2022-02-17 20:03:12 +00:00
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#include "script_component.hpp"
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/*
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* Author: Pterolatypus
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* Testing function that spawns AI units in a spiral around the given point and optionally spawns a projectile at the center
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* Used for observing the effects of explosive munitions
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*
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* Arguments:
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* 0: Center position, format PositionAGL <ARRAY>
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* 1: Distance to spawn units <ARRAY>
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* 0: Min (default: 1)
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* 1: Max (default: 10)
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* 2: Step (default: 1)
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* 2: Unit class to spawn <STRING> (default: "B_Soldier_F")
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* 3: Ammo class to spawn, "" or nil to skip <STRING> (default: "")
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* 4: Delay between unit placement and ammo spawning in seconds <NUMBER> (default: 1)
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* 5: Function to run on each unit that is spawned (optional) <CODE> params [_unit, _center, _ammoClass]
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*
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* ReturnValue:
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* Nothing
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*
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* Example:
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* [position player, [20, 80, 5]] call ace_medical_damage_fnc_debug_explosiveTest
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*
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* Public: No
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*/
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params [
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"_center",
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["_distances", []],
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["_unitClass", "B_Soldier_F"],
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["_ammoClass", ""],
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["_delay", 1],
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"_initCode"
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];
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_distances params [["_min", 1], ["_max", 10], ["_step", 1]];
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if (isNil "_center") exitwith {};
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_max = _max max _min;
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private _nSteps = 0 max ceil ((_max - _min) / _step);
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private _angleStep = 360 / (_nSteps + 1);
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for "_distance" from _min to _max step _step do {
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private _i = (_distance - _min) / _step;
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private _angle = _i * _angleStep;
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private _offset = [_distance * sin _angle, _distance * cos _angle, 0];
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private _position = _center vectorAdd _offset;
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private _unit = (createGroup west) createUnit [_unitClass, _position, [], 0, "CAN_COLLIDE"];
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if !(isNil "_initCode") then {
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[_unit, _center, _ammoClass] call _initCode;
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};
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};
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// spawn the ammo above the ground falling. necessary for shells, doesn't cause problems for grenades etc.
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if (_ammoClass != "") then {
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[{
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params ["_ammoClass", "_center"];
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private _position = _center vectorAdd [0, 0, 5];
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private _obj = _ammoClass createVehicle _position;
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2022-02-20 23:23:56 +00:00
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_obj setVectorDirAndUp [[0, 0, -1], [0, 1, 0]];
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2022-02-17 20:03:12 +00:00
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_obj setVelocity [0, 0, -20];
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}, [_ammoClass, _center], _delay] call CBA_fnc_waitAndExecute;
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};
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