ACE3/addons/grenades/functions/fnc_incendiary.sqf

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#include "..\script_component.hpp"
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/*
* Author: commy2
* Makes incendiary burn.
*
* Arguments:
* 0: The grenade <OBJECT>
* 1: Incendiary lifetime <OBJECT>
*
* Return Value:
* None
*
* Example:
* [_nade, 60] call ace_grenades_fnc_incendiary
*
* Public: No
*/
#define ALERT_NEAR_ENEMY_RANGE 60
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#define PARTICLE_LIFE_TIME 2
#define PARTICLE_DENSITY 20
#define PARTICLE_SIZE 1
#define PARTICLE_SPEED 1
#define PARTICLE_SMOKE_LIFE_TIME 5
#define PARTICLE_SMOKE_DENSITY 5
#define PARTICLE_SMOKE_SIZE 0.5
#define PARTICLE_SMOKE_SPEED 1
#define PARTICLE_SMOKE_LIFTING 1
#define PARTICLE_SMOKE_WIND_EFFECT 1
#define ORIENTATION 5.4
#define EXPANSION 1
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#define DESTRUCTION_RADIUS 1.8
#define SEARCH_RADIUS 5
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params ["_projectile", "_timeToLive", "_center"];
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if (isNull _projectile) exitWith {TRACE_1("null",_projectile);};
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private _position = position _projectile;
// --- AI
private _nearLocalEnemies = [];
{
{
if (local _x && {[_center, side _x] call BIS_fnc_sideIsEnemy}) then { // WE WANT THE OBJECTS SIDE HERE!
_nearLocalEnemies pushBackUnique _x;
};
} forEach crew _x;
} forEach (_position nearObjects ALERT_NEAR_ENEMY_RANGE);
{
if (behaviour _x in ["SAFE", "AWARE"]) then {
_x setBehaviour "COMBAT";
};
} forEach _nearLocalEnemies;
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// --- fire
private _fire = "#particlesource" createVehicleLocal _position;
_fire setParticleParams [
["\A3\data_f\ParticleEffects\Universal\Universal",16,10,32],
"",
"billboard",
1,
PARTICLE_LIFE_TIME,
[0,0,0],
[0, 0, 0.4 * PARTICLE_SPEED],
0,
0.0565,
0.05,
0.03,
[0.9 * PARTICLE_SIZE, 0],
[
[0.5,0.5,0.5,-0],
[0.5,0.5,0.5,-1],
[0.5,0.5,0.5,-1],
[0.5,0.5,0.5,-1],
[0.5,0.5,0.5,-1],
[0.5,0.5,0.5,0]
],
[1],
0.01,
0.02,
"",
"",
_projectile,
ORIENTATION,
false,
-1,
[[3,3,3,0]]
];
_fire setParticleRandom [PARTICLE_LIFE_TIME / 4, [0.15 * EFFECT_SIZE, 0.15 * EFFECT_SIZE, 0], [0.2,0.2,0], 0.4, 0, [0,0,0,0], 0, 0, 0.2];
_fire setParticleFire [1.2,1.0,0.1];
_fire setDropInterval (1 / PARTICLE_DENSITY);
// --- smoke
private _smoke = "#particlesource" createVehicleLocal _position;
_smoke setParticleParams [
["\A3\data_f\ParticleEffects\Universal\Universal_02",8,0,40,1],
"",
"billboard",
1,
PARTICLE_SMOKE_LIFE_TIME,
[0,0,0],
[0, 0, 2 * PARTICLE_SMOKE_SPEED],
0,
0.05,
0.04 * PARTICLE_SMOKE_LIFTING,
0.05 * PARTICLE_SMOKE_WIND_EFFECT,
[1 * PARTICLE_SMOKE_SIZE + 1, 1.8 * PARTICLE_SMOKE_SIZE + 15],
[
[0.7,0.7,0.7,0.7],
[0.7,0.7,0.7,0.6],
[0.7,0.7,0.7,0.45],
[0.84,0.84,0.84,0.28],
[0.84,0.84,0.84,0.16],
[0.84,0.84,0.84,0.09],
[0.84,0.84,0.84,0.06],
[1,1,1,0.02],
[1,1,1,0]
],
[1,0.55,0.35],
0.1,
0.08 * EXPANSION,
"",
"",
_projectile
];
_smoke setParticleRandom [PARTICLE_SMOKE_LIFE_TIME / 2, [0.5 * EFFECT_SIZE, 0.5 * EFFECT_SIZE, 0.2 * EFFECT_SIZE], [0.3,0.3,0.5], 1, 0, [0,0,0,0.06], 0, 0];
_smoke setDropInterval (1 / PARTICLE_SMOKE_DENSITY);
// --- light
private _light = "#lightpoint" createVehicleLocal (_position vectorAdd [0,0,0.5]);
_light setLightBrightness 1.0;
_light setLightColor [1,0.65,0.4];
_light setLightAmbient [0.15,0.05,0];
_light setLightIntensity (50 + 400 * ((PARTICLE_SIZE + EFFECT_SIZE) / 2));
_light setLightAttenuation [0,0,0,1];
_light setLightDayLight false;
_light lightAttachObject [_projectile, [0,0,0]];
// --- sound
private _sound = objNull;
if (isServer) then {
_sound = createSoundSource ["Sound_Fire", _position, [], 0];
private _radius = 1.5 * getNumber (configOf _projectile >> "indirectHitRange");
private _intensity = getNumber (configOf _projectile >> "hit");
[QEGVAR(fire,addFireSource), [_projectile, _radius, _intensity, _projectile, {
params ["_endTime", "_projectile"];
// If incendiary no longer exists, exit
if (isNull _projectile) exitWith {
false
};
// Need to get the position every time, as grenade might have been moved
private _position = position _projectile;
{
// Damage vehicles
[QGVAR(damageEngineAndWheels), [_x, _position], _x] call CBA_fnc_targetEvent;
} forEach (_position nearEntities ["Car", SEARCH_RADIUS]);
CBA_missionTime < _endTime // return
}, [CBA_missionTime + _timeToLive, _projectile]]] call CBA_fnc_serverEvent;
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};
[{
{deleteVehicle _x} forEach _this;
}, [_fire, _smoke, _light, _sound], _timeToLive] call CBA_fnc_waitAndExecute;
// --- damage
{
if (local _x && {isDamageAllowed _x}) then {
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//systemChat format ["burn: %1", _x];
// --- destroy nearby static weapons and ammo boxes
Add ammo cookoff (#4376) * Add Ammo cookoff * Remove tabs * Add initial ammo box cook-off Does not include a fire effect, mostly just a proof of concept. Should probably also add further potential cook-off conditons (if hit by tracer for example). * Add burning effects to ammo box cook off - Add burning effect while ammo box is cooking off - Add setting to enable/disable ammo boxes cooking off - Clear magazine cargo while box is burning Currently the box will burn for 60 seconds hardcoded, this is to allow time for the ammunition to cook off (since boxes sink into the ground and dissapear when destroyed). Perhaps we can implement a way to burn until all ammo is expended. * Improve ammo cookoff * Integrate ammo cookoff with the incendiary grenade * Disable ammo cook off underwater * Optimize fnc_detonateAmmunition I say optimize, the only real performance optimization is using `vectorMultiply`. The rest is readability optimization though! * Improve ammo box cook off - Remove unnecessary light source (fire particles provide lighting) - Add randomness to cook off time - Cook off begins with fire effect rather than smoke * Add tracer induced ammo box cook off Due to limitations in the way arma handles tracer rounds (there's no way to check if an individual projectile is a tracer), only magazines with a high enough tracer density (at least 1 in 4) can cause cook off this way. However this is deemed an acceptable approximation since the chance of this happening should be quite low anyway. * Decrease amount of explosions from ammo cookoff * Add is local check for remote event
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if (_x isKindOf "StaticWeapon" || {_x isKindOf "ACE_RepairItem_Base"}) then {
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_x setDamage 1;
};
Add ammo cookoff (#4376) * Add Ammo cookoff * Remove tabs * Add initial ammo box cook-off Does not include a fire effect, mostly just a proof of concept. Should probably also add further potential cook-off conditons (if hit by tracer for example). * Add burning effects to ammo box cook off - Add burning effect while ammo box is cooking off - Add setting to enable/disable ammo boxes cooking off - Clear magazine cargo while box is burning Currently the box will burn for 60 seconds hardcoded, this is to allow time for the ammunition to cook off (since boxes sink into the ground and dissapear when destroyed). Perhaps we can implement a way to burn until all ammo is expended. * Improve ammo cookoff * Integrate ammo cookoff with the incendiary grenade * Disable ammo cook off underwater * Optimize fnc_detonateAmmunition I say optimize, the only real performance optimization is using `vectorMultiply`. The rest is readability optimization though! * Improve ammo box cook off - Remove unnecessary light source (fire particles provide lighting) - Add randomness to cook off time - Cook off begins with fire effect rather than smoke * Add tracer induced ammo box cook off Due to limitations in the way arma handles tracer rounds (there's no way to check if an individual projectile is a tracer), only magazines with a high enough tracer density (at least 1 in 4) can cause cook off this way. However this is deemed an acceptable approximation since the chance of this happening should be quite low anyway. * Decrease amount of explosions from ammo cookoff * Add is local check for remote event
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if (_x isKindOf "ReammoBox_F") then {
if (
(["ace_cookoff"] call EFUNC(common,isModLoaded)) &&
{EGVAR(cookoff,enableAmmobox)} &&
{EGVAR(cookoff,ammoCookoffDuration) != 0} &&
{_x getVariable [QEGVAR(cookoff,enableAmmoCookoff), true]}
) then {
[QEGVAR(cookOff,cookOffBoxServer), _box] call CBA_fnc_serverEvent;
Add ammo cookoff (#4376) * Add Ammo cookoff * Remove tabs * Add initial ammo box cook-off Does not include a fire effect, mostly just a proof of concept. Should probably also add further potential cook-off conditons (if hit by tracer for example). * Add burning effects to ammo box cook off - Add burning effect while ammo box is cooking off - Add setting to enable/disable ammo boxes cooking off - Clear magazine cargo while box is burning Currently the box will burn for 60 seconds hardcoded, this is to allow time for the ammunition to cook off (since boxes sink into the ground and dissapear when destroyed). Perhaps we can implement a way to burn until all ammo is expended. * Improve ammo cookoff * Integrate ammo cookoff with the incendiary grenade * Disable ammo cook off underwater * Optimize fnc_detonateAmmunition I say optimize, the only real performance optimization is using `vectorMultiply`. The rest is readability optimization though! * Improve ammo box cook off - Remove unnecessary light source (fire particles provide lighting) - Add randomness to cook off time - Cook off begins with fire effect rather than smoke * Add tracer induced ammo box cook off Due to limitations in the way arma handles tracer rounds (there's no way to check if an individual projectile is a tracer), only magazines with a high enough tracer density (at least 1 in 4) can cause cook off this way. However this is deemed an acceptable approximation since the chance of this happening should be quite low anyway. * Decrease amount of explosions from ammo cookoff * Add is local check for remote event
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} else {
_x setDamage 1;
};
};
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// --- delete nearby ground weapon holders
if (_x isKindOf "WeaponHolder" || {_x isKindOf "WeaponHolderSimulated"}) then {
deleteVehicle _x;
};
// --- inflame fireplace, barrels etc.
_x inflame true;
};
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} forEach (_position nearObjects DESTRUCTION_RADIUS);
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{
// Damage vehicles (locality is checked in FUNC(damageEngineAndWheels))
[_x, _position] call FUNC(damageEngineAndWheels);
} forEach (_position nearEntities ["Car", SEARCH_RADIUS]);