武装突袭3

武装突袭3

Heli Pods Mod for Mods
[HRTMT]LinuxGamesTV  [开发者] 2021 年 3 月 29 日 下午 3:48
Needed Changes in your Interaction Menus (Update 01.05.2021)
Open in your Missionfile the config file or the file where your Interaction Menus are and add in "class CfgInteractionMenus" after
class Air { target = "Air"; targetType = 2; class Actions { class ScanLock: ExileAbstractAction { title = "Scan Lock"; condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && ((locked ExileClientInteractionObject) != 1) && !ExilePlayerInSafezone"; action = "_this call ExileClient_object_lock_scan"; }; // Locks a vehicle class Lock: ExileAbstractAction { title = "Lock"; condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)"; action = "true spawn ExileClient_object_lock_toggle"; }; // Unlocks a vehicle class Unlock: ExileAbstractAction { title = "Unlock"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "false spawn ExileClient_object_lock_toggle"; }; // Hot-wires a vehicle /*class Hotwire: ExileAbstractAction { title = "Hotwire"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "['HotwireVehicle', _this select 0] call ExileClient_action_execute"; };*/ // Repairs a vehicle to 100%. Requires Duckttape class Repair: ExileAbstractAction { title = "Repair"; condition = "true"; action = "['RepairVehicle', _this select 0] call ExileClient_action_execute"; }; // Flips a vehicle so the player doesnt have to call an admin // Check if vector up is ♥♥♥♥♥♥ class Flip: ExileAbstractAction { title = "Flip"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_flip"; }; // Fills fuel from a can into a car class Refuel: ExileAbstractAction { title = "Refuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_refuel"; }; // Drains fuel from a car into an empty jerry can class DrainFuel: ExileAbstractAction { title = "Drain Fuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_drain"; }; class RotateLeft: ExileAbstractAction { title = "Rotate Left"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "[ExileClientInteractionObject,-15] call ExileClient_object_vehicle_rotate"; }; class RotateRight: ExileAbstractAction { title = "Rotate Right"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "[ExileClientInteractionObject,15] call ExileClient_object_vehicle_rotate"; }; }; };

the following lines:
class Pod { targetType = 2; target = "Pod"; class Actions { class ScanLock: ExileAbstractAction { title = "Scan Lock"; condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !ExilePlayerInSafezone && ((locked ExileClientInteractionObject) != 1)"; action = "_this call ExileClient_object_lock_scan"; }; // Locks a vehicle class Lock: ExileAbstractAction { title = "Lock"; condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)"; action = "true spawn ExileClient_object_lock_toggle"; }; // Unlocks a vehicle class Unlock: ExileAbstractAction { title = "Unlock"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "false spawn ExileClient_object_lock_toggle"; }; // Repairs a vehicle to 100%. Requires Duckttape class Repair: ExileAbstractAction { title = "Repair"; condition = "true"; action = "['RepairVehicle', _this select 0] call ExileClient_action_execute"; }; // Hot-wires a vehicle class Hotwire: ExileAbstractAction { title = "Hotwire"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "['HotwireVehicle', _this select 0] call ExileClient_action_execute"; }; // Flips a vehicle so the player doesnt have to call an admin // Check if vector up is ♥♥♥♥♥♥ class Flip: ExileAbstractAction { title = "Flip"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_flip"; }; }; };

so it should look like this:

class Air { target = "Air"; targetType = 2; class Actions { class ScanLock: ExileAbstractAction { title = "Scan Lock"; condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && ((locked ExileClientInteractionObject) != 1) && !ExilePlayerInSafezone"; action = "_this call ExileClient_object_lock_scan"; }; // Locks a vehicle class Lock: ExileAbstractAction { title = "Lock"; condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)"; action = "true spawn ExileClient_object_lock_toggle"; }; // Unlocks a vehicle class Unlock: ExileAbstractAction { title = "Unlock"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "false spawn ExileClient_object_lock_toggle"; }; // Hot-wires a vehicle class Hotwire: ExileAbstractAction { title = "Hotwire"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "['HotwireVehicle', _this select 0] call ExileClient_action_execute"; }; // Repairs a vehicle to 100%. Requires Duckttape class Repair: ExileAbstractAction { title = "Repair"; condition = "true"; action = "['RepairVehicle', _this select 0] call ExileClient_action_execute"; }; // Flips a vehicle so the player doesnt have to call an admin // Check if vector up is ♥♥♥♥♥♥ class Flip: ExileAbstractAction { title = "Flip"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_flip"; }; // Fills fuel from a can into a car class Refuel: ExileAbstractAction { title = "Refuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_refuel"; }; // Drains fuel from a car into an empty jerry can class DrainFuel: ExileAbstractAction { title = "Drain Fuel"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_drain"; }; class RotateLeft: ExileAbstractAction { title = "Rotate Left"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "[ExileClientInteractionObject,-15] call ExileClient_object_vehicle_rotate"; }; class RotateRight: ExileAbstractAction { title = "Rotate Right"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "[ExileClientInteractionObject,15] call ExileClient_object_vehicle_rotate"; }; }; }; class Pod { targetType = 2; target = "Pod"; class Actions { class ScanLock: ExileAbstractAction { title = "Scan Lock"; condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !ExilePlayerInSafezone && ((locked ExileClientInteractionObject) != 1)"; action = "_this call ExileClient_object_lock_scan"; }; // Locks a vehicle class Lock: ExileAbstractAction { title = "Lock"; condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)"; action = "true spawn ExileClient_object_lock_toggle"; }; // Unlocks a vehicle class Unlock: ExileAbstractAction { title = "Unlock"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "false spawn ExileClient_object_lock_toggle"; }; // Repairs a vehicle to 100%. Requires Duckttape class Repair: ExileAbstractAction { title = "Repair"; condition = "true"; action = "['RepairVehicle', _this select 0] call ExileClient_action_execute"; }; // Hot-wires a vehicle class Hotwire: ExileAbstractAction { title = "Hotwire"; condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)"; action = "['HotwireVehicle', _this select 0] call ExileClient_action_execute"; }; // Flips a vehicle so the player doesnt have to call an admin // Check if vector up is ♥♥♥♥♥♥ class Flip: ExileAbstractAction { title = "Flip"; condition = "call ExileClient_object_vehicle_interaction_show"; action = "_this call ExileClient_object_vehicle_flip"; }; }; }; class Safe { targetType = 2; target = "Exile_Container_Abstract_Safe"; class Actions { class ScanLock: ExileAbstractAction { title = "Scan Lock"; condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 1) && !ExilePlayerInSafezone"; action = "_this call ExileClient_object_lock_scan"; }; // Locks a vehicle class Lock : ExileAbstractAction { title = "Lock"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0)"; action = "true spawn ExileClient_object_lock_toggle"; }; class Unlock : ExileAbstractAction { title = "Unlock"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo -1)"; action = "false spawn ExileClient_object_lock_toggle"; }; class Pack : ExileAbstractAction { title = "Pack"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0)"; action = "_this spawn ExileClient_object_container_pack"; }; class SetPinCode : ExileAbstractAction { title = "Set PIN"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0)"; action = "_this spawn ExileClient_object_lock_setPin"; }; class HackLock: ExileAbstractAction { title = "Hack Lock"; condition = "(getNumber(missionConfigFile >> 'CfgHacking' >> 'enableHacking') isEqualTo 1) && ('Exile_Item_Laptop' in (magazines player)) && ((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo -1) && !ExilePlayerInSafezone"; action = "['HackLock', _this select 0] call ExileClient_action_execute"; }; }; };

If you use the first Version of this Mod, you need only change the old classname HeliPods to Pod and the target "Heli_Pods_Transport_base_F" to [/b]"Pod["/b].
最后由 [HRTMT]LinuxGamesTV 编辑于; 2021 年 5 月 1 日 上午 4:48