ACE3/addons/compat_rhs_afrf3/CfgVehicles.hpp

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class CfgVehicles {
class LandVehicle;
class Tank: LandVehicle {
class NewTurret;
};
class Tank_F: Tank {
class Turrets {
class MainTurret: NewTurret {
class Turrets {
class CommanderOptics;
};
};
};
};
class Car: LandVehicle {
class ACE_Actions {
class ACE_MainActions {};
};
};
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class Car_F: Car {
class ViewPilot;
class NewTurret;
};
class Wheeled_APC_F: Car_F {
class NewTurret;
class Turrets {
class MainTurret: NewTurret {
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class ViewOptics;
};
};
class CommanderOptics;
};
class Air;
class Helicopter: Air {
class Turrets;
};
class Helicopter_Base_F: Helicopter {
class Turrets: Turrets {
class MainTurret;
};
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class rhs_tank_base: Tank_F {
EGVAR(refuel,fuelCapacity) = 1200;
EGVAR(vehicle_damage,hullDetonationProb) = 0.8;
EGVAR(vehicle_damage,turretDetonationProb) = 0.2;
EGVAR(vehicle_damage,engineDetonationProb) = 0.2;
EGVAR(vehicle_damage,hullFireProb) = 0.8;
EGVAR(vehicle_damage,turretFireProb) = 0.2;
EGVAR(vehicle_damage,engineFireProb) = 0.5;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0.2;
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};
class rhs_btr_base: Wheeled_APC_F {
EGVAR(map,vehicleLightColor)[] = {0,0,1,0.1};
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EGVAR(refuel,fuelCapacity) = 300;
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
EGVAR(vehicle_damage,hullDetonationProb) = 0.2;
EGVAR(vehicle_damage,turretDetonationProb) = 0.2;
EGVAR(vehicle_damage,engineDetonationProb) = 0;
EGVAR(vehicle_damage,hullFireProb) = 0.7;
EGVAR(vehicle_damage,turretFireProb) = 0.7;
EGVAR(vehicle_damage,engineFireProb) = 0.7;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0.5;
class EGVAR(interaction,anims);
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};
class rhs_infantry_msv_base;
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class rhs_pilot_base: rhs_infantry_msv_base {
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ace_gforcecoef = 0.55;
};
class O_Plane_CAS_02_F;
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class RHS_su25_base: O_Plane_CAS_02_F {
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EGVAR(refuel,fuelCapacity) = 3600;
};
class Helicopter_Base_H: Helicopter_Base_F {
class EventHandlers;
};
class Heli_Light_02_base_F: Helicopter_Base_H {};
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class RHS_Mi8_base: Heli_Light_02_base_F {
EGVAR(map,vehicleLightColor)[] = {1,0,0,0.1};
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EGVAR(refuel,fuelCapacity) = 3700;
};
class Heli_Attack_02_base_F: Helicopter_Base_F {};
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class RHS_Ka52_base: Heli_Attack_02_base_F {
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EGVAR(refuel,fuelCapacity) = 1870;
};
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class RHS_Mi24_base: Heli_Attack_02_base_F {
EGVAR(map,vehicleLightColor)[] = {1,0,0,0.1};
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EGVAR(refuel,fuelCapacity) = 1851;
};
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class rhs_t80b: rhs_tank_base {
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EGVAR(refuel,fuelCapacity) = 1100;
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
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EGVAR(vehicle_damage,canHaveFireRing) = 1;
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};
class Truck_F: Car_F {};
class RHS_Ural_BaseTurret: Truck_F {
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EGVAR(refuel,fuelCapacity) = 360;
};
class RHS_Ural_Base: RHS_Ural_BaseTurret {};
class RHS_Ural_MSV_Base: RHS_Ural_Base {};
class RHS_Ural_Support_MSV_Base_01: RHS_Ural_MSV_Base {};
class RHS_Ural_Fuel_MSV_01: RHS_Ural_Support_MSV_Base_01 {
EGVAR(refuel,hooks)[] = {{-0.05,-3.6,-0.45}};
EGVAR(refuel,fuelCargo) = 10000;
};
class RHS_Ural_Ammo_Base: RHS_Ural_Base {
EGVAR(rearm,defaultSupply) = 1200;
};
class rhs_kraz255b1_base;
class rhs_kraz255b1_fuel_base: rhs_kraz255b1_base {
EGVAR(refuel,hooks)[] = {{-0.05,-3.6,-0.45}};
EGVAR(refuel,fuelCargo) = 10000;
};
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class rhs_truck: Truck_F {
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EGVAR(refuel,fuelCapacity) = 210;
};
class rhs_gaz66_vmf;
class rhs_gaz66_ammo_base: rhs_gaz66_vmf {
EGVAR(rearm,defaultSupply) = 1200;
};
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class rhs_kamaz5350;
class rhs_kamaz5350_ammo_base: rhs_kamaz5350 {
EGVAR(rearm,defaultSupply) = 1200;
};
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class MRAP_02_base_F;
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class rhs_tigr_base: MRAP_02_base_F {
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EGVAR(refuel,fuelCapacity) = 138;
};
class Offroad_01_base_f;
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class RHS_UAZ_Base: Offroad_01_base_f {
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EGVAR(refuel,fuelCapacity) = 78;
};
class APC_Tracked_02_base_F: Tank_F {
class Turrets: Turrets {
class MainTurret: MainTurret {};
};
};
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class rhs_zsutank_base: APC_Tracked_02_base_F {
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EGVAR(refuel,fuelCapacity) = 515;
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
EGVAR(vehicle_damage,hullDetonationProb) = 0;
EGVAR(vehicle_damage,turretDetonationProb) = 0;
EGVAR(vehicle_damage,engineDetonationProb) = 0.2;
EGVAR(vehicle_damage,hullFireProb) = 0.7;
EGVAR(vehicle_damage,turretFireProb) = 0.7;
EGVAR(vehicle_damage,engineFireProb) = 0.8;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0.8;
EGVAR(vehicle_damage,canHaveFireRing) = 1;
};
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class rhs_btr60_base: rhs_btr_base {
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EGVAR(refuel,fuelCapacity) = 290;
class EGVAR(interaction,anims): EGVAR(interaction,anims) {
class crate_l1_unhide {
positions[] = {{-1.1, 2, -0.3}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_l2_unhide {
positions[] = {{-1.1, 1.05, -0.3}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_l3_unhide {
positions[] = {{-1.1, -1.1, -0.3}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_r1_unhide {
positions[] = {{1.1, 1.93, -0.3}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_r2_unhide {
positions[] = {{1.1, 0.25, -0.3}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_r3_unhide {
positions[] = {{1.1, -1.1, -0.3}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
};
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};
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class rhs_btr70_vmf: rhs_btr_base {
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EGVAR(refuel,fuelCapacity) = 350;
class ace_viewports {
class view_0 {
camLocation[] = {0.478394, -0.575, -0.145};
camAttach = 90;
compartments[] = {"Compartment1"};
roles[] = {"cargo"};
};
class view_1 {
camLocation[] = {-1.38184, -0.575, -0.145};
camAttach = -90;
compartments[] = {"Compartment1"};
roles[] = {"cargo"};
};
};
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class EGVAR(interaction,anims): EGVAR(interaction,anims) {
class crate_l1_unhide {
positions[] = {{-1.7, 0.55, -0.4}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_l2_unhide {
positions[] = {{-1.7, -0.95, -0.4}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_l3_unhide {
positions[] = {{-1.7, -1.45, -0.4}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_l4_unhide {
positions[] = {{-1.7, -2.7, -0.4}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_r1_unhide {
positions[] = {{0.8, 1, -0.4}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_r2_unhide {
positions[] = {{0.8, 0.12, -0.4}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_r3_unhide {
positions[] = {{0.8, -0.7, -0.4}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_r4_unhide {
positions[] = {{0.8, -1.85, -0.4}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
};
};
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class rhs_btr70_msv: rhs_btr70_vmf {};
class rhs_btr80_msv: rhs_btr70_msv {
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EGVAR(refuel,fuelCapacity) = 300;
class ace_viewports {
class view_0 {
camLocation[] = {0.534424, -0.336914, 0.636819};
camAttach = 45;
compartments[] = {"Compartment1"};
roles[] = {"cargo"};
};
class view_1 {
camLocation[] = {0.760254, -0.459473, 0.526328};
camAttach = 90;
compartments[] = {"Compartment1"};
roles[] = {"cargo"};
};
class view_2 {
camLocation[] = {0.770508, -1.21924, 0.526954};
camAttach = 90;
compartments[] = {"Compartment1"};
roles[] = {"cargo"};
};
class view_3 {
camLocation[] = {-1.13, -1.2085, 0.490339};
camAttach = -90;
compartments[] = {"Compartment1"};
roles[] = {"cargo"};
};
class view_4 {
camLocation[] = {-1.14124, -0.416992, 0.460611};
camAttach = -90;
compartments[] = {"Compartment1"};
roles[] = {"cargo"};
};
class view_5 {
camLocation[] = {-0.932983, -0.326172, 0.647666};
camAttach = -45;
compartments[] = {"Compartment1"};
roles[] = {"cargo"};
};
};
class EGVAR(interaction,anims): EGVAR(interaction,anims) {
class crate_l1_unhide: crate_l1_unhide {
positions[] = {{-1.45, 0, 0.25}};
};
class crate_l2_unhide: crate_l2_unhide {
positions[] = {{-1.45, -1.68, 0.15}};
};
class crate_l3_unhide: crate_l3_unhide {
positions[] = {{-1.45, -2.87, 0.15}};
};
class crate_l4_unhide: crate_l4_unhide {
enabled = 0;
};
class crate_r1_unhide: crate_r1_unhide {
positions[] = {{1.1, 0.97, 0.15}};
};
class crate_r2_unhide: crate_r2_unhide {
positions[] = {{1.1, -1.5, 0.15}};
};
class crate_r3_unhide: crate_r3_unhide {
enabled = 0;
};
class crate_r4_unhide: crate_r4_unhide {
enabled = 0;
};
};
};
class rhs_btr80a_msv: rhs_btr80_msv {
class ace_viewports {
class view_0 {
camLocation[] = {0.589844, -0.314941, 0.449678};
camAttach = 45;
compartments[] = {"Compartment1"};
roles[] = {"cargo"};
};
class view_1 {
camLocation[] = {0.809082, -0.442871, 0.276865};
camAttach = 90;
compartments[] = {"Compartment1"};
roles[] = {"cargo"};
};
class view_2 {
camLocation[] = {0.819092, -1.24414, 0.27857};
camAttach = 90;
compartments[] = {"Compartment1"};
roles[] = {"cargo"};
};
class view_3 {
camLocation[] = {-1.1012, -1.22461, 0.341089};
camAttach = -90;
compartments[] = {"Compartment1"};
roles[] = {"cargo"};
};
class view_4 {
camLocation[] = {-1.11597, -0.458984, 0.307256};
camAttach = -90;
compartments[] = {"Compartment1"};
roles[] = {"cargo"};
};
class view_5 {
camLocation[] = {-0.869995, -0.304688, 0.461181};
camAttach = -45;
compartments[] = {"Compartment1"};
roles[] = {"cargo"};
};
};
class EGVAR(interaction,anims): EGVAR(interaction,anims) {
class crate_l1_unhide: crate_l1_unhide {
positions[] = {{-1.45, 0, 0}};
};
class crate_l2_unhide: crate_l2_unhide {
positions[] = {{-1.45, -1.68, 0}};
};
class crate_l3_unhide: crate_l3_unhide {
positions[] = {{-1.45, -2.87, 0}};
};
class crate_r1_unhide: crate_l3_unhide {
positions[] = {{1.1, 0.97, 0}};
};
class crate_r2_unhide: crate_r2_unhide {
positions[] = {{1.1, -1.5, 0}};
};
};
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};
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class rhs_2s3tank_base: Tank_F {
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EGVAR(refuel,fuelCapacity) = 830;
};
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class OTR21_Base: Truck_F {
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EGVAR(refuel,fuelCapacity) = 500;
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class rhs_bmd_base: Tank_F {
EGVAR(refuel,fuelCapacity) = 300;
EGVAR(vehicle_damage,hullDetonationProb) = 0;
EGVAR(vehicle_damage,turretDetonationProb) = 0.2;
EGVAR(vehicle_damage,engineDetonationProb) = 0;
EGVAR(vehicle_damage,hullFireProb) = 0.8;
EGVAR(vehicle_damage,turretFireProb) = 0.5;
EGVAR(vehicle_damage,engineFireProb) = 0.8;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0.5;
class EGVAR(interaction,anims) {
class crate_l1_unhide {
positions[] = {{-1.45, 0.5, -0.65}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_l2_unhide {
positions[] = {{-1.45, -0.2, -0.65}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_l3_unhide {
positions[] = {{-1.45, -1.2, -0.65}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_r1_unhide {
positions[] = {{1.45, 0.6, -0.65}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_r2_unhide {
positions[] = {{1.45, -0.4, -0.65}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_r3_unhide {
positions[] = {{1.45, -1.2, -0.65}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
};
};
class rhs_bmd1_base: rhs_bmd_base {};
class rhs_bmd1p: rhs_bmd1_base {
class EGVAR(interaction,anims): EGVAR(interaction,anims) {
class crate_l1_unhide: crate_l1_unhide {
positions[] = {{-1.45, 0.5, -0.8}};
};
class crate_l2_unhide: crate_l2_unhide {
positions[] = {{-1.45, -0.2, -0.8}};
};
class crate_l3_unhide: crate_l3_unhide {
positions[] = {{-1.45, -1.2, -0.8}};
};
class crate_r1_unhide: crate_l3_unhide {
positions[] = {{1.45, 0.6, -0.8}};
};
class crate_r2_unhide: crate_r2_unhide {
positions[] = {{1.45, -0.4, -0.8}};
};
class crate_r3_unhide: crate_r3_unhide {
positions[] = {{1.45, -1.2, -0.8}};
};
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
};
class rhs_bmd2_base: rhs_bmd_base {};
class rhs_bmd2: rhs_bmd2_base {
class EGVAR(interaction,anims): EGVAR(interaction,anims) {
class crate_l1_unhide: crate_l1_unhide {
positions[] = {{-1.45, 0.5, -0.8}};
};
class crate_l2_unhide: crate_l2_unhide {
positions[] = {{-1.45, -0.2, -0.8}};
};
class crate_l3_unhide: crate_l3_unhide {
positions[] = {{-1.45, -1.2, -0.8}};
};
class crate_r1_unhide: crate_l3_unhide {
positions[] = {{1.45, 0.6, -0.8}};
};
class crate_r2_unhide: crate_r2_unhide {
positions[] = {{1.45, -0.4, -0.8}};
};
class crate_r3_unhide: crate_r3_unhide {
positions[] = {{1.45, -1.2, -0.8}};
};
};
};
class rhs_bmd2m: rhs_bmd2 {
class EGVAR(interaction,anims): EGVAR(interaction,anims) {
class crate_l1_unhide: crate_l1_unhide {
positions[] = {{-1.45, 0.5, -0.7}};
};
class crate_l2_unhide: crate_l2_unhide {
positions[] = {{-1.45, -0.2, -0.7}};
};
class crate_l3_unhide: crate_l3_unhide {
positions[] = {{-1.45, -1.2, -0.7}};
};
class crate_r1_unhide: crate_l3_unhide {
positions[] = {{1.45, 0.6, -0.7}};
};
class crate_r2_unhide: crate_r2_unhide {
positions[] = {{1.45, -0.4, -0.7}};
};
class crate_r3_unhide: crate_r3_unhide {
positions[] = {{1.45, -1.2, -0.7}};
};
};
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class rhs_bmp1tank_base: Tank_F {
EGVAR(map,vehicleLightColor)[] = {0,1,0,0.1};
EGVAR(refuel,fuelCapacity) = 460;
};
class rhs_bmp_base: rhs_bmp1tank_base {
EGVAR(vehicle_damage,hullDetonationProb) = 0;
EGVAR(vehicle_damage,turretDetonationProb) = 0.2;
EGVAR(vehicle_damage,engineDetonationProb) = 0;
EGVAR(vehicle_damage,hullFireProb) = 0.8;
EGVAR(vehicle_damage,turretFireProb) = 0.5;
EGVAR(vehicle_damage,engineFireProb) = 0.8;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0.5;
class EGVAR(interaction,anims) {
class crate_l1_unhide {
positions[] = {{-1.55, 1.1, -0.55}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_l2_unhide {
positions[] = {{-1.55, 0.35, -0.55}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_l3_unhide {
positions[] = {{-1.55, -0.6, -0.55}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_r1_unhide {
positions[] = {{1.55, 1.75, -0.55}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_r2_unhide {
positions[] = {{1.55, -0.25, -0.55}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
class crate_r3_unhide {
positions[] = {{1.55, -1, -0.55}};
items[] = {"rhs_3Ya40_1_single"};
name = "3Ya40-1 Crate";
text = "3Ya40-1 Crate";
};
};
};
class rhs_bmp1_vdv: rhs_bmp_base {};
class rhs_bmp1d_vdv: rhs_bmp1_vdv {
class EGVAR(interaction,anims): EGVAR(interaction,anims) {
class crate_r3_unhide: crate_r3_unhide {
positions[] = {{1.5, -1.2, -0.55}};
};
};
};
class rhs_prp3_vdv: rhs_bmp1_vdv {
class EGVAR(interaction,anims): EGVAR(interaction,anims) {
class crate_l1_unhide: crate_l1_unhide {
enabled = 0;
};
class crate_l2_unhide: crate_l2_unhide {
enabled = 0;
};
class crate_l3_unhide: crate_l3_unhide {
enabled = 0;
};
class crate_r1_unhide: crate_l3_unhide {
enabled = 0;
};
class crate_r2_unhide: crate_r2_unhide {
enabled = 0;
};
class crate_r3_unhide: crate_r3_unhide {
enabled = 0;
};
};
};
class rhs_bmp2e_vdv: rhs_bmp1_vdv {
class EGVAR(interaction,anims): EGVAR(interaction,anims) {
class crate_l1_unhide: crate_l1_unhide {
positions[] = {{-1.8, 1.05, -0.55}};
};
class crate_l2_unhide: crate_l2_unhide {
positions[] = {{-1.8, 0.35, -0.55}};
};
class crate_l3_unhide: crate_l3_unhide {
positions[] = {{-1.8, -0.65, -0.55}};
};
class crate_r1_unhide: crate_l3_unhide {
positions[] = {{1.4, 1.7, -0.55}};
};
class crate_r2_unhide: crate_r2_unhide {
positions[] = {{1.4, -0.25, -0.55}};
};
class crate_r3_unhide: crate_r3_unhide {
positions[] = {{1.4, -1.05, -0.55}};
};
};
};
class rhs_bmp2_vdv: rhs_bmp2e_vdv {
class EGVAR(interaction,anims): EGVAR(interaction,anims) {
class crate_l1_unhide: crate_l1_unhide {
positions[] = {{-1.8, 1.2, -0.55}};
};
class crate_l2_unhide: crate_l2_unhide {
positions[] = {{-1.8, 0.5, -0.55}};
};
class crate_l3_unhide: crate_l3_unhide {
positions[] = {{-1.8, -0.5, -0.55}};
};
class crate_r1_unhide: crate_l3_unhide {
positions[] = {{1.4, 1.85, -0.55}};
};
class crate_r2_unhide: crate_r2_unhide {
positions[] = {{1.4, -0.1, -0.55}};
};
class crate_r3_unhide: crate_r3_unhide {
positions[] = {{1.4, -0.9, -0.55}};
};
};
};
class rhs_bmp2e_msv: rhs_bmp2e_vdv {};
class rhs_Ob_681_2: rhs_bmp2e_msv {
class EGVAR(interaction,anims): EGVAR(interaction,anims) {
class crate_l1_unhide: crate_l1_unhide {
positions[] = {{-1.8, 1.2, -0.55}};
};
class crate_l2_unhide: crate_l2_unhide {
positions[] = {{-1.8, 0.5, -0.55}};
};
class crate_l3_unhide: crate_l3_unhide {
positions[] = {{-1.8, -0.5, -0.55}};
};
class crate_r1_unhide: crate_l3_unhide {
positions[] = {{1.4, 1.85, -0.55}};
};
class crate_r2_unhide: crate_r2_unhide {
positions[] = {{1.4, -0.1, -0.55}};
};
class crate_r3_unhide: crate_r3_unhide {
positions[] = {{1.4, -0.9, -0.55}};
};
};
};
class rhs_brm1k_base: rhs_bmp2e_vdv {
class EGVAR(interaction,anims): EGVAR(interaction,anims) {
class crate_l1_unhide: crate_l1_unhide {
enabled = 0;
};
class crate_l2_unhide: crate_l2_unhide {
enabled = 0;
};
class crate_l3_unhide: crate_l3_unhide {
enabled = 0;
};
class crate_r1_unhide: crate_l3_unhide {
enabled = 0;
};
class crate_r2_unhide: crate_r2_unhide {
enabled = 0;
};
class crate_r3_unhide: crate_r3_unhide {
enabled = 0;
};
};
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class rhs_bmp3tank_base: Tank_F {
EGVAR(refuel,fuelCapacity) = 460;
EGVAR(vehicle_damage,hullDetonationProb) = 0.2;
EGVAR(vehicle_damage,turretDetonationProb) = 0.2;
EGVAR(vehicle_damage,engineDetonationProb) = 0;
EGVAR(vehicle_damage,hullFireProb) = 0.5;
EGVAR(vehicle_damage,turretFireProb) = 0.2;
EGVAR(vehicle_damage,engineFireProb) = 0.8;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0.5;
class ace_viewports {
class view_0 {
camLocation[] = {1.02881, -0.923828, -0.647231};
screenLocation[] = {1.12881, -0.653828, -1.08223};
camAttach = 50;
maxDistance = 0.5;
roles[] = {"cargo"};
};
class view_1 {
camLocation[] = {1.01709, -1.55664, -0.647231};
screenLocation[] = {1.10709, -1.42664, -1.14223};
camAttach = 82;
maxDistance = 0.5;
roles[] = {"cargo"};
};
class view_2 {
camLocation[] = {-0.871094, -1.55762, -0.647231};
screenLocation[] = {-0.981094, -1.42762, -1.13223};
camAttach = 285;
maxDistance = 0.5;
roles[] = {"cargo"};
};
class view_3 {
camLocation[] = {-1.00879, -0.939941, -0.650259};
screenLocation[] = {-0.97879, -0.689941, -1.09526};
camAttach = 310;
maxDistance = 0.5;
roles[] = {"cargo"};
};
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class rhs_a3spruttank_base: Tank_F {
EGVAR(refuel,fuelCapacity) = 400;
EGVAR(vehicle_damage,hullDetonationProb) = 0.2;
EGVAR(vehicle_damage,turretDetonationProb) = 0.2;
EGVAR(vehicle_damage,engineDetonationProb) = 0;
EGVAR(vehicle_damage,hullFireProb) = 0.5;
EGVAR(vehicle_damage,turretFireProb) = 0.2;
EGVAR(vehicle_damage,engineFireProb) = 0.8;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0.5;
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class rhs_a3t72tank_base: Tank_F {
EGVAR(refuel,fuelCapacity) = 1200;
EGVAR(vehicle_damage,hullDetonationProb) = 0.8;
EGVAR(vehicle_damage,turretDetonationProb) = 0.2;
EGVAR(vehicle_damage,engineDetonationProb) = 0.2;
EGVAR(vehicle_damage,hullFireProb) = 0.8;
EGVAR(vehicle_damage,turretFireProb) = 0.2;
EGVAR(vehicle_damage,engineFireProb) = 0.5;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0.2;
};
class rhs_t72bd_tv: rhs_a3t72tank_base {
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint", "era_6_hitpoint", "era_7_hitpoint",
"era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint", "era_13_hitpoint", "era_14_hitpoint",
"era_15_hitpoint", "era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint", "era_19_hitpoint", "era_20_hitpoint", "era_21_hitpoint",
"era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint", "era_25_hitpoint", "era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint",
"era_29_hitpoint", "era_30_hitpoint", "era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint",
"era_36_hitpoint", "era_37_hitpoint", "era_38_hitpoint", "era_39_hitpoint", "era_40_hitpoint", "era_41_hitpoint", "era_42_hitpoint",
"era_43_hitpoint", "era_44_hitpoint", "era_45_hitpoint", "era_46_hitpoint", "era_47_hitpoint", "era_48_hitpoint", "era_49_hitpoint",
"era_50_hitpoint", "era_51_hitpoint", "era_52_hitpoint", "era_53_hitpoint", "era_51_hitpoint", "era_55_hitpoint", "era_56_hitpoint",
"era_57_hitpoint", "era_58_hitpoint", "era_59_hitpoint", "era_60_hitpoint", "era_61_hitpoint", "era_62_hitpoint", "era_63_hitpoint",
"era_64_hitpoint", "era_65_hitpoint", "era_66_hitpoint", "era_67_hitpoint"
};
EGVAR(vehicle_damage,slatHitpoints)[] = {
"SLAT_68_hitpoint", "SLAT_69_hitpoint", "SLAT_70_hitpoint"
};
};
class rhs_t90_tv: rhs_t72bd_tv {
EGVAR(vehicle_damage,hullDetonationProb) = 0;
EGVAR(vehicle_damage,turretDetonationProb) = 0;
EGVAR(vehicle_damage,engineDetonationProb) = 0;
EGVAR(vehicle_damage,hullFireProb) = 0.2;
EGVAR(vehicle_damage,turretFireProb) = 0.2;
EGVAR(vehicle_damage,engineFireProb) = 0.5;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0;
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class rhs_t14_base: Tank_F {
EGVAR(vehicle_damage,hullDetonationProb) = 0;
EGVAR(vehicle_damage,turretDetonationProb) = 0;
EGVAR(vehicle_damage,engineDetonationProb) = 0;
EGVAR(vehicle_damage,hullFireProb) = 0.2;
EGVAR(vehicle_damage,turretFireProb) = 0.2;
EGVAR(vehicle_damage,engineFireProb) = 0.5;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0;
// Dear LORD RHS loves their ERA
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint", "era_6_hitpoint",
"era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint",
"era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint", "era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint",
"era_19_hitpoint", "era_20_hitpoint", "era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint",
"era_25_hitpoint", "era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint", "era_36_hitpoint",
2022-09-03 10:49:39 +00:00
"era_37_hitpoint"
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
};
EGVAR(vehicle_damage,slatHitpoints)[] = {
"SLAT_38_hitpoint", "SLAT_39_hitpoint", "SLAT_40_hitpoint", "SLAT_41_hitpoint"
};
EGVAR(vehicle_damage,canHaveFireRing) = 1;
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class rhs_t72bb_tv: rhs_a3t72tank_base {
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint", "era_6_hitpoint",
"era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint",
"era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint", "era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint",
"era_19_hitpoint", "era_20_hitpoint", "era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint",
"era_25_hitpoint", "era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint", "era_36_hitpoint",
2022-09-03 10:49:39 +00:00
"era_37_hitpoint"
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
};
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class rhs_t72bc_tv: rhs_a3t72tank_base {
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint", "era_6_hitpoint",
"era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint",
"era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint", "era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint",
"era_19_hitpoint", "era_20_hitpoint", "era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint",
"era_25_hitpoint", "era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint"
};
};
class rhs_t72be_tv: rhs_t72bd_tv {
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint", "era_6_hitpoint",
"era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint",
"era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint", "era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint",
"era_19_hitpoint", "era_20_hitpoint", "era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint",
"era_25_hitpoint", "era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint", "era_36_hitpoint",
"era_37_hitpoint", "era_38_hitpoint", "era_39_hitpoint", "era_40_hitpoint", "era_41_hitpoint", "era_42_hitpoint",
"era_43_hitpoint", "era_44_hitpoint", "era_45_hitpoint", "era_46_hitpoint", "era_47_hitpoint", "era_48_hitpoint",
"era_49_hitpoint", "era_50_hitpoint", "era_58_hitpoint", "era_59_hitpoint", "era_60_hitpoint", "era_61_hitpoint",
"era_62_hitpoint", "era_63_hitpoint", "era_64_hitpoint", "era_65_hitpoint", "era_66_hitpoint", "era_67_hitpoint"
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
};
EGVAR(vehicle_damage,slatHitpoints)[] = {
"SLAT_51_hitpoint", "SLAT_52_hitpoint", "SLAT_53_hitpoint",
"SLAT_54_hitpoint", "SLAT_55_hitpoint", "SLAT_56_hitpoint",
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
"SLAT_57_hitpoint", "SLAT_68_hitpoint", "SLAT_69_hitpoint",
"SLAT_70_hitpoint"
};
};
class rhs_t90a_tv: rhs_t90_tv {};
class rhs_t90saa_tv: rhs_t90a_tv {
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint", "era_6_hitpoint",
"era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint",
"era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint", "era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint",
"era_19_hitpoint", "era_20_hitpoint", "era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint",
"era_25_hitpoint", "era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint"
};
EGVAR(vehicle_damage,slatHitpoints)[] = {
"SLAT_51_hitpoint", "SLAT_52_hitpoint", "SLAT_53_hitpoint", "SLAT_54_hitpoint"
};
};
class rhs_t90sab_tv: rhs_t90a_tv {
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint", "era_6_hitpoint",
"era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint",
"era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint", "era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint",
"era_19_hitpoint", "era_20_hitpoint", "era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint",
"era_25_hitpoint", "era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint", "era_36_hitpoint",
"era_37_hitpoint", "era_38_hitpoint", "era_39_hitpoint", "era_40_hitpoint", "era_41_hitpoint", "era_42_hitpoint",
"era_43_hitpoint", "era_44_hitpoint", "era_45_hitpoint", "era_46_hitpoint", "era_47_hitpoint", "era_48_hitpoint",
"era_49_hitpoint", "era_50_hitpoint"
};
EGVAR(vehicle_damage,slatHitpoints)[] = {
"slat_51_hitpoint", "slat_52_hitpoint", "slat_53_hitpoint", "slat_54_hitpoint"
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
};
class rhs_t90am_tv: rhs_t90_tv {
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint", "era_6_hitpoint",
"era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint",
"era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint", "era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint",
"era_19_hitpoint", "era_20_hitpoint", "era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint",
"era_25_hitpoint", "era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint", "era_36_hitpoint",
"era_37_hitpoint", "era_38_hitpoint", "era_39_hitpoint", "era_40_hitpoint", "era_41_hitpoint", "era_42_hitpoint",
"era_43_hitpoint", "era_44_hitpoint", "era_45_hitpoint", "era_46_hitpoint", "era_47_hitpoint", "era_48_hitpoint",
"era_49_hitpoint", "era_50_hitpoint", "era_51_hitpoint", "era_52_hitpoint", "era_53_hitpoint", "era_54_hitpoint",
"era_55_hitpoint", "era_56_hitpoint", "era_57_hitpoint", "era_58_hitpoint", "era_59_hitpoint", "era_60_hitpoint",
"era_61_hitpoint", "era_62_hitpoint", "era_63_hitpoint", "era_64_hitpoint", "era_65_hitpoint", "era_66_hitpoint"
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
};
EGVAR(vehicle_damage,slatHitpoints)[] = {
"SLAT_18_hitpoint", "SLAT_19_hitpoint", "SLAT_20_hitpoint", "SLAT_21_hitpoint",
"SLAT_22_hitpoint", "SLAT_23_hitpoint", "SLAT_24_hitpoint", "SLAT_25_hitpoint",
"SLAT_51_hitpoint", "SLAT_52_hitpoint", "SLAT_53_hitpoint", "SLAT_54_hitpoint"
};
};
class rhs_t90sm_tv: rhs_t90am_tv {
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint",
"era_5_hitpoint", "era_6_hitpoint", "era_7_hitpoint", "era_8_hitpoint",
"era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint",
"era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint", "era_16_hitpoint",
"era_17_hitpoint", "era_18_hitpoint", "era_19_hitpoint", "era_20_hitpoint",
"era_21_hitpoint", "era_22_hitpoint", "era_24_hitpoint", "era_25_hitpoint",
"era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint",
"era_35_hitpoint", "era_36_hitpoint", "era_37_hitpoint", "era_38_hitpoint",
"era_39_hitpoint", "era_40_hitpoint", "era_41_hitpoint", "era_42_hitpoint",
"era_43_hitpoint", "era_44_hitpoint", "era_45_hitpoint", "era_46_hitpoint",
"era_47_hitpoint", "era_48_hitpoint", "era_49_hitpoint", "era_50_hitpoint",
"era_26_hitpoint", "era_55_hitpoint", "era_56_hitpoint", "era_57_hitpoint",
"era_58_hitpoint", "era_59_hitpoint", "era_60_hitpoint", "era_61_hitpoint",
"era_62_hitpoint", "era_63_hitpoint", "era_64_hitpoint", "era_65_hitpoint",
"era_66_hitpoint", "era_23_hitpoint"
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
EGVAR(vehicle_damage,slatHitpoints)[] = {
"slat_23_hitpoint", "slat_26_hitpoint", "slat_51_hitpoint",
"slat_52_hitpoint", "slat_53_hitpoint", "slat_54_hitpoint",
"slat_55_hitpoint", "slat_56_hitpoint", "slat_57_hitpoint",
"slat_18_hitpoint", "slat_19_hitpoint", "slat_20_hitpoint",
"slat_21_hitpoint", "slat_22_hitpoint", "slat_24_hitpoint",
"slat_25_hitpoint"
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
};
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class rhs_t80bv: rhs_t80b {
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint", "era_6_hitpoint",
"era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint",
"era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint", "era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint",
"era_19_hitpoint", "era_20_hitpoint", "era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint",
"era_25_hitpoint", "era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint"
};
};
class rhs_t80a;
class rhs_t80u: rhs_t80a {
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint", "era_6_hitpoint",
"era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint",
"era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint", "era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint",
"era_19_hitpoint", "era_20_hitpoint", "era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint",
"era_25_hitpoint", "era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint"
};
};
class rhs_t80uk: rhs_t80u {
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint", "era_6_hitpoint",
"era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint",
"era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint", "era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint",
"era_19_hitpoint", "era_20_hitpoint", "era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint",
"era_25_hitpoint", "era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint", "era_36_hitpoint"
};
};
class rhs_t80ue1: rhs_t80a {
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint", "era_6_hitpoint",
"era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint",
"era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint", "era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint",
"era_19_hitpoint", "era_20_hitpoint", "era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint",
"era_25_hitpoint", "era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint", "era_36_hitpoint"
};
};
class rhs_t80um: rhs_t80u {
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint", "era_6_hitpoint",
"era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint",
"era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint", "era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint",
"era_19_hitpoint", "era_20_hitpoint", "era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint",
"era_25_hitpoint", "era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint", "era_36_hitpoint"
};
};
class rhs_t15_base;
class rhs_t15_tv: rhs_t15_base {
EGVAR(vehicle_damage,eraHitpoints)[] = {
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint",
"era_5_hitpoint", "era_6_hitpoint", "era_7_hitpoint", "era_8_hitpoint",
"era_9_hitpoint", "era_10_hitpoint", "era_11_hitpoint", "era_12_hitpoint",
"era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint", "era_16_hitpoint",
"era_17_hitpoint", "era_18_hitpoint", "era_19_hitpoint", "era_20_hitpoint",
"era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint",
"era_25_hitpoint", "era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint",
"era_29_hitpoint", "era_30_hitpoint", "era_31_hitpoint", "era_32_hitpoint",
"era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint", "era_36_hitpoint",
"era_37_hitpoint"
};
EGVAR(vehicle_damage,slatHitpoints)[] = {
"slat_38_hitpoint", "slat_39_hitpoint", "slat_40_hitpoint", "slat_41_hitpoint"
};
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
// Wirecutter Backpacks
class rhs_assault_umbts;
class rhs_assault_umbts_engineer: rhs_assault_umbts {
EGVAR(logistics_wirecutter,hasWirecutter) = 1;
};
class rhs_rk_sht_30_emr;
class rhs_rk_sht_30_emr_engineer: rhs_rk_sht_30_emr {
EGVAR(logistics_wirecutter,hasWirecutter) = 1;
};
class rhs_rk_sht_30_olive;
class rhs_rk_sht_30_olive_engineer: rhs_rk_sht_30_olive {
EGVAR(logistics_wirecutter,hasWirecutter) = 1;
};
RHS CSW compatability (#7082) * Initial Commit * Got rid of unneeded translation values * Updated Strings * "Fixed" issue where when you deploy the tripid and weapon on slope it freaked out. * Fixed locality issues. Added timers to relavent functions. * Added weights to all magazines/tripod. Weights to weapons coming soon when I transfer them to the launcher slot * Fixed bug regarding localized strings. Created new tripod model * Added timers for deploying/picking up the tripod. Changed ammo-box model from custom to one already in ARMA. Changed gun-bag model for a more generic one. Created a texture for the tripod and gunbag * Removed ability to disassemble weapons via the addAction. Added ACE Action to get in due to a memory point issue. Changed from a static deploy/dismount time to one based in the weapon configs * Created forward-compatability. Made it so I can define a base plate for any weapon if I ever want to expand from the generic M3 Tripod. * Fixed bug where tripod wouldn't deploy with the correct times. Fixed bug where if you moved the tripod into the ground it would go flying. * Added mortar compatability. Will probably shift whole mortar ammo loading to CSW one day * Added icons to each relavent item * Added README, possibly fixed bug where if you are in a weapon others cant load/unload ammo. Changed distance you can interact with weapons * Added checks for when deploying the gun as well as unloading ammo to prevent duplication/deletion of items. * Added documentation * Added order to doc * Explained why things are the way they are * Remove temp files * Removed redundant files * Converted tabs->spaces. Added newlines at end of all files. Changed broken line in fnc_tripodDeploy.sqf. * 100% newlines at end of file * Added newlines to files that didnt get the change. Fixed README. Changed from GVAR(cswOptions) to GVAR(options). Changed from tabs to spaces in wiki * Fixed issue with UAV assembling with enableWeaponDisassembling. Fixed bug where game would crash if you disassembled static weapon with more than 1 magazine * Tabs->Spaces * Added CSW options to base StaticWeapon class to allow for easier additions. Switched default mortar away from CSW system due to incompatabilities * Lazy Evaluations and macros to describe how things work. * Added newlines to script_component. Fix no-texture issue on tripod. "Fix" 20mm HE saying 40mm HE. Add custom icons to all weapons. Move "Check Ammo" to CSW menu * abc * Revert "abc" This reverts commit bcb4214bd99bba3fec692efa4dca950323da582d. * Update to current commit * Revert changes to fortify.md * Updated UI Icon to Crew Served Ammo branch UI * Added Pabst's CrewServedAmmo to handle ammo loading/unloading instead of my solution * Fixed bug where currentWeaponTurret returned a blank string when a player hasent entered hte weapon to select the current weapon * Re-added ammo loading time * Tabs->Spaces * Newline at end of files * Removed replaced functions * Remove redundant strings. Move ammo handling to appropiate section * Tabs->Spaces * Update wiki * Updated to fix crash with default weapons and disable CSW ability on default static weapons * Added editor attributes to enable/disable CSW at edit time * Change how ammo is removed from the CSW. Uses math instead of iteration * Fix bug where assembled weapon did not get rid of default actions * Added support for multiple types of ammo in one CSW * Add tracer magazines for .50 cal * Fix bug where you could load ammo even if the gun couldnt take any more * Disable debug and enable compile cache * Changed weapon deploy/pickup time. Removed custom Titan missiles. Using ACE Dragging now. Added progress bar check for pickupTripod. Updated documentation * Removed check if CSW is full to unload ammo * Fix bug where items would spawn underneath other items on wepaon dismount * Change some things * Configure base statics, improve returnAmmo * Add mortar baseplate * Remove explicit inheritance * Fix bug where unloading ammo would duplicate it if you had room in your person. * Tab->Space * Player couldnt pickup tripod due to legacy code * Fix GMG_01_base_F inheritce * Port of ACE 2 tripod + ACE 2 CSW Bag * Move ACE 2 Data to APL folder * Adjust weights to make them more accurate to how ARMA uses it and the real life equivalents * Fix bug where error was thrown on esc from picking up tripod. Tripod rotated 180 * Fix bug where if you called ace_common_claim the weapon could be set to be disassembled even though it may not be wanted via CSW * Added ability to toggle ammo handling when weaponAssembly is disabled. * Add Proxy Weapons for all Vanilla static weapons. These serve as a way to allow for realistic ammo reload times without having to modify base classes if you want feautres turned off. Adjusted reload and mount times to be more "realistic" * Fix Shadow RPT Spam * Update wiki * Change order of setDir and setPos * Change all setDir/setPos orientations. Remove redundant check. Ensure that weapon locked state reflects it with the "getIn" command. Add a way to pass in a specific classname for the weapon assemble type. Add a callback function onDisassemble if user wants to set the state of the new tripod using the old weapon as a reference * Actually check for the carryWeaponClassname in the deployWeapon check * Ai Compatiblity * Add stringtable entries * Formatting fixes * Stringtables for settings, fix setMagazineTurretAmmo * inherit ammo for mags, reorder stringtable displays correct ammo and descriptionShort * don't require ace_javelin * Tweaks, cleanup, localzation, ace_reload changes change weapon tag to [CSW] tweak localization strings minor cleanup simplify some ace_reload funcs * delete moved dev func * Hopefully fix issue where to-be deleted tripod intersects with newly created weapon and vice versa. Remove PBOPREFIX newline * cleanup/proxyWeapon/mk6 compat * RHS compatability * Modified all tripod p3ds to have [0,0,0] at the mount. Ported AGS-30, Kord, M220, and SPG-9 tripods to APL And added them to CSW. Changed RHS compats to use new ported tripods. Changed strings to reflect real names. * Change from M224 Mortar Bag -> Mk6 Mortar bag * Add named propert (Autocenter) to make P3D [0,0,0] the center of the object instead of engine calculated * oh no tabs * remove some more evil tabs * fix changes lost in merge * fix bad merge pt2 * Fix UBC
2019-07-04 22:56:49 +00:00
// Interaction positions for static weapons
// Not a fan of this style of inheritance but it's less of a headache in this case
class StaticWeapon: LandVehicle {
class ACE_Actions {
class ACE_MainActions;
};
};
class StaticMGWeapon: StaticWeapon {};
class AT_01_base_F: StaticMGWeapon {};
class StaticMortar: StaticWeapon {};
class rhs_SPG9_base: AT_01_base_F {
class ACE_Actions: ACE_Actions {
class ACE_MainActions: ACE_MainActions {
position = "";
};
};
};
class rhs_Kornet_Base: AT_01_base_F {
class ACE_Actions: ACE_Actions {
class ACE_MainActions: ACE_MainActions {
position = "";
selection = "tripod";
};
};
};
class rhs_2b14_82mm_Base: StaticMortar {
class ACE_Actions: ACE_Actions {
class ACE_MainActions: ACE_MainActions {
position = "";
selection = ""; // no good selections for this mortar
};
};
};
2016-05-30 16:37:03 +00:00
};