ACE3/addons/vehicle_damage/functions/fnc_abandon.sqf

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#include "..\script_component.hpp"
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
/*
2023-08-16 23:18:01 +00:00
* Author: tcvm
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
* Forces the AI currently in a vehicle to bail out.
*
* Arguments:
Vehicle damage - Code cleanup (#9831) * Cook-off improvements * More changes * Update fnc_getVehicleAmmo.sqf * Better engine fire placement * Update fnc_detonateAmmunition.sqf * Update XEH_postInit.sqf * Update fnc_getVehicleAmmo.sqf * Update events-framework.md * Various improvements * Separate effect handling * Tweaks * Update XEH_postInit.sqf * Prevent double ammo detonation * Fixed objects not being able to cook-off again * Added incendiary rounds as source of box cookoff * Converted enable setting to bool * Fixed brackets * Update fnc_cookOff.sqf * Update CfgEden.hpp * Removed GVAR(enable), added GVAR(enableFire) back * Vehicle damage fixes * Made hitpoint hash common * Update fnc_addEventHandler.sqf * Update fnc_medicalDamage.sqf * Update fnc_handleBail.sqf * Changed API * Remove `CBA_fnc_getConfigEntry` as much as possible, as it's 2x slower * More cleanup * More cleanup * Fix merging issues, remove turret tossing * Update translations * More cleanup * Reverted some logic back to original, minor tweaks & fixes * Fix undefined variable * Cleanup * Fixed bad logic * Update addons/vehicle_damage/script_macros.hpp Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/functions/fnc_handleDamage.sqf * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/XEH_postInit.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2024-08-20 19:23:21 +00:00
* 0: Vehicle <OBJECT>
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
*
* Return Value:
* None
*
* Example:
Vehicle damage - Code cleanup (#9831) * Cook-off improvements * More changes * Update fnc_getVehicleAmmo.sqf * Better engine fire placement * Update fnc_detonateAmmunition.sqf * Update XEH_postInit.sqf * Update fnc_getVehicleAmmo.sqf * Update events-framework.md * Various improvements * Separate effect handling * Tweaks * Update XEH_postInit.sqf * Prevent double ammo detonation * Fixed objects not being able to cook-off again * Added incendiary rounds as source of box cookoff * Converted enable setting to bool * Fixed brackets * Update fnc_cookOff.sqf * Update CfgEden.hpp * Removed GVAR(enable), added GVAR(enableFire) back * Vehicle damage fixes * Made hitpoint hash common * Update fnc_addEventHandler.sqf * Update fnc_medicalDamage.sqf * Update fnc_handleBail.sqf * Changed API * Remove `CBA_fnc_getConfigEntry` as much as possible, as it's 2x slower * More cleanup * More cleanup * Fix merging issues, remove turret tossing * Update translations * More cleanup * Reverted some logic back to original, minor tweaks & fixes * Fix undefined variable * Cleanup * Fixed bad logic * Update addons/vehicle_damage/script_macros.hpp Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/functions/fnc_handleDamage.sqf * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/XEH_postInit.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2024-08-20 19:23:21 +00:00
* cursorObject call ace_vehicle_damage_fnc_abandon
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
*
* Public: No
*/
params ["_vehicle"];
Vehicle damage - Code cleanup (#9831) * Cook-off improvements * More changes * Update fnc_getVehicleAmmo.sqf * Better engine fire placement * Update fnc_detonateAmmunition.sqf * Update XEH_postInit.sqf * Update fnc_getVehicleAmmo.sqf * Update events-framework.md * Various improvements * Separate effect handling * Tweaks * Update XEH_postInit.sqf * Prevent double ammo detonation * Fixed objects not being able to cook-off again * Added incendiary rounds as source of box cookoff * Converted enable setting to bool * Fixed brackets * Update fnc_cookOff.sqf * Update CfgEden.hpp * Removed GVAR(enable), added GVAR(enableFire) back * Vehicle damage fixes * Made hitpoint hash common * Update fnc_addEventHandler.sqf * Update fnc_medicalDamage.sqf * Update fnc_handleBail.sqf * Changed API * Remove `CBA_fnc_getConfigEntry` as much as possible, as it's 2x slower * More cleanup * More cleanup * Fix merging issues, remove turret tossing * Update translations * More cleanup * Reverted some logic back to original, minor tweaks & fixes * Fix undefined variable * Cleanup * Fixed bad logic * Update addons/vehicle_damage/script_macros.hpp Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/functions/fnc_handleDamage.sqf * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/XEH_postInit.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2024-08-20 19:23:21 +00:00
// Check for API
if (_vehicle getVariable [QGVAR(allowCrewInImmobile), false]) exitWith {
TRACE_1("API prevented crew from dismounting",_vehicle);
};
TRACE_1("abandon",_vehicle);
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
[{
params ["_vehicle"];
Vehicle damage - Code cleanup (#9831) * Cook-off improvements * More changes * Update fnc_getVehicleAmmo.sqf * Better engine fire placement * Update fnc_detonateAmmunition.sqf * Update XEH_postInit.sqf * Update fnc_getVehicleAmmo.sqf * Update events-framework.md * Various improvements * Separate effect handling * Tweaks * Update XEH_postInit.sqf * Prevent double ammo detonation * Fixed objects not being able to cook-off again * Added incendiary rounds as source of box cookoff * Converted enable setting to bool * Fixed brackets * Update fnc_cookOff.sqf * Update CfgEden.hpp * Removed GVAR(enable), added GVAR(enableFire) back * Vehicle damage fixes * Made hitpoint hash common * Update fnc_addEventHandler.sqf * Update fnc_medicalDamage.sqf * Update fnc_handleBail.sqf * Changed API * Remove `CBA_fnc_getConfigEntry` as much as possible, as it's 2x slower * More cleanup * More cleanup * Fix merging issues, remove turret tossing * Update translations * More cleanup * Reverted some logic back to original, minor tweaks & fixes * Fix undefined variable * Cleanup * Fixed bad logic * Update addons/vehicle_damage/script_macros.hpp Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/functions/fnc_handleDamage.sqf * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/XEH_postInit.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2024-08-20 19:23:21 +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
_vehicle allowCrewInImmobile false;
Vehicle damage - Code cleanup (#9831) * Cook-off improvements * More changes * Update fnc_getVehicleAmmo.sqf * Better engine fire placement * Update fnc_detonateAmmunition.sqf * Update XEH_postInit.sqf * Update fnc_getVehicleAmmo.sqf * Update events-framework.md * Various improvements * Separate effect handling * Tweaks * Update XEH_postInit.sqf * Prevent double ammo detonation * Fixed objects not being able to cook-off again * Added incendiary rounds as source of box cookoff * Converted enable setting to bool * Fixed brackets * Update fnc_cookOff.sqf * Update CfgEden.hpp * Removed GVAR(enable), added GVAR(enableFire) back * Vehicle damage fixes * Made hitpoint hash common * Update fnc_addEventHandler.sqf * Update fnc_medicalDamage.sqf * Update fnc_handleBail.sqf * Changed API * Remove `CBA_fnc_getConfigEntry` as much as possible, as it's 2x slower * More cleanup * More cleanup * Fix merging issues, remove turret tossing * Update translations * More cleanup * Reverted some logic back to original, minor tweaks & fixes * Fix undefined variable * Cleanup * Fixed bad logic * Update addons/vehicle_damage/script_macros.hpp Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/functions/fnc_handleDamage.sqf * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/XEH_postInit.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2024-08-20 19:23:21 +00:00
TRACE_2("bailing out crew after delay",_vehicle,crew _vehicle);
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
{
Vehicle damage - Code cleanup (#9831) * Cook-off improvements * More changes * Update fnc_getVehicleAmmo.sqf * Better engine fire placement * Update fnc_detonateAmmunition.sqf * Update XEH_postInit.sqf * Update fnc_getVehicleAmmo.sqf * Update events-framework.md * Various improvements * Separate effect handling * Tweaks * Update XEH_postInit.sqf * Prevent double ammo detonation * Fixed objects not being able to cook-off again * Added incendiary rounds as source of box cookoff * Converted enable setting to bool * Fixed brackets * Update fnc_cookOff.sqf * Update CfgEden.hpp * Removed GVAR(enable), added GVAR(enableFire) back * Vehicle damage fixes * Made hitpoint hash common * Update fnc_addEventHandler.sqf * Update fnc_medicalDamage.sqf * Update fnc_handleBail.sqf * Changed API * Remove `CBA_fnc_getConfigEntry` as much as possible, as it's 2x slower * More cleanup * More cleanup * Fix merging issues, remove turret tossing * Update translations * More cleanup * Reverted some logic back to original, minor tweaks & fixes * Fix undefined variable * Cleanup * Fixed bad logic * Update addons/vehicle_damage/script_macros.hpp Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/functions/fnc_handleDamage.sqf * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/XEH_postInit.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2024-08-20 19:23:21 +00:00
[QGVAR(bailOut), [_vehicle, _x], _x] call CBA_fnc_targetEvent;
} forEach (crew _vehicle);
}, _vehicle, random MAX_CREW_BAILOUT_TIME] call CBA_fnc_waitAndExecute;