ACE3/addons/vehicle_damage/CfgVehicles.hpp

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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
class CfgVehicles {
class ThingX;
class GVAR(Turret_MBT_01): ThingX {
author = ECSTRING(common,ACETeam);
_generalMacro = QGVAR(Turret_MBT_01);
scope = 1;
displayName = CSTRING(generic_turret_wreck);
model = "\A3\Structures_F\Wrecks\Wreck_Slammer_turret_F.p3d";
icon = "\A3\armor_f_gamma\MBT_01\Data\ui\map_slammer_mk4_ca.paa";
};
class GVAR(Turret_MBT_02): ThingX {
author = ECSTRING(common,ACETeam);
_generalMacro = QGVAR(Turret_MBT_02);
scope = 1;
displayName = CSTRING(generic_turret_wreck);
model = "\A3\Structures_F\Wrecks\Wreck_T72_turret_F.p3d";
icon = "\A3\armor_f_gamma\MBT_02\Data\UI\map_MBT_02_ca.paa";
};
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
class Tank;
class Car_F;
class Tank_F: Tank {
GVAR(hullDetonationProb) = 0.2;
GVAR(turretDetonationProb) = 0.2;
GVAR(engineDetonationProb) = 0.2;
GVAR(hullFireProb) = 0.5;
GVAR(turretFireProb) = 0.2;
GVAR(engineFireProb) = 0.5;
GVAR(detonationDuringFireProb) = 0.2;
GVAR(canHaveFireRing) = 0;
};
class Wheeled_APC_F: Car_F {
GVAR(hullDetonationProb) = 0.2;
GVAR(turretDetonationProb) = 0.2;
GVAR(engineDetonationProb) = 0.2;
GVAR(hullFireProb) = 0.5;
GVAR(turretFireProb) = 0.2;
GVAR(engineFireProb) = 0.5;
GVAR(detonationDuringFireProb) = 0.2;
GVAR(canHaveFireRing) = 0;
};
class APC_Tracked_01_base_F: Tank_F {};
class B_APC_Tracked_01_base_F: APC_Tracked_01_base_F {};
class B_APC_Tracked_01_AA_F: B_APC_Tracked_01_base_F {
GVAR(hullDetonationProb) = 0.4;
GVAR(turretDetonationProb) = 0.4;
GVAR(engineDetonationProb) = 0.4;
GVAR(hullFireProb) = 0.7;
GVAR(turretFireProb) = 0.7;
GVAR(engineFireProb) = 0.8;
GVAR(detonationDuringFireProb) = 0.8;
GVAR(canHaveFireRing) = 1;
};
class B_APC_Tracked_01_rcws_F: B_APC_Tracked_01_base_F {
GVAR(hullDetonationProb) = 0.3;
GVAR(turretDetonationProb) = 0;
GVAR(engineDetonationProb) = 0.1;
GVAR(hullFireProb) = 0.8;
GVAR(turretFireProb) = 0;
GVAR(engineFireProb) = 0.8;
GVAR(detonationDuringFireProb) = 0.5;
};
class B_APC_Tracked_01_CRV_F: B_APC_Tracked_01_base_F {
GVAR(hullDetonationProb) = 0.3;
GVAR(turretDetonationProb) = 0;
GVAR(engineDetonationProb) = 0.1;
GVAR(hullFireProb) = 0.8;
GVAR(turretFireProb) = 0;
GVAR(engineFireProb) = 0.8;
GVAR(detonationDuringFireProb) = 0.5;
};
class APC_Wheeled_01_base_F: Wheeled_APC_F {
GVAR(slatHitpoints)[] = {
"HitSLAT_Left_1", "HitSLAT_Left_2", "HitSLAT_Left_3",
"HitSLAT_Right_1", "HitSLAT_Right_2", "HitSLAT_Right_3",
"HitSLAT_top_back", "HitSLAT_top_left", "HitSLAT_top_right",
"HitSLAT_back",
"HitSLAT_front"
};
};
class B_APC_Wheeled_01_base_F: APC_Wheeled_01_base_F {};
class B_APC_Wheeled_01_cannon_F: B_APC_Wheeled_01_base_F {
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
GVAR(hullDetonationProb) = 0.2;
GVAR(turretDetonationProb) = 0.2;
GVAR(engineDetonationProb) = 0;
GVAR(hullFireProb) = 0.7;
GVAR(turretFireProb) = 0.7;
GVAR(engineFireProb) = 0.7;
GVAR(detonationDuringFireProb) = 0.5;
GVAR(canHaveFireRing) = 1;
};
class APC_Wheeled_02_base_F: Wheeled_APC_F {
GVAR(hullDetonationProb) = 0.2;
GVAR(turretDetonationProb) = 0;
GVAR(engineDetonationProb) = 0;
GVAR(hullFireProb) = 0.7;
GVAR(turretFireProb) = 0;
GVAR(engineFireProb) = 0.7;
GVAR(detonationDuringFireProb) = 0.5;
GVAR(slatHitpoints)[] = {
"HitSLAT_Left_1", "HitSLAT_Left_2", "HitSLAT_Left_3",
"HitSLAT_Right_1", "HitSLAT_Right_2", "HitSLAT_Right_3",
"HitSLAT_back",
"HitSLAT_front"
};
};
class AFV_Wheeled_01_base_F: Wheeled_APC_F {
GVAR(slatHitpoints)[] = {
"HitSLAT_Left_1", "HitSLAT_Left_2", "HitSLAT_Left_3",
"HitSLAT_Right_1", "HitSLAT_Right_2", "HitSLAT_Right_3",
"HitSLAT_back",
"HitSLAT_front"
};
};
class B_AFV_Wheeled_01_cannon_F: AFV_Wheeled_01_base_F {
GVAR(hullDetonationProb) = 0.5;
GVAR(turretDetonationProb) = 0.5;
GVAR(engineDetonationProb) = 0.2;
GVAR(hullFireProb) = 0.2;
GVAR(turretFireProb) = 0.2;
GVAR(engineFireProb) = 0.5;
GVAR(detonationDuringFireProb) = 0.5;
};
class AFV_Wheeled_01_up_base_F: AFV_Wheeled_01_base_F {
GVAR(eraHitpoints)[] = {
"HitERA_Front", "HitERA_Left", "HitERA_Right", "HitERA_Top", "HitERA_Back"
};
};
class MBT_01_base_F: Tank_F {
GVAR(hullDetonationProb) = 0.6;
GVAR(turretDetonationProb) = 0.3;
GVAR(engineDetonationProb) = 0.1;
GVAR(hullFireProb) = 0.7;
GVAR(turretFireProb) = 0.4;
GVAR(engineFireProb) = 0.5;
GVAR(detonationDuringFireProb) = 0.3;
GVAR(canHaveFireRing) = 1;
};
class B_MBT_01_base_F: MBT_01_base_F {};
class B_MBT_01_cannon_F: B_MBT_01_base_F {
GVAR(turret)[] = { QGVAR(Turret_MBT_01), {0, -1, 0.5} };
};
class B_MBT_01_TUSK_F: B_MBT_01_cannon_F {
GVAR(eraHitpoints)[] = {
"HitERA_Front",
"HitERA_Left_1", "HitERA_Left_2", "HitERA_Left_3", "HitERA_Left_4",
"HitERA_Right_1", "HitERA_Right_2", "HitERA_Right_3", "HitERA_Right_4",
"HitERA_Top_Front", "HitERA_Top_Left", "HitERA_Top_Right"
};
};
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
class O_MBT_02_base_F;
class O_MBT_02_cannon_F: O_MBT_02_base_F {
GVAR(turret)[] = { QGVAR(Turret_MBT_02), {0, -1, 0} };
GVAR(canHaveFireRing) = 1;
};
class APC_Tracked_02_base_F: Tank_F {
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
GVAR(hullDetonationProb) = 0;
GVAR(turretDetonationProb) = 0;
GVAR(engineDetonationProb) = 0;
GVAR(hullFireProb) = 0.8;
GVAR(turretFireProb) = 0;
GVAR(engineFireProb) = 0.8;
GVAR(detonationDuringFireProb) = 0.5;
GVAR(slatHitpoints)[] = {
"HitSLAT_Left_1", "HitSLAT_Left_2", "HitSLAT_Left_3",
"HitSLAT_Right_1", "HitSLAT_Right_2", "HitSLAT_Right_3",
"HitSLAT_back",
"HitSLAT_front"
};
GVAR(canHaveFireRing) = 1;
};
class O_APC_Tracked_02_base_F: APC_Tracked_02_base_F {};
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
class O_APC_Tracked_02_AA_F: O_APC_Tracked_02_base_F {
GVAR(hullDetonationProb) = 0.4;
GVAR(turretDetonationProb) = 0.4;
GVAR(engineDetonationProb) = 0.4;
GVAR(hullFireProb) = 0.7;
GVAR(turretFireProb) = 0.7;
GVAR(engineFireProb) = 0.8;
GVAR(detonationDuringFireProb) = 0.8;
GVAR(canHaveFireRing) = 1;
};
class MBT_04_base_F: Tank_F {
GVAR(hullDetonationProb) = 0;
GVAR(turretDetonationProb) = 0;
GVAR(engineDetonationProb) = 0;
GVAR(hullFireProb) = 0.2;
GVAR(turretFireProb) = 0.2;
GVAR(engineFireProb) = 0.5;
GVAR(detonationDuringFireProb) = 0;
GVAR(eraHitpoints)[] = {
"HitERA_Front",
"HitERA_Left_1", "HitERA_Left_2",
"HitERA_Right_1", "HitERA_Right_2",
"HitERA_Top"
};
GVAR(slatHitpoints)[] = {
"HitSLAT_Left", "HitSLAT_Right"
};
GVAR(canHaveFireRing) = 1;
};
class MBT_02_base_F: Tank_F {
GVAR(hullDetonationProb) = 0;
GVAR(turretDetonationProb) = 0;
GVAR(engineDetonationProb) = 0;
GVAR(hullFireProb) = 0.2;
GVAR(turretFireProb) = 0.2;
GVAR(engineFireProb) = 0.5;
GVAR(detonationDuringFireProb) = 0;
GVAR(eraHitpoints)[] = {
"HitERA_Front",
"HitERA_Left_1", "HitERA_Left_2",
"HitERA_Right_1", "HitERA_Right_2",
"HitERA_Top_Left_1", "HitERA_Top_Left_2",
"HitERA_Top_Right_1", "HitERA_Top_Right_2"
};
GVAR(canHaveFireRing) = 1;
};
class LT_01_base_F: Tank_F {
GVAR(hullDetonationProb) = 0.8;
GVAR(turretDetonationProb) = 0;
GVAR(engineDetonationProb) = 0.3;
GVAR(hullFireProb) = 0.5;
GVAR(turretFireProb) = 0;
GVAR(engineFireProb) = 0.7;
GVAR(detonationDuringFireProb) = 0.9;
GVAR(slatHitpoints)[] = {
"HitSLAT_Left_1", "HitSLAT_Left_2", "HitSLAT_Left_3",
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
"HitSLAT_Right_1", "HitSLAT_Right_2", "HitSLAT_Right_3",
"HitSLAT_back",
"HitSLAT_front"
};
};
class LT_01_scout_base_F: LT_01_base_F {
GVAR(hullDetonationProb) = 0;
GVAR(turretDetonationProb) = 0;
GVAR(engineDetonationProb) = 0;
GVAR(hullFireProb) = 0;
GVAR(turretFireProb) = 0;
GVAR(engineFireProb) = 0.8;
GVAR(detonationDuringFireProb) = 0;
};
class APC_Tracked_03_base_F: Tank_F {
GVAR(hullDetonationProb) = 0.2;
GVAR(turretDetonationProb) = 0.2;
GVAR(engineDetonationProb) = 0;
GVAR(hullFireProb) = 0.7;
GVAR(turretFireProb) = 0.7;
GVAR(engineFireProb) = 0.7;
GVAR(detonationDuringFireProb) = 0.5;
GVAR(slatHitpoints)[] = {
"HitSLAT_Left_1", "HitSLAT_Left_2", "HitSLAT_Left_3",
"HitSLAT_Right_1", "HitSLAT_Right_2", "HitSLAT_Right_3",
"HitSLAT_top_back", "HitSLAT_top_left", "HitSLAT_top_right",
"HitSLAT_back", "HitSLAT_front"
};
GVAR(canHaveFireRing) = 1;
};
class APC_Wheeled_03_base_F: Wheeled_APC_F {
GVAR(hullDetonationProb) = 0.2;
GVAR(turretDetonationProb) = 0;
GVAR(engineDetonationProb) = 0;
GVAR(hullFireProb) = 0.7;
GVAR(turretFireProb) = 0;
GVAR(engineFireProb) = 0.7;
GVAR(detonationDuringFireProb) = 0.5;
GVAR(slatHitpoints)[] = {
"HitSLAT_Left_1", "HitSLAT_Left_2", "HitSLAT_Left_3",
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
"HitSLAT_Right_1", "HitSLAT_Right_2", "HitSLAT_Right_3",
"HitSLAT_back",
"HitSLAT_front"
};
};
class MBT_03_base_F: Tank_F {
GVAR(hullDetonationProb) = 0.3;
GVAR(turretDetonationProb) = 0.5;
GVAR(engineDetonationProb) = 0;
GVAR(hullFireProb) = 0.3;
GVAR(turretFireProb) = 0.2;
GVAR(engineFireProb) = 0.5;
GVAR(detonationDuringFireProb) = 0.7;
GVAR(slatHitpoints)[] = {
"HitSLAT_Left", "HitSLAT_Right", "HitSLAT_back",
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
"HitSLAT_top_left", "HitSLAT_top_right", "HitSLAT_top_back"
};
GVAR(canHaveFireRing) = 1;
};
};