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Functions
Eventhandler:
- addActionEventHandler
- removeActionEventHandler
- addCameraEventHandler
- removeCameraEventHandler
- addCustomEventHandler
- callCustomEventHandlers
- removeCustomEventHandler
- addScrollWheelEventHandler
- removeScrollWheelEventHandler
Interaction Menu:
Misc:
- changeProjectileDirection
- codeToString
- displayTextStructured
- displayTextPicture
- execRemoteFnc
- filter
- map
- getBinocular
- progressBar
Math:
Logistics:
Author: commy2
Description:
- Add an addAction event to a unit. Used to handle multiple addAction events. Global arguments, local effects. Does only work for player controlled units.
Argument:
- 0: Unit the action should be assigned to (Object)
- 1: Name of the action, e.g. "DefaultAction" (String)
- 2: Condition (Code or String)
- 3: Code to execute (Code or String)
Return value:
- ID of the action (used to remove it later).
Example:
- tbd
Author: commy2
Description:
- Remove an addAction event from a unit.
Argument:
- 0: Unit the action is assigned to (Object)
- 1: Name of the action, e.g. "DefaultAction" (String)
- 2: ID of the action (Number)
Return value:
- None.
Example:
- tbd
Author: commy2
Description:
- Add a camera view event handler. The event script is called when the camera view changes. The argument of the called function is stored in the _this variable and has as first element the new camera mode. Possible arguments are ["INTERNAL"], ["EXTERNAL"], ["GUNNER"] and ["GROUP"].
Argument:
- 0: Code to execute (Code or String)
Return value:
- ID of the event script (used to remove it later).
Example:
- tbd
Author: commy2
Description:
- Remove a camera view event handler.
Argument:
- 0: ID of the event handler (Number)
Return value:
- None.
Example:
- tbd
Author: commy2
Description:
- Add a custom event to a unit. The event scripts are called by AGM_Core_fnc_callCustomEventHandlers.
Argument:
- 0: Object the event should be assigned to (Object)
- 1: Name of the event (String)
- 2: Code to execute (Code or String)
Return value:
- ID of the event script (used to remove it later).
Example:
My_wakeUp_EHID = [soldier1, "AGM_wokeUp", {hint format ["%1 just woke up from unconsciousness, name (_this select 0)]}] call AGM_Core_fnc_addCustomEventHandler;
Author: commy2
Description:
- Execute all custom event script assigned to this object.
Argument:
- 0: Object the event handlers are assigned to (Object)
- 1: Name of the event (String)
Return value:
- ID of the event script (used to remove it later).
Example:
- tbd
Author: commy2
Description:
- Remove a custom event handler from an object.
Argument:
- 0: Unit the event handler is assigned to (Object)
- 1: Name of the event (String)
- 2: ID of the event handler (Number)
Return value:
- None.
Example:
[soldier1, "wokeUp", My_wakeUp_EHID] call AGM_Core_fnc_removeCustomEventHandler
Author: commy2
Description:
- Add an event handler that executes every time the scroll wheel is used. This is needed, because adding a MouseZ display event handler to display 46 will break in save games. Argument will be [Interval] where 'Interval' is a number.
Argument:
- 0: Code to execute (Code or String)
Return value:
- ID of the event script (used to remove it later).
Example:
- tbd
Author: commy2
Decription:
- Remove a scroll wheel event handler.
Argument:
- 0: ID of the event handler (Number)
Return value:
- None.
Example:
- tbd
Author: commy2
Description:
- Add an AGM action to an object. Note: This function is global.
Argument:
- 0: Object the action should be assigned to (Object)
- 1: Name of the action shown in the menu (String)
- 2: Distance the player can be away from the object (Number)
- 3: Condition (Code or String)
- 4: Statement (Code or String)
- 5: Show the action even if the conditon is not met (Bool or Number)
- 6: Priority (Number, optional default: 0)
Return value:
- ID of the action (used to remove it later).
Example:
MY_Interaction_ID = [tank, "Test Action", 5, {true}, {hint "This is a tank"}, true] call AGM_Interaction_fnc_addInteraction;
Author: commy2
Description:
- Remove an AGM action from an object. Note: This function is global.
Argument:
- 0: Object (Object)
- 1: ID of the action (Number)
Return value:
- None.
Example:
[tank, MY_Interaction_ID] call AGM_Interaction_fnc_removeInteraction;
Author: commy2
Description:
- Add an AGM self action to the player. Execute this on the local machine of the player.
Argument:
- 0: Name of the action shown in the menu (String)
- 1: Condition (Code or String)
- 2: Statement (Code or String)
- 3: Show the action even if the conditon is not met (Bool or Number)
- 4: Priority (Number, optional default: 0)
Return value:
- ID of the action (used to remove it later).
Example:
MY_SelfInteraction_ID = ["Test Interaction", {true}, {hint "Test"}, true] call AGM_Interaction_fnc_addInteractionSelf;
Author: commy2
Decription:
- Remove an AGM self action from the player.
Argument:
- 0: ID of the action (Number)
Return value:
- None.
Example:
[MY_SelfInteraction_ID] call AGM_Interaction_fnc_removeInteractionSelf;
Author: commy2
Description:
- Adjust a projectiles velocity and dir + up vector.
Argument:
- 0: Projectile (Object, CfgAmmo)
- 1: Adjust azimuth this much. (Number)
- 2: Adjust inclination this much. (Number)
- 3: Adjust projectile speed this much. In m/s. (Number, optional default: 0 m/s)
Return value:
- None.
Example:
- tbd
Author: commy2
Description:
- Removes the brackets around a code and returns the code as a string. It does nothing if the code is already a string.
Argument:
- 0: Code (Code or String)
Return value:
- Code (String)
Example:
- tbd
Author: commy2
Description:
- Display a structured text.
Argument:
- 0: Text (Anything)
- 1: Size of the textbox (Number, optional default: 1)
Return value:
- Nothing
Example:
- tbd
Author: commy2
Description:
- Display a structured text with image.
Argument:
- 0: Text (Anything)
- 1: Image (String)
Return value:
- Nothing
Example:
- tbd
Author: commy2
Description:
- Execute a function on a remote machine in mp.
Argument:
- 0: Function arguments (Array)
- 1: Function to execute, has to be defined on the remote machine first (String)
- 2: The function will be executed where this unit is local OR the mode were this function should be executed. (Object OR Number, optional default: 2)
-
Mode 0: execute on this machine only
-
Mode 1: execute on server
-
Mode 2: execute on all clients + server
-
Mode 3: execute on dedicated only
Return value:
- Nothing
Example:
- tbd
Author: KoffeinFlummi
Description:
- Filters array and removes every element not fitting the condition
Arguments:
- 0: Array to be filtered.
- 1: Code to be evaluated.
Return Value:
- Final array
Example:
[[0,1,2,3,4], {_this > 2}] call AGM_Core_fnc_filter ==> [3,4]
Author: KoffeinFlummi
Description:
- Applies given code to every element in an array, LIKE SOMETHING SQF SHOULD HAVE BY DEFAULT.
Arguments:
- 0: Array to be thingied.
- 1: Code to be applied to every element.
Return Value:
- Final array
Example:
[["2", "gobblecock", "25"], {parseNumber _this}] call AGM_Core_fnc_map ==> [2, 0, 25]
Author: commy2
Description:
- Returns the binocular of the unit. Empty string is returned, if the unit has no binocular.
Argument:
- 0: Player (Object)
Return value:
- Binocular (String)
Example:
[player] call AGM_Core_fnc_getBinocular;
Author: commy2
Description:
- Draw progress bar and execute given function if succesful.
Argument:
- 0: Duration of the action (Number)
- 1: Arguments of the callback function (Array)
- 2: Callback function name (String)
- 3: Title of the loading bar (String)
- 4: Name of the function that is called when the action is aborted via ESC (String, optional)
Return value:
- Nothing
Example:
[5, [player], "{hint str (_this select 0)}", "Example progress bar"] call AGM_Core_fnc_progressBar;
[5, [player], "{hint str (_this select 0)}", "Example progress bar", "{hint 'Aboted'}"] call AGM_Core_fnc_progressBar;
As of v0.94.1 you can use the variable "_progress" to get the progression of the action up until the point it was aborted. Can be between 0 and 1.
[5, [player], "{hint str (_this select 0)}", "Example progress bar", "{hint str _progress}"] call AGM_Core_fnc_progressBar;
Author: commy2
Description:
- Converts number to binary number
Arguments:
- 0: A number
- 1: Min length of the return value (optional)
Return Value:
- A binary number, String
Example:
[5] call AGM_Core_fnc_toBin; -> "101"
[5, 8] call AGM_Core_fnc_toBin; -> "00000101"
Author: commy2
Description:
- Converts number to hexadecimal number
Arguments:
- 0: A number
- 1: Min length of the return value (optional)
Return Value:
- A hexadecimal number, String
Example:
[255] call AGM_Core_fnc_toHex; -> "FF"
[255, 8] call AGM_Core_fnc_toHex; -> "00FF"
Author: Garth de Wet (LH)
Description:
- Takes a string/number and returns the number.
Arguments:
- 0: TYPE - Value to attempt to convert to number or if number simply return number.
Return Value:
- NUMBER
Example:
_number = ["102"] call AGM_Core_fnc_toNumber;
Author: commy2
Description:
- Transforms a number to an array of the correspondending digits.
Argument:
- 0: Number to 'digitize' (Number)
- 1: Set the minimal length of the returned array. Useful for getting left hand zeroes. (Number, optional)
Return value:
- Digits. The maximum count is six digits. (Array)
Example:
[120] call AGM_Core_fnc_numberToDigits; -> [1,2,0]
[120, 4] call AGM_Core_fnc_numberToDigits; -> [0,1,2,0]
Author: commy2
Description:
- Transforms a number to an string of the correspondending digits.
Argument:
- 0: Number to 'digitize' (Number)
- 1: Set the minimal length of the returned string. Useful for getting left hand zeroes. (Number, optional)
Return value:
- Digits. The maximum length is six digits. (String)
Example:
[120] call AGM_Core_fnc_numberToDigitsString; -> "120"
[120, 4] call AGM_Core_fnc_numberToDigitsString; -> "0120"
Author: PabstMirror
Description:
- Returns the position of the object, OR he position of the transport in case the object is loaded into cargo.
Argument:
- 0: Any object (Object)
Return value:
- Position of the object or transport (Position 3D).
Example: [ammo_crate] call AGM_Logistics_fnc_getPosLoadable;
Author: L-H
Description:
- Initialises an object for drag usage. Ensure it is only run on one client or the server.
Argument:
- 0: OBJECT - Object (static weapon, crate, etc.)
- 1: BOOLEAN - Weight accounting if a crate (Default: true)
Return Value:
- Nothing
Example:
if (isServer) then {this call AGM_Drag_fnc_makeDraggable;};
Author: L-H
Description:
- Makes an object undraggable. Also reverses the effects of a AGM_Drag_fnc_makeDraggable call.
Argument:
- 0: OBJECT - Object (static weapon, crate, etc.)
- 1: BOOLEAN - Weight accounting if a crate (Default: true)
Return Value:
- Nothing
Example:
[StaticWeapon2] call AGM_Drag_fnc_makeUndraggable;