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Addition of Gear_Selection Module #159
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added fix for locality mismatch in drivers module
more AI drivers fixes
This commit is in response to the following issue (lines 224-236).
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This commit is in response to the following issue #135 |
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some stuff I noticed at first glance
@@ -221,10 +221,23 @@ if (!isDedicated) then { | |||
player setVariable ["FW_Spectating", true, true]; | |||
[true] call acre_api_fnc_setSpectator; | |||
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//If babel is enabled, allowed spectator to hear all languages present in mission. | |||
if (!isNil "FW_enable_babel" && FW_enable_babel) then { |
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Add lazy evaluation (wrap FW_enable_babel
in {}) to avoid game trying to retrieve value even if it's nil.
@@ -221,10 +221,23 @@ if (!isDedicated) then { | |||
player setVariable ["FW_Spectating", true, true]; | |||
[true] call acre_api_fnc_setSpectator; | |||
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//If babel is enabled, allowed spectator to hear all languages present in mission. | |||
if (!isNil "FW_enable_babel" && FW_enable_babel) then { | |||
_missionLanguages = []; |
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add private
_codeText = format [_code, str _classname]; | ||
diag_log text _codeText; | ||
_call = compile _codeText; | ||
call _call; |
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you can merge these 2 lines
@nathan423 Would you have any objections to me including this in my fork of the framework? |
This pull request will add the following:
A menu, accessible during the briefing stage of a multiplayer mission (also in single player and maybe local multiplayer), giving the player the ability to choose aspects of their gear, as defined by the mission maker. The file 'settings.hpp' includes all the config for the module, including category support, custom scripting options, and full customization support for the actual display of the options.
A help file is forthcoming.