ACE3/addons/fire/functions/fnc_burnEffects.sqf

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#include "..\script_component.hpp"
/*
* Author: tcvm, johnb43
* Spawns particle effects for a burning unit.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* player call ace_fire_fnc_burnEffects
*
* Public: No
*/
params ["_unit"];
// Spawn particles
private _unitPos = getPos _unit;
private _fireParticle = objNull;
private _smokeParticle = objNull;
private _fireLight = objNull;
private _lightFlare = objNull;
if (hasInterface) then {
_fireParticle = createVehicleLocal ["#particlesource", _unitPos, [], 0, "CAN_COLLIDE"];
_fireParticle attachTo [_unit];
_fireParticle setDropInterval 0.03;
_smokeParticle = createVehicleLocal ["#particlesource", _unitPos, [], 0, "CAN_COLLIDE"];
_fireLight = createVehicleLocal ["#lightpoint", _unitPos, [], 0, "CAN_COLLIDE"];
_fireLight setLightIntensity 0;
_fireLight setLightAmbient [0.8, 0.6, 0.2];
_fireLight setLightColor [1, 0.5, 0.4];
_fireLight attachTo [_unit];
_fireLight setLightDayLight false;
_lightFlare = createVehicleLocal ["#lightpoint", _unitPos, [], 0, "CAN_COLLIDE"];
_lightFlare setLightIntensity 0;
_lightFlare setLightColor [1, 0.8, 0.8];
_lightFlare setLightUseFlare true;
_lightFlare setLightFlareMaxDistance 100;
_lightFlare setLightFlareSize 0;
if (_unit != ACE_player) then {
private _relativeAttachPoint = vectorNormalized (_unit worldToModelVisual (getPos ACE_player));
_relativeAttachPoint set [2, 0.5];
_lightFlare attachTo [_unit, _relativeAttachPoint];
} else {
_lightFlare attachTo [_unit, [0, 0, 0.3]];
};
};
private _fireSound = objNull;
if (isServer) then {
_fireSound = createSoundSource ["Sound_Fire", _unitPos, [], 0];
_fireSound attachTo [_unit, [0, 0, 0], "Head"];
};
[{
params ["_args", "_pfhID"];
_args params ["_unit", "_fireParticle", "_smokeParticle", "_fireLight", "_lightFlare", "_fireSound"];
if (isNull _unit || {!(_unit call FUNC(isBurning))}) exitWith {
_pfhID call CBA_fnc_removePerFrameHandler;
deleteVehicle _fireParticle;
deleteVehicle _smokeParticle;
deleteVehicle _fireLight;
deleteVehicle _lightFlare;
deleteVehicle _fireSound;
};
// Display burn indicators
if (_unit == ACE_player && {alive _unit} && {isNil {_unit getVariable QGVAR(burnUIPFH)}}) then { // This accounts for player remote controlled a new unit
private _burnIndicatorPFH = [LINKFUNC(burnIndicator), 1, _unit] call CBA_fnc_addPerFrameHandler;
_unit setVariable [QGVAR(burnUIPFH), _burnIndicatorPFH];
};
if (!hasInterface) exitWith {};
private _intensity = _unit getVariable [QGVAR(intensity), 0];
_fireParticle setDropInterval (0.01 max linearConversion [BURN_MAX_INTENSITY, BURN_MIN_INTENSITY, _intensity, 0.03, 0.1, false]);
_fireParticle setParticleParams [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 10, 32], // sprite sheet values
"", // animation name
"Billboard", // particle type
1, // timer period
0.7, // lifetime
"destructionEffect2", // position
[0, 0, 1], // move velocity
0, // rotation velocity
10, // weight
7.9, // volume
1, // rubbing
[0.3, 0.3], // size
[
[1, 1, 1, -0],
[1, 1, 1, -1],
[1, 1, 1, -1],
[1, 1, 1, -1],
[1, 1, 1, -0]
], // colour
[0.5, 1], // animation speed
1, // random dir period
0, // random dir intensity
"", // on timer script
"", // before destroy script
_unit, // particle source
0,
false,
0,
[[0.8, 0.6, 0.2, 1]] // emissive color
];
_fireParticle setParticleRandom [
0.04 * _intensity, // life time
[0.05, 0.05, 2], // position
[0.05, 0.05, 0.05] vectorMultiply _intensity, // move velocity
0, // rotation velocity
0.06 * _intensity, // size
[0, 0, 0, 0], // color
0, // random direction period
0 // random direction intensity
];
_smokeParticle setDropInterval 0.15;
_smokeParticle setParticleCircle [0, [0, 0, 0]];
_smokeParticle setParticleParams [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 7, 48], // sprite sheet values
"", // animation name
"Billboard", // particle type
1, // timer period
8, // lifetime
[0, 0, 1.1], // position
[0, 0, 1], // move velocity
0, // rotation velocity
10, // weight
7.9, // volume
0.066, // rubbing
[1, 3, 6], // size
[
[0.5, 0.5, 0.5, 0.15],
[0.75, 0.75, 0.75, 0.075],
[1, 1, 1, 0]
], // colour
[0.125], // animation speed
1, // random dir period
0, // random dir intensity
"", // on timer script
"", // before destroy script
_unit // particle source
];
_smokeParticle setParticleRandom [
0, // life time
[0.25, 0.25, 0], // position
[0.2, 0.2, 0], // move velocity
0, // rotation velocity
0.25, // size
[0, 0, 0, 0.1], // color
0, // random direction period
0 // random direction intensity
];
_fireLight setLightBrightness ((_intensity * 3) / 10);
_fireLight setLightAttenuation [1, 10 max (5 min (10 - _intensity)), 0, 15];
_lightFlare setLightBrightness (_intensity / 30);
_lightFlare setLightFlareSize (_intensity * (3 / 4)) * FLARE_SIZE_MODIFIER;
if (!GVAR(enableFlare)) then {
_lightFlare setLightFlareSize 0;
};
// Always keep flare visible to perceiving unit as long as it isn't the player
if (_unit != ACE_player) then {
private _distanceToUnit = _unit distance ACE_player;
private _relativeAttachPoint = [0, 0, 0.3];
if (_distanceToUnit > 1.5) then {
_relativeAttachPoint = (vectorNormalized (_unit worldToModelVisual (getPos ACE_player))) vectorMultiply linearConversion [5, 30, _distanceToUnit, 0.5, 1.5];
_relativeAttachPoint set [2, 0.3 + ((_unit selectionPosition "pelvis") select 2)];
};
_lightFlare attachTo [_unit, _relativeAttachPoint];
};
}, 0, [_unit, _fireParticle, _smokeParticle, _fireLight, _lightFlare, _fireSound]] call CBA_fnc_addPerFrameHandler;