Implemented features: - High-performance Rust extension with Redis persistence - Actor/player management with loadout, position, and state tracking - Banking system with deposit, withdraw, and transfer operations - Physical and virtual garage/locker systems for vehicle and equipment storage - Organization management with member tracking and permissions - Client-side UI with React-like state management - Server-side event-driven architecture with CBA Events - Security: Self-transfer prevention at multiple layers - Logging system with per-module log files - ICOM module for inter-server communication Co-Authored-By: Warp <agent@warp.dev>
84 lines
2.1 KiB
Plaintext
84 lines
2.1 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* File: fnc_initVG.sqf
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* Author: IDSolutions
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* Date: 2025-12-16
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* Last Update: 2025-12-17
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* Public: No
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*
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* Description:
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* No description added yet.
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*
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* Parameter(s):
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* N/A
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*
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* Returns:
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* Something [BOOL]
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*
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* Example(s):
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* [parameter] call forge_x_component_fnc_myFunction
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*/
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private _locations = (missionConfigFile >> "FORGE_CfgGarages" >> "locations") call BFUNC(getCfgData);
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{
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FORGE_VehSpawnPos = (_x select 1) getPos [5, (_x select 2)];
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true;
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} count _locations;
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BIS_fnc_garage_center = createVehicle ["Land_HelipadEmpty_F", FORGE_VehSpawnPos, [], 0, "NONE"];
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[missionNamespace, "garageOpened", {
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params ["_display", "_toggleSpace"];
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missionNamespace setVariable ["BIS_fnc_garage_data", [
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GVAR(Cars),
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GVAR(Armor),
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GVAR(Helis),
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GVAR(Planes),
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GVAR(Naval),
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GVAR(Other)
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]];
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{
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lbClear (_display displayCtrl (960 + _forEachIndex));
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} forEach BIS_fnc_garage_data;
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["ListAdd", [_display]] call BFUNC(garage);
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}] call BFUNC(addScriptedEventHandler);
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BIS_fnc_garage_centerType = getText (configFile >> "CfgVehicles" >> "B_Quadbike_01_F" >> "model");
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["Open", true] call BFUNC(garage);
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[missionNamespace, "garageClosed", {
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private _nearestObjects = BIS_fnc_garage_center nearEntities [["Car","Tank","Air","Ship"], 15];
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if (!isNil "_nearestObjects") then {
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private _obj = _nearestObjects select 0;
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private _veh = typeOf _obj;
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private _textures = getObjectTextures _obj;
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private _animationNames = animationNames _obj;
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{ deleteVehicle _x } forEach _nearestObjects;
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private _createVehicle = createVehicle [_veh, FORGE_VehSpawnPos, [], 0, "CAN_COLLIDE"];
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if (_textures isNotEqualTo []) then {
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private _count = 0;
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{
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_createVehicle setObjectTextureGlobal [_count, _x];
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_count = _count + 1;
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} forEach _textures;
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};
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if (_animationNames isNotEqualTo []) then {
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private _animationPhase = [];
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for "_i" from 0 to count _animationNames -1 do {
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_animationPhase pushBack [_animationNames select _i, _obj animationPhase (_animationNames select _i)];
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{ _createVehicle animate _x; } forEach _animationPhase;
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};
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};
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};
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}] call BFUNC(addScriptedEventHandler);
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