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Add Misc Items from @voiperr #8

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thojkooi
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@thojkooi thojkooi commented May 8, 2016

Original PR acemod/ACE3#2324

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thojkooi commented May 8, 2016

I've removed items such as bandage, blood bag, defib, pain killers etc from the original PR. This is done to avoid confusion with those items because they have no functionality and sound like they could be used for medical.

I would appriciate some more eyes over the entire list and spot anything that could potentially be confused for an item that has functionality within ACE or something that is already done in one of the existing modules.

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The following items could be confusing:

  • Mobile phone (old and new) could be confusing because ACE Explosives has a mobile phone as a trigger
  • Plastic water bottle, food cans etc. could be confused as consumable when the field rations get ported
  • Pliers could be confused with wirecutter
  • Battery could be confused with UAV battery
  • Duct tape could be used for restraining captives
  • Shovel could be used instead of the entrenching tool
  • Any kind of map should give you access to the in-game map

@jonpas jonpas modified the milestone: 3.1.0 Jun 18, 2016
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jonpas commented Jul 8, 2016

  • QPATHTOF instead of unquoted PATHTOF
  • Quotes "" instead of macro QUOTE when doing absolute references

I'd just remove those that could be confusing at any time.

@jonpas jonpas added the WIP label Jul 8, 2016
@jonpas jonpas added needs testing and removed WIP labels Feb 26, 2017
@jonpas jonpas modified the milestones: 3.3.0, 3.2.0 Apr 3, 2017
@654wak654
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Glowbal did you check any of the new misc objects added with 1.76?

@PabstMirror PabstMirror modified the milestones: 3.3.0, 3.4.0 Dec 2, 2017
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stale bot commented Nov 10, 2018

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.

@stale stale bot added the wontfix label Nov 10, 2018
@PabstMirror PabstMirror modified the milestones: 3.4.0, Ongoing Nov 15, 2018
@jonpas jonpas removed the wontfix label Jun 24, 2019
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jonpas commented Jun 24, 2019

I'd like to get this merged soon.

As for confusing items, I wouldn't mind if we'd suffix them all with something (maybe [Prop] as it corresponds to the tooltip? [Unusable or [Decor]?).

@jonpas jonpas self-assigned this Jun 24, 2019
@jonpas jonpas modified the milestones: Ongoing, 3.5.0 Jun 24, 2019
@PabstMirror PabstMirror self-assigned this Jun 24, 2019
addons/miscitems/README.md Outdated Show resolved Hide resolved
addons/miscitems/README.md Show resolved Hide resolved
vehicleClass = "ACEX_Misc_Items";
};

class ACEX_Item_FMRadio_Item: ACEX_MiscItem_F {
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@dedmen dedmen Jun 25, 2019

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This is basically all copy-paste. How about using macros?
Maybe X-Macros.

//classname, displayname
#define ITEMS(XX) \
 XX(Item_FMRadio, CSTRING(FMRadio)) \
 XX(Item_ExtensionCord, CSTRING(ExtensionCord)) \

#define DEFINE_ITEM_VEHICLECLASS(classname, displayN) \
class TRIPLES(ACEX,classname,Item) : ACEX_MiscItem_F { \
    scope = 2; \
    scopeCurator = 2; \
    displayName = displayN; \
    author = ACECSTRING(common,ACETeam); \
    vehicleClass = "ACE_Misc_Items"; \
    class TransportItems { \
        class DOUBLES(ACEX,classname) { \
            name = QUOTE(DOUBLES(ACEX,classname)); \
            count = 1; \
        }; \
    }; \
};

Can also combine that with CfgWeapons by adding model path and icon and such.

//classname, displayname, description, modelpath, picturepath, mass
#define ITEMS(XX) \
 XX(Item_FMRadio, CSTRING(FMRadio), CSTRING(Prop), "a3\structures_f\Items\Electronics\FMradio_F.p3d", 20) \
 XX(Item_ExtensionCord, CSTRING(ExtensionCord), CSTRING(Prop), "a3\structures_f\Items\Electronics\ExtensionCord_F.p3d", 20) \

#define DEFINE_ITEM_WEAPONCLASS(classname, displayN, description, modelpath, picturepath, itemMass) \
class TRIPLES(ACEX,classname,Item) : ACE_ItemCore  { \
    scope = 2; \
    displayName = displayN; \
    descriptionShort = description; \
    author = ACECSTRING(common,ACETeam); \
    model = modelpath; \
    picture = picturepath; \
    class ItemInfo: CBA_MiscItem_ItemInfo { \
        mass = itemMass; \
    }; \
};

End result would be
CfgWeapons.hpp:

#include "..."
ITEMS(DEFINE_ITEM_WEAPONCLASS)

CfgVehicles.hpp:

#include "..."
ITEMS(DEFINE_ITEM_VEHICLECLASS)

scopeCurator = 2;
displayName = CSTRING(FMRadio);
author = ACECSTRING(common,ACETeam);
vehicleClass = "ACE_Misc_Items";
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Why is this being re-set in every subclass? It's already set to this in parent.

@PabstMirror PabstMirror modified the milestones: 3.5.0, Ongoing Dec 17, 2019
@AndreasBrostrom AndreasBrostrom mentioned this pull request Sep 24, 2020
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6 participants