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Interactives rework #107

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10Dozen opened this issue Nov 21, 2020 · 0 comments
Open

Interactives rework #107

10Dozen opened this issue Nov 21, 2020 · 0 comments
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@10Dozen
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10Dozen commented Nov 21, 2020

Make interactives module as entry point of all extra scripting needed in mission:

  • Add action to objects
  • Add hold actions to objects
  • Add ACE actions (?)
  • Execute code on object
  • Execute mission related code (or script file)

In order to make this module needs to be reworked. Single type table should be changed to multitype, including different actions types and code snippets.

Actions

Standard Arma actions. See https://community.bistudio.com/wiki/addAction

  • Shortcuts for action syntax (e.g. defaults for rarely used values)
  • Option to remove or disable action for everyone
  • Apply to objects or classes

Hold Actions

New Arma hold actions. See https://community.bistudio.com/wiki/BIS_fnc_holdActionAdd

  • Shortcuts for action syntax (e.g. defaults for rarely used values)
  • Option to remove or disable action for everyone
  • Apply to objects or classes

ACE Actions

2 types of actions: Self interaction and interaction with other objects.
See ACEActions module and https://ace3mod.com/wiki/framework/interactionMenu-framework.html

  • Apply to objects or classes
  • Preset for LR related actions (e.g. SL/PL comms with HQ)

Code for object

Any code that will be executed for each given object (once or multiple times), or classes (created objects and each time object created).
See https://github.com/CBATeam/CBA_A3/wiki/Adding-Event-Handlers-to-Classes-of-Objects

Code snippet

Just simple code snippet or script file path. The only purpose is to bring all mission scripts to single entry point for easier maintenance.

@10Dozen 10Dozen added the v3 label Nov 21, 2020
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