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Ability to use AT Launchers in the prone position #7002

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1 change: 1 addition & 0 deletions addons/pronelauncher/$PBOPREFIX$
Original file line number Diff line number Diff line change
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z\ace\addons\prone_launcher
18 changes: 18 additions & 0 deletions addons/pronelauncher/CfgEventHandlers.hpp
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class Extended_PreStart_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preStart));
};
};

class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};

class Extended_PostInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_postInit));
};
};
123 changes: 123 additions & 0 deletions addons/pronelauncher/CfgMovesBasic.hpp
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class CfgMovesBasic {
class Default; // External class reference
class NoActions; // External class reference
class Actions {
class CivilStandActions; // External class reference
class CivilProneActions : CivilStandActions {
SecondaryWeapon = "ACE_LauncherProne";
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maybe all these ACE_ names should be replaced with GVAR/QGVAR values

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class ACE_Climb: AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium {

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As author of the ACE_Climb class, this is fine :P

weaponOn = "ACE_LauncherProne";
};
class PistolStandActions; // External class reference
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class PistolProneActions : PistolStandActions {
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SecondaryWeapon = "ACE_LauncherProne";
weaponOn = "ACE_LauncherProne";
};
class RifleBaseStandActions; // External class reference
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class RifleProneActions : RifleBaseStandActions {
SecondaryWeapon = "ACE_LauncherProne";
weaponOn = "ACE_LauncherProne";
weaponOff = "AmovPpneMstpSrasWrflDnon";
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Questionale entry. Please explain.

};
class LauncherKneelActions: NoActions {
Lying = "AmovPknlMstpSrasWlnrDnon";
PlayerProne = "AmovPknlMstpSrasWlnrDnon";
Down = "AmovPknlMstpSrasWlnrDnon";
};
class LauncherStandActions: LauncherKneelActions {
Default = "AmovPercMstpSrasWlnrDnon";
PlayerStand = "AmovPercMstpSrasWlnrDnon";
Stand = "AmovPercMstpSrasWlnrDnon";
Up = "AmovPknlMstpSrasWlnrDnon";
Lying = "AmovPercMstpSrasWlnrDnon";
PlayerProne = "AmovPercMstpSrasWlnrDnon";
Down = "AmovPercMstpSrasWlnrDnon";
};
class ACE_LauncherProneActions: LauncherKneelActions {
StopRelaxed = "ACE_LauncherProne";
Default = "ACE_LauncherProne";
Up = "ACE_LauncherProne";
Crouch = "ACE_LauncherProne";
PlayerCrouch = "ACE_LauncherProne";
Down = "ACE_LauncherProne";
Stand = "ACE_LauncherProne";
PlayerStand = "ACE_LauncherProne";
TurnL = "AmovPpneMrunSrasWlnr_turnL";
TurnLRelaxed = "AmovPpneMrunSrasWlnr_turnL";
TurnR = "AmovPpneMrunSrasWlnr_turnR";
TurnRRelaxed = "AmovPpneMrunSrasWlnr_turnR";
Stop = "ACE_LauncherProne";
Civil = "AmovPpneMstpSnonWnonDnon";
CivilLying = "AmovPpneMstpSnonWnonDnon";
BinocOff = "ACE_LauncherProne";
Gear = "AinvPpneMstpSnonWnonDnon";
BinocOn = "AwopPpneMstpSoptWbinDnon_Lnr";
HandGunOn = "AmovPpneMstpSrasWpstDnon";
stance = "ManStanceProne";
ReloadRPG = "LauncherProne_Reload_Start";
//GestureReloadRPG7[] = {"GestureReloadRPG7Kneel", "Gesture"};
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Why is this commented out? If we don't need it, remove it.

weaponOn = "ACE_LauncherProne";
WeaponOff = "AmovPpneMstpSrasWrflDnon";
WalkB = "AmovPpneMrunSrasWlnrDb";
WalkRB = "AmovPpneMrunSrasWlnrDbr";
WalkLB = "AmovPpneMrunSrasWlnrDbl";
WalkR = "AmovPpneMrunSrasWlnrDr";
WalkL = "AmovPpneMrunSrasWlnrDl";
WalkRF = "AmovPpneMrunSrasWlnrDfr";
WalkLF = "AmovPpneMrunSrasWlnrDfl";
WalkF = "AmovPpneMrunSrasWlnrDf";
PlayerWalkB = "AmovPpneMrunSrasWlnrDb";
PlayerWalkRB = "AmovPpneMrunSrasWlnrDbr";
PlayerWalkLB = "AmovPpneMrunSrasWlnrDbl";
PlayerWalkR = "AmovPpneMrunSrasWlnrDr";
PlayerWalkL = "AmovPpneMrunSrasWlnrDl";
PlayerWalkRF = "AmovPpneMrunSrasWlnrDfr";
PlayerWalkLF = "AmovPpneMrunSrasWlnrDfl";
PlayerWalkF = "AmovPpneMrunSrasWlnrDf";
SlowF = "AmovPpneMrunSrasWlnrDf";
SlowLF = "AmovPpneMrunSrasWlnrDfl";
SlowRF = "AmovPpneMrunSrasWlnrDfr";
SlowL = "AmovPpneMrunSrasWlnrDl";
SlowR = "AmovPpneMrunSrasWlnrDr";
SlowLB = "AmovPpneMrunSrasWlnrDbl";
SlowRB = "AmovPpneMrunSrasWlnrDbr";
SlowB = "AmovPpneMrunSrasWlnrDb";
PlayerSlowF = "AmovPpneMrunSrasWlnrDf";
PlayerSlowLF = "AmovPpneMrunSrasWlnrDfl";
PlayerSlowRF = "AmovPpneMrunSrasWlnrDfr";
PlayerSlowL = "AmovPpneMrunSrasWlnrDl";
PlayerSlowR = "AmovPpneMrunSrasWlnrDr";
PlayerSlowLB = "AmovPpneMrunSrasWlnrDbl";
PlayerSlowRB = "AmovPpneMrunSrasWlnrDbr";
PlayerSlowB = "AmovPpneMrunSrasWlnrDb";
FastF = "AmovPpneMrunSrasWlnrDf";
FastLF = "AmovPpneMrunSrasWlnrDfl";
FastRF = "AmovPpneMrunSrasWlnrDfr";
FastL = "AmovPpneMrunSrasWlnrDl";
FastR = "AmovPpneMrunSrasWlnrDr";
FastLB = "AmovPpneMrunSrasWlnrDbl";
FastRB = "AmovPpneMrunSrasWlnrDr";
FastB = "AmovPpneMrunSrasWlnrDb";
TactB = "AmovPpneMrunSrasWlnrDb";
TactRB = "AmovPpneMrunSrasWlnrDbr";
TactLB = "AmovPpneMrunSrasWlnrDbl";
TactR = "AmovPpneMrunSrasWlnrDr";
TactL = "AmovPpneMrunSrasWlnrDl";
TactRF = "AmovPpneMrunSrasWlnrDfr";
TactLF = "AmovPpneMrunSrasWlnrDfl";
TactF = "AmovPpneMrunSrasWlnrDf";
PlayerTactB = "AmovPpneMrunSrasWlnrDb";
PlayerTactRB = "AmovPpneMrunSrasWlnrDbr";
PlayerTactLB = "AmovPpneMrunSrasWlnrDbl";
PlayerTactR = "AmovPpneMrunSrasWlnrDr";
PlayerTactL = "AmovPpneMrunSrasWlnrDl";
PlayerTactRF = "AmovPpneMrunSrasWlnrDfr";
PlayerTactLF = "AmovPpneMrunSrasWlnrDfl";
PlayerTactF = "AmovPpneMrunSrasWlnrDf";
};
class BinocProneLnrActions: LauncherKneelActions {
BinocOff = "ACE_LauncherProne";
SecondaryWeapon = "ACE_LauncherProne";
weaponOn = "ACE_LauncherProne";
};
};
};
239 changes: 239 additions & 0 deletions addons/pronelauncher/CfgMovesMaleSdr.hpp
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class CfgMovesMaleSdr: CfgMovesBasic { // Override CfgMovesMaleSdr class in which all animation states and gestures are stored. You can also make your own class but you need to make sure your unit will be using it. . Usually leave as is.
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class Default; // External class reference
class TransAnimBase; // External class reference
class AmovPpneMstpSrasWlnrDnon; // External class reference
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class States {
//Prone Stopped Launcher
class ACE_LauncherProne: AmovPpneMstpSrasWlnrDnon {
variantsAI[] = {};
variantsPlayer[] = {};
duty = -1.2;
showWeaponAim = 0;
disableWeapons = 0;
disableWeaponsLong = 0;
enableMissile = 1;
canPullTrigger = 1;
aimPrecision = 0.30000001;
speed = 1e+010;
actions = "ACE_LauncherProneActions";
file = QPATHTOF(anim\ACE_Launcher_Lying.rtm);
interpolateFrom[] = {
"AmovPercMstpSrasWlnrDnon", 0.02,
"AmovPknlMstpSrasWlnrDnon", 0.02,
"AmovPpneMstpSrasWlnrDnon_turnL", 0.02,
"AmovPpneMstpSrasWlnrDnon_turnR", 0.02,
"AmovPpneMrunSrasWlnrDf", 0.02,
"AmovPpneMrunSrasWlnrDfl", 0.02,
"AmovPpneMrunSrasWlnrDl", 0.02,
"AmovPpneMrunSrasWlnrDbl", 0.02,
"AmovPpneMrunSrasWlnrDb", 0.02,
"AmovPpneMrunSrasWlnrDbr", 0.02,
"AmovPpneMrunSrasWlnrDr", 0.02,
"AmovPpneMrunSrasWlnrDfr", 0.02
};
connectTo[] = {};
interpolateTo[] = {
"AmovPpneMstpSrasWlnrDnon_turnL", 0.02,
"AmovPpneMstpSrasWlnrDnon_turnR", 0.02,
"AmovPpneMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon", 0.02,
"AmovPpneMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon", 0.02,
"AmovPpneMrunSrasWlnrDf", 0.02,
"AmovPpneMrunSrasWlnrDfl", 0.02,
"AmovPpneMrunSrasWlnrDl", 0.02,
"AmovPpneMrunSrasWlnrDbl", 0.02,
"AmovPpneMrunSrasWlnrDb", 0.02,
"AmovPpneMrunSrasWlnrDbr", 0.02,
"AmovPpneMrunSrasWlnrDr", 0.02,
"AmovPpneMrunSrasWlnrDfr", 0.02,
"AmovPpneMstpSrasWlnrDnon", 0.02,
"Unconscious", 0.02,
"Campaign_Base", 0.02
};
};
//Prone Stopped Launcher Turn Left
class AmovPpneMstpSrasWlnrDnon_turnL: AmovPpneMstpSrasWlnrDnon {
actions = "ACE_LauncherProneActions";
aimPrecision = 5;
connectTo[] += {
"AmovPpneMstpSrasWlnrDnon_turnL", 0.02
};
interpolateTo[] += {
"AmovPpneMstpSrasWlnrDnon", 0.02
};
};
//Prone Stopped Launcher Turn Right
class AmovPpneMstpSrasWlnrDnon_turnR: AmovPpneMstpSrasWlnrDnon {
actions = "ACE_LauncherProneActions";
aimPrecision = 5;
connectTo[] += {
"AmovPpneMstpSrasWlnrDnon_turnR", 0.02
};
interpolateTo[] += {
"AmovPpneMstpSrasWlnrDnon", 0.02
};
};
//Prone Stopped Launcher -> Standing Stopped Launcher
class AmovPpneMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon: TransAnimBase {
actions = "LauncherStandActions";
duty = 2;
enableOptics = 1;
reverse = "AmovPercMstpSrasWlnrDnon_AmovPpneMstpSrasWlnrDnon";
interpolateTo[] += {
"AmovPercMstpSrasWlnrDnon", 0.02
};
};
class AmovPpneMrunSrasWlnrDf: AmovPpneMstpSrasWlnrDnon {
speed = 0.600541;
duty = 0.6;
disableWeapons = true;
disableWeaponsLong = true;
enableMissile = false;
canPullTrigger = false;
actions = "ACE_LauncherProneActions";
};
class AmovPpneMrunSrasWlnrDfl: AmovPpneMrunSrasWlnrDf {
speed = 0.833333;
duty = 0.6;
actions = "ACE_LauncherProneActions";
};
class AmovPpneMrunSrasWlnrDl: AmovPpneMrunSrasWlnrDf {
speed = 0.625;
duty = 0.6;
actions = "ACE_LauncherProneActions";
};
class AmovPpneMrunSrasWlnrDbl: AmovPpneMrunSrasWlnrDf {
speed = 0.702524;
duty = 0.6;
actions = "ACE_LauncherProneActions";
};
class AmovPpneMrunSrasWlnrDb: AmovPpneMrunSrasWlnrDf {
speed = 0.702524;
duty = 0.6;
actions = "ACE_LauncherProneActions";
};
class AmovPpneMrunSrasWlnrDbr: AmovPpneMrunSrasWlnrDf {
speed = 0.702524;
duty = 0.6;
actions = "ACE_LauncherProneActions";
};
class AmovPpneMrunSrasWlnrDr: AmovPpneMrunSrasWlnrDf {
speed = 0.859341;
duty = 0.6;
actions = "ACE_LauncherProneActions";
};
class AmovPpneMrunSrasWlnrDfr: AmovPpneMrunSrasWlnrDf {
speed = 0.9375;
duty = 0.6;
actions = "ACE_LauncherProneActions";
};
class ProneLauncher_To_ProneRifle: AmovPpneMrunSrasWlnrDl {
speed = 0.9375;
duty = 0.6;
disableWeapons = true;
actions = "ACE_LauncherProneActions";
interpolateFrom[] = {
"ACE_LauncherProne", 0.015
};
interpolateTo[] = {
"ProneLauncher_To_ProneRifle_End", 0.02
};
};
class ProneLauncher_To_ProneRifle_End: AmovPpneMrunSrasWlnrDf {
speed = 0.9375;
duty = 0.6;
disableWeapons = true;
actions = "ACE_LauncherProneActions";
interpolateTo[] = {
"AmovPpneMstpSrasWrflDnon", 0.02,
"amovppnemstpsnonwnondnon", 0.02,
"AmovPpneMstpSrasWpstDnon", 0.02
};
};
class ProneRifle_To_ProneLauncher: ProneLauncher_To_ProneRifle {
speed = 0.76;
duty = 0.6;
interpolateFrom[] = {
"AmovPpneMstpSrasWrflDnon", 0.02
};
interpolateTo[] = {
"AmovPpneMrunSrasWlnrDf", 0.015,
"AmovPpneMrunSrasWlnrDr", 0.015,
"AmovPpneMrunSrasWlnrDl", 0.015,
"ACE_LauncherProne", 0.015
};
};
class PronePistol_To_ProneLauncher: ProneLauncher_To_ProneRifle {
speed = 0.76;
duty = 0.6;
interpolateFrom[] = {
"AmovPpneMstpSrasWpstDnon", 0.015
};
interpolateTo[] = {
"AmovPpneMrunSrasWlnrDf", 0.015,
"AmovPpneMrunSrasWlnrDr", 0.015,
"AmovPpneMrunSrasWlnrDl", 0.015,
"ACE_LauncherProne", 0.015
};
};
class ProneCivil_To_ProneLauncher: ProneLauncher_To_ProneRifle {
speed = 0.76;
duty = 0.6;
interpolateFrom[] = {
"AmovPpneMstpSnonWnonDnon", 0.015
};
interpolateTo[] = {
"AmovPpneMrunSrasWlnrDf", 0.015,
"AmovPpneMrunSrasWlnrDr", 0.015,
"AmovPpneMrunSrasWlnrDl", 0.015,
"ACE_LauncherProne", 0.015
};
};
class AmovPercMstpSrasWlnrDnon_AmovPpneMstpSrasWlnrDnon: TransAnimBase {
mask = "weaponSwitching";
};
class AmovPpneMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon: TransAnimBase {
blockMobileSwitching = 0;
ConnectTo[] = {};
InterpolateTo[] += {"AmovPknlMstpSrasWlnrDnon", 0.02};
};
class LauncherProne_Reload_Start: AmovPpneMrunSrasWlnrDl {
actions = "ACE_LauncherProneActions";
speed = 0.7375;
duty = 0.6;
disableWeapons = true;
disableWeaponsLong = true;
enableMissile = false;
canPullTrigger = false;
interpolateFrom[] = {
"ACE_LauncherProne", 0.02
};
interpolateTo[] = {
"LauncherProne_Reload_Mid", 0.005
};
};
class LauncherProne_Reload_Mid: AmovPpneMrunSrasWlnrDr {
actions = "ACE_LauncherProneActions";
speed = 0.7375;
duty = 0.6;
disableWeapons = true;
disableWeaponsLong = true;
enableMissile = false;
canPullTrigger = false;
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interpolateTo[] = {
"LauncherProne_Reload_End", 0.005
};
};
class LauncherProne_Reload_End: AmovPpneMrunSrasWlnrDf {
actions = "ACE_LauncherProneActions";
speed = 0.7375;
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Out of interest, where are these numbers from? They seem pretty random.

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They are, placeholders for when a nicer animation is found.

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So what would happen if you just set them to 1 or 0?

duty = 0.6;
disableWeapons = true;
disableWeaponsLong = true;
enableMissile = false;
canPullTrigger = false;
interpolateTo[] = {
"ACE_LauncherProne", 0.02
};
};
};
};
11 changes: 11 additions & 0 deletions addons/pronelauncher/README.md
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pronelauncher
========

Enables prone launcher animations.


## Maintainers

The people responsible for merging changes to this component or answering potential questions.

- [PiZZADOX](https://github.com/PiZZADOX)
1 change: 1 addition & 0 deletions addons/pronelauncher/XEH_PREP.hpp
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PREP(onKeyDown);
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