ACE3/addons/concertina_wire/functions/fnc_vehicleDamage.sqf

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/*
* Author: Rocko
* Handles vehicle damage from hitting wire
*
* Arguments:
* 0: wire <OBJECT>
* 1: vehicle <OBJECT>
*
* Return Value:
* None
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*
* Public: No
*/
#include "script_component.hpp"
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params ["_wire", "_vehicle"];
private ["_type", "_mode", "_anim", "_parts", "_selectionPart", "_selection", "_pos_w", "_dir_w"];
_type = typeOf _wire;
_mode = switch (_type) do {
case "ACE_ConcertinaWire": { 0 };
case "Land_Razorwire_F": { 1 };
default { -1 };
};
if (_mode == -1) exitWith {};
// _mode = 0 = Single Coil
// _mode = 1 = Triple Coil
// --------------------------------
// L M R
// 4.54929 (4)
// 6.13564 (6)
//9.78744 (10)
_type = typeOf _wire;
_anim = _wire animationPhase "wire_2";
_pos_w = getPos _wire;
_dir_w = getDir _wire;
if (_mode == 0) then {
private ["_x", "_y", "_found", "_wireCheckPosAr", "_no"];
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_pos_w params ["_x","_y"];
// Check if two Single coils are placed next to each other (i.e playes have built a big wire obstacle)
_wireCheckPosAr = [
[_x + (sin (_dir_w+90) * 1.5),_y + (cos (_dir_w+90) * 1.5)],
[(_x-(sin _dir_w)) + (sin (_dir_w+90) * 1.5),(_y-(cos _dir_w)) + (cos (_dir_w+90) * 1.5)],
[_x + (sin (_dir_w-90) * 1.5),_y + (cos (_dir_w-90) * 1.5)],
[(_x-(sin _dir_w)) + (sin (_dir_w-90) * 1.5),(_y-(cos _dir_w)) + (cos (_dir_w-90) * 1.5)]
];
{
_found = false;
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_no = nearestObjects [_x, [typeOf _wire], 3]; //diag_log _no; diag_log ".....";
_no = _no - [_wire]; //diag_log _no;
if (count _no > 0) exitWith {
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_found = true; //diag_log "found";
};
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} forEach _wireCheckPosAr;
// Double coil found!
if (_found) then {
_mode = 1;
} else {
// Randomly make a single coil also catch tanks, if speed is high
if (_vehicle isKindOf "Tank" && {20 > random 100} && {speed _vehicle > 30}) then {
_mode = 1;
} else {
if !(_vehicle isKindOf "Tank") then {
_mode = 1;
};
};
};
};
if (_mode == 1) then {
switch (true) do {
case (_vehicle isKindOf "Tank"): {
_parts = ["ltrack","rtrack"];
};
case (_vehicle isKindOf "Wheeled_APC" || {_vehicle isKindOf "Car"}): {
_parts = ["lfwheel","lf2wheel","lmwheel","lbwheel","rfwheel","rf2wheel","rmwheel","rbwheel"];
};
};
} else {
switch (true) do {
case (_vehicle isKindOf "Wheeled_APC" || {_vehicle isKindOf "Car"}): {
_parts = ["lfwheel","lf2wheel","lmwheel","lbwheel","rfwheel","rf2wheel","rmwheel","rbwheel"];
};
};
};
if (canMove _vehicle) then {
{
_selectionPart = "hit" + _x;
if (isText(configFile >> "CfgVehicles" >> typeOf _vehicle >> "hitpoints" >> _selectionPart >> "name")) then {
_selection = getText(configFile >> "CfgVehicles" >> typeOf _vehicle >> "hitpoints" >> _selectionPart >> "name");
// TODO: Only the tires that have touched the wire should burst.
_vehicle setHit [_selection, 1];
};
} forEach _parts;
};
if (_mode == 1) then {
if (_vehicle isKindOf "StaticWeapon") exitWith {};
[{
PARAMS_2(_vehicle,_wire);
_vehicle setVelocity ((velocity _vehicle) vectorMultiply 0.75);
private ["_vPos", "_vDir"];
// Set vehicle back in front of wire, since the wire will make the vehicle jump, and a wire with no geometry lod is undestructible and not recognizeable
_vPos = getPosASL _vehicle;
_vDir = getDir _vehicle;
_vehicle setPosASL (_vPos vectorAdd [-0.35 * sin(_vDir), -0.35 * cos(_vDir), 0]);
// TODO: Needs to be placed in safe distance to wire, so we do not constantly re-spawn new wires
}, [_vehicle, _wire], 0.1] call EFUNC(common,waitAndExecute);
};
//TODO: Create broken geoless wire (two version)
//TODO: Make wire remains stop vehicles