ACE3/addons/cookoff/functions/fnc_detonateAmmunition.sqf

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#include "..\script_component.hpp"
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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/*
* Author: Glowbal
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* Detonates ammunition from an object (e.g. vehicle or crate) until no ammo is left.
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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*
* Arguments:
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* 0: Object <OBJECT>
* 1: Magazine array <ARRAY>
* - 0: Magazine classname <STRING>
* - 1: Ammo count <NUMBER>
* 2: Total ammo count <NUMBER>
* 3: Destroy when finished <BOOL> (default: false)
* 4: Killer <OBJECT> (default: objNull)
* 5: Instigator <OBJECT> (default: objNull)
* 6: Initial delay <NUMBER> (default: 0)
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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*
* Return Value:
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* Nothing Useful
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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*
* Example:
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* [cursorObject, magazinesAmmo vehicle player, 1000] call ace_cookoff_fnc_detonateAmmunition
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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*
* Public: No
*/
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if (!isServer) exitWith {};
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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params ["_object", "_magazines", "_totalAmmo", ["_destroyWhenFinished", false], ["_killer", objNull], ["_instigator", objNull], ["_initialDelay", 0]];
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>
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if (isNull _object) exitWith {};
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 the cook-off has finished, clean up the effects and destroy the object
if (_magazines isEqualTo [] || {_totalAmmo <= 0}) exitWith {
[QGVAR(cleanupEffects), _object] call CBA_fnc_globalEvent;
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 (_destroyWhenFinished) then {
_object setDamage [1, true, _killer, _instigator];
};
};
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// If the cook-off is interrupted or disabled, clean up the effects
if (underwater _object || {
if (GVAR(ammoCookoffDuration) == 0) exitWith {true};
if (_object isKindOf "ReammoBox_F") exitWith {
!(GVAR(enableAmmobox) && {_object getVariable [QGVAR(enableAmmoCookoff), true]})
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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};
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!(GVAR(enableAmmoCookoff) && {_object getVariable [QGVAR(enableAmmoCookoff), true]})
}) exitWith {
[QGVAR(cleanupEffects), _object] call CBA_fnc_globalEvent;
};
// Initial delay allows for a delay for the first time this function runs in its cycle
if (_initialDelay > 0) exitWith {
[FUNC(detonateAmmunition), [_object, _magazines, _totalAmmo, _destroyWhenFinished, _killer, _instigator], _initialDelay] call CBA_fnc_waitAndExecute;
};
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private _magazineIndex = floor random (count _magazines);
private _magazine = _magazines select _magazineIndex;
_magazine params ["_magazineClassname", "_ammoCount"];
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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// Make sure ammo is at least 0
_ammoCount = _ammoCount max 0;
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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// Remove some ammo, which will be detonated
private _removed = _ammoCount min floor (1 + random (6 / GVAR(ammoCookoffDuration)));
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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_ammoCount = _ammoCount - _removed;
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if (_ammoCount <= 0) then {
_magazines deleteAt _magazineIndex;
} else {
_magazine set [1, _ammoCount]; // remove ammo that was detonated
};
private _timeBetweenAmmoDetonation = ((random 10 / sqrt _totalAmmo) min MAX_TIME_BETWEEN_AMMO_DET) max 0.1;
TRACE_2("",_totalAmmo,_timeBetweenAmmoDetonation);
_totalAmmo = _totalAmmo - _removed;
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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// Detonate the remaining ammo after a delay
[FUNC(detonateAmmunition), [_object, _magazines, _totalAmmo, _destroyWhenFinished, _killer, _instigator], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;
// Get magazine info, which is used to spawn projectiles
private _configMagazine = configFile >> "CfgMagazines" >> _magazineClassname;
private _ammo = getText (_configMagazine >> "ammo");
private _configAmmo = configFile >> "CfgAmmo" >> _ammo;
private _simType = toLower getText (_configAmmo >> "simulation");
private _speed = random (getNumber (_configMagazine >> "initSpeed") / 10) max 1;
private _effect2pos = _object selectionPosition "destructionEffect2";
// Spawns the projectiles, making them either fly in random directions or explode
private _fnc_spawnProjectile = {
params ["_object", "_ammo", "_speed", "_flyAway"];
private _spawnPos = _object modelToWorld [-0.2 + random 0.4, -0.2 + random 0.4, random 3];
if (_spawnPos select 2 < 0) then {
_spawnPos set [2, 0];
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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};
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private _projectile = createVehicle [_ammo, _spawnPos, [], 0, "CAN_COLLIDE"];
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 (_flyAway) then {
private _vectorAmmo = [-1 + random 2, -1 + random 2, -0.2 + random 1];
private _vectorVelocity = _vectorAmmo vectorMultiply _speed;
_projectile setVectorDir _vectorVelocity;
_projectile setVelocity _vectorVelocity;
} else {
_projectile setDamage 1;
};
};
switch (_simType) do {
case "shotbullet": {
private _sound = selectRandom [QPATHTO_R(sounds\light_crack_close.wss), QPATHTO_R(sounds\light_crack_close_filtered.wss), QPATHTO_R(sounds\heavy_crack_close.wss), QPATHTO_R(sounds\heavy_crack_close_filtered.wss)];
playSound3D [_sound, objNull, false, getPosASL _object, 2, 1, 1250];
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 (random 1 < 0.6) then {
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[_object, _ammo, _speed, true] call _fnc_spawnProjectile;
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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};
};
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case "shotshell": {
private _sound = selectRandom [QPATHTO_R(sounds\heavy_crack_close.wss), QPATHTO_R(sounds\heavy_crack_close_filtered.wss)];
playSound3D [_sound, objNull, false, getPosASL _object, 2, 1, 1300];
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 (random 1 < 0.15) then {
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[_object, _ammo, _speed, true] call _fnc_spawnProjectile;
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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};
};
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case "shotgrenade": {
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 (random 1 < 0.9) then {
_speed = 0;
};
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[_object, _ammo, _speed, random 1 < 0.5] call _fnc_spawnProjectile;
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
2016-10-06 20:37:38 +00:00
};
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case "shotrocket";
case "shotmissile";
case "shotsubmunitions": {
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
2016-10-06 20:37:38 +00:00
if (random 1 < 0.1) then {
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private _sound = selectRandom [QPATHTO_R(sounds\cannon_crack_close.wss), QPATHTO_R(sounds\cannon_crack_close_filtered.wss)];
playSound3D [_sound, objNull, false, getPosASL _object, 3, 1, 1600];
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
2016-10-06 20:37:38 +00:00
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[_object, _ammo, _speed, random 1 < 0.3] call _fnc_spawnProjectile;
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 {
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createVehicle ["ACE_ammoExplosionLarge", _object modelToWorld _effect2pos, [], 0 , "CAN_COLLIDE"];
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
2016-10-06 20:37:38 +00:00
};
};
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case "shotdirectionalbomb";
case "shotmine": {
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
2016-10-06 20:37:38 +00:00
if (random 1 < 0.5) then {
// Not all explosives detonate on destruction, some have scripted alternatives
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if (getNumber (_configAmmo >> "triggerWhenDestroyed") != 1) then {
_ammo = getText (_configAmmo >> QEGVAR(explosives,explosive));
};
// If a scripted alternative doesn't exist use generic explosion
if (_ammo != "") then {
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[_object, _ammo, 0, false] call _fnc_spawnProjectile;
} else {
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createVehicle ["SmallSecondary", _object modelToWorld _effect2pos, [], 0 , "CAN_COLLIDE"];
};
};
};
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case "shotilluminating": {
if (random 1 < 0.15) then {
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[_object, _ammo, _speed, random 1 < 0.3] call _fnc_spawnProjectile;
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
2016-10-06 20:37:38 +00:00
};
};
};