(I have problems with names)maybe handle map/gear/etc opening and then RMB clicking- atm unit drops the nozzle on RMB clicking despite any dialog is opened;maybe implementATM there is a small fade in on hint changing (0.5s), I think it's OK. In explosive attach code there is a piece which do it immediately with direct control updating;showHint
fast updating.