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Move SelfActions from postInit to config #6791
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545c16e
Move zeus SelfActions to config
dedmen 8f74185
Port CBA PR #1048
dedmen 812ba5d
Move Land_Camping_Light_off_F TurnOn action to config
dedmen 1ae0ac7
Merge remote-tracking branch 'acemod/master' into zeusActionToConfig
dedmen 728ca10
Move createModule function to script func
dedmen cd2dbcc
Update addons/zeus/functions/fnc_canCreateModule.sqf
commy2 7d0a9bd
Apply suggestions from code review
commy2 dfe1afc
Teaching it a lesson about spacing
dedmen 080cecc
Update CBA: script_macros_common.hpp
PabstMirror f4cf0c9
Just change admin in cba macro
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I think complex code like this should just be in a function, I hate dealing with ARR_X and string escaping
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Is that mikeros tools? Might be a bug in his parser ^^
Yeah I'll move it.. Name?
zeus_fnc_actionCreateCondition ?
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It's a condition, so
zeus_fnc_canCreate
(something withcanX
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it was crashing arma on game start
the way it's now handled in master is good enough imho (https://github.com/acemod/ACE3/blob/master/addons/zeus/XEH_postInit.sqf#L85-L121)
otherwise
zeus_fnc_actionCreateCondition
/zeus_fnc_actionCreateStatement
isn't bad because they are sorted alphabeticallyThere was a problem hiding this comment.
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The code in current master will still execute code when you spawn units in Zeus right? Even if just once per type. Whereas the config one wouldn't even do that?
Also it seems like with the script code we'll be adding it to tons of CAManBase based classes, even though we really only need CAManBase once.
I checked the config code using the make script, Don't remember whether mikero or armake.
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no code happens on object init
only fires once each time the player controls a new man/vehicle type