ACE3/optionals/compat_rhs_usf3/CfgAmmo.hpp

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class CfgAmmo {
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class BulletBase;
class B_127x99_Ball;
class rhsusf_ammo_127x99_M33_Ball: B_127x99_Ball { // B_127x99_Ball (ballistics/CfgAmmo.hpp)
ACE_caliber = 12.954;
ACE_bulletLength = 58.674;
ACE_bulletMass = 41.9256;
ACE_muzzleVelocityVariationSD=0.35;
ACE_ammoTempMuzzleVelocityShifts[] = {-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[] = {0.670};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ASM";
ACE_dragModel = 1;
ACE_muzzleVelocities[] = {900};
ACE_barrelLengths[] = {736.6};
};
class rhsusf_ammo_127x99_mk211: rhsusf_ammo_127x99_M33_Ball { // ACE_127x99_API (ballistics/CfgAmmo.hpp)
ACE_caliber = 12.954;
ACE_bulletLength = 58.674;
ACE_bulletMass = 41.9904;
ACE_muzzleVelocityVariationSD=0.4;
ACE_ammoTempMuzzleVelocityShifts[] = {-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[] = {0.670};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ASM";
ACE_dragModel = 1;
ACE_muzzleVelocities[] = {900};
ACE_barrelLengths[] = {736.6};
EGVAR(vehicle_damage,incendiary) = 1.0; // Raufoss Mk 211 HEIAP (high-explosive, incendiary, armor-piercing)
};
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class B_762x54_Ball;
class rhsusf_B_300winmag: B_762x54_Ball { // ACE_762x67_Ball_Mk248_Mod_1 (ballistics/CfgAmmo.hpp)
ACE_caliber = 7.823;
ACE_bulletLength = 37.821;
ACE_bulletMass = 14.256;
ACE_muzzleVelocityVariationSD=0.3;
ACE_ammoTempMuzzleVelocityShifts[] = {-5.3, -5.1, -4.6, -4.2, -3.4, -2.6, -1.4, -0.3, 1.4, 3.0, 5.2};
ACE_ballisticCoefficients[] = {0.310};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ICAO";
ACE_dragModel = 7;
ACE_muzzleVelocities[] = {847, 867, 877};
ACE_barrelLengths[] = {508.0, 609.6, 660.4};
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};
class B_556x45_Ball;
class rhs_ammo_556x45_M855_Ball: B_556x45_Ball { // B_556x45_Ball (ballistics/CfgAmmo.hpp)
ACE_caliber = 5.69;
ACE_bulletLength = 23.012;
ACE_bulletMass = 4.0176;
ACE_ammoTempMuzzleVelocityShifts[] = {-27.20, -26.44, -23.76, -21.00, -17.54, -13.10, -7.95, -1.62, 6.24, 15.48, 27.75};
ACE_ballisticCoefficients[] = {0.151};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ASM";
ACE_dragModel = 7;
ACE_muzzleVelocities[] = {723, 764, 796, 825, 843, 866, 878, 892, 906, 915, 922, 900};
ACE_barrelLengths[] = {210.82, 238.76, 269.24, 299.72, 330.2, 360.68, 391.16, 419.1, 449.58, 480.06, 508.0, 609.6};
};
class rhs_ammo_556x45_M855A1_Ball: B_556x45_Ball { // B_556x45_Ball (ballistics/CfgAmmo.hpp)
ACE_caliber = 5.69;
ACE_bulletLength = 23.012;
ACE_bulletMass = 4.0176;
ACE_ammoTempMuzzleVelocityShifts[] = {-27.20, -26.44, -23.76, -21.00, -17.54, -13.10, -7.95, -1.62, 6.24, 15.48, 27.75};
ACE_ballisticCoefficients[] = {0.151};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ASM";
ACE_dragModel = 7;
ACE_muzzleVelocities[] = {723, 764, 796, 825, 843, 866, 878, 892, 906, 915, 922, 900};
ACE_barrelLengths[] = {210.82, 238.76, 269.24, 299.72, 330.2, 360.68, 391.16, 419.1, 449.58, 480.06, 508.0, 609.6};
};
class rhs_ammo_556x45_M855A1_Ball_Red: rhs_ammo_556x45_M855A1_Ball {}; // B_556x45_Ball (ballistics/CfgAmmo.hpp)
class rhs_ammo_556x45_M855A1_Ball_Green: rhs_ammo_556x45_M855A1_Ball_Red {}; // B_556x45_Ball (ballistics/CfgAmmo.hpp)
class rhs_ammo_556x45_M855A1_Ball_Yellow: rhs_ammo_556x45_M855A1_Ball_Red {}; // B_556x45_Ball (ballistics/CfgAmmo.hpp)
class rhs_ammo_556x45_M855A1_Ball_Orange: rhs_ammo_556x45_M855A1_Ball_Red {}; // B_556x45_Ball (ballistics/CfgAmmo.hpp)
class rhs_ammo_556x45_Mk318_Ball: B_556x45_Ball { // ACE_556x45_Ball_Mk318 (ballistics/CfgAmmo.hpp)
ACE_caliber = 5.69;
ACE_bulletLength = 23.012;
ACE_bulletMass = 4.0176;
ACE_ammoTempMuzzleVelocityShifts[] = {-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[] = {0.307};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ASM";
ACE_dragModel = 1;
ACE_muzzleVelocities[] = {780, 886, 950};
ACE_barrelLengths[] = {254.0, 393.7, 508.0};
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};
class rhs_ammo_556x45_Mk262_Ball: B_556x45_Ball { // ACE_556x45_Ball_Mk262 (ballistics/CfgAmmo.hpp)
ACE_caliber = 5.69;
ACE_bulletLength = 23.012;
ACE_bulletMass = 4.9896;
ACE_muzzleVelocityVariationSD=0.4;
ACE_ammoTempMuzzleVelocityShifts[] = {-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[] = {0.361};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ASM";
ACE_dragModel = 1;
ACE_muzzleVelocities[] = {624, 816, 832, 838};
ACE_barrelLengths[] = {190.5, 368.3, 457.2, 508.0};
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};
class rhs_ammo_762x51_M80_Ball: BulletBase { // B_762x51_Ball (ballistics/CfgAmmo.hpp)
ACE_caliber = 7.823;
ACE_bulletLength = 28.956;
ACE_bulletMass = 9.4608;
ACE_ammoTempMuzzleVelocityShifts[] = {-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[] = {0.2};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ICAO";
ACE_dragModel = 7;
ACE_muzzleVelocities[] = {700, 800, 820, 833, 845};
ACE_barrelLengths[] = {254.0, 406.4, 508.0, 609.6, 660.4};
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};
class rhs_ammo_762x51_M61_AP: rhs_ammo_762x51_M80_Ball {}; // B_762x51_Ball (ballistics/CfgAmmo.hpp)
class rhs_ammo_762x51_M62_tracer: rhs_ammo_762x51_M80_Ball {}; // B_762x51_Ball (ballistics/CfgAmmo.hpp)
class rhs_ammo_762x51_M80A1EPR_Ball: rhs_ammo_762x51_M80_Ball {}; // B_762x51_Ball (ballistics/CfgAmmo.hpp)
class rhs_ammo_762x51_M118_Special_Ball: rhs_ammo_762x51_M80_Ball { // ACE_762x51_Ball_M118LR (ballistics/CfgAmmo.hpp)
ACE_caliber = 7.823;
ACE_bulletLength = 31.496;
ACE_bulletMass = 11.34;
ACE_muzzleVelocityVariationSD=0.4;
ACE_ammoTempMuzzleVelocityShifts[] = {-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[] = {0.243};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ICAO";
ACE_dragModel = 7;
ACE_muzzleVelocities[] = {750, 780, 790, 794};
ACE_barrelLengths[] = {406.4, 508.0, 609.6, 660.4};
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};
class rhs_ammo_762x51_M993_Ball: rhs_ammo_762x51_M80_Ball { // ACE_762x51_Ball_M993_AP (ballistics/CfgAmmo.hpp)
ACE_caliber = 7.823;
ACE_bulletLength = 31.496;
ACE_bulletMass = 8.22946157;
ACE_ammoTempMuzzleVelocityShifts[] = {-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[] = {0.359};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ICAO";
ACE_dragModel = 1;
ACE_muzzleVelocities[] = {875, 910, 930, 945};
ACE_barrelLengths[] = {330.2, 406.4, 508.0, 609.6};
};
class rhs_ammo_46x30_FMJ: rhs_ammo_556x45_M855A1_Ball { // RUAG Ammotec: https://www.heckler-koch.com/en/products/military/submachine-guns/mp7a1/mp7a2/ammunition.html
ACE_caliber = 4.65; // https://bobp.cip-bobp.org/uploads/tdcc/tab-i/4-6-x-30-en.pdf
ACE_bulletLength = 21;
ACE_bulletMass = 2.6;
ACE_ammoTempMuzzleVelocityShifts[] = {-2.655, -2.547, -2.285, -2.012, -1.698, -1.280, -0.764, -0.153, 0.596, 1.517, 2.619};
ACE_ballisticCoefficients[] = {0.089};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ICAO";
ACE_dragModel = 7;
ACE_muzzleVelocities[] = {621}; // at 21°C, 620 m/s at 15°C according with the 4.6x30 FMJ magazine initSpeed
ACE_barrelLengths[] = {180};
airFriction = -0.002635; // default RHS value -0.0027667
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};
class rhs_ammo_46x30_JHP: rhs_ammo_46x30_FMJ { // RUAG Ammotec
ACE_caliber = 4.65;
ACE_bulletLength = 17.4;
ACE_bulletMass = 2.0;
ACE_ammoTempMuzzleVelocityShifts[] = {-2.655, -2.547, -2.285, -2.012, -1.698, -1.280, -0.764, -0.153, 0.596, 1.517, 2.619};
ACE_ballisticCoefficients[] = {0.112};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ICAO";
ACE_dragModel = 1;
ACE_muzzleVelocities[] = {691}; // at 21°C, 690 m/s at 15°C according with the 4.6x30 JHP magazine initSpeed
ACE_barrelLengths[] = {180};
airFriction = -0.003723; // default RHS value -0.00348301
};
class rhs_ammo_46x30_AP: rhs_ammo_46x30_FMJ { // RUAG Ammotec
ACE_caliber = 4.65;
ACE_bulletLength = 20.3;
ACE_bulletMass = 2.0;
ACE_ammoTempMuzzleVelocityShifts[] = {-2.655, -2.547, -2.285, -2.012, -1.698, -1.280, -0.764, -0.153, 0.596, 1.517, 2.619};
ACE_ballisticCoefficients[] = {0.141};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ICAO";
ACE_dragModel = 1;
ACE_muzzleVelocities[] = {681}; // at 21°C, 680 m/s at 15°C according with the 4.6x30 AP magazine initSpeed
ACE_barrelLengths[] = {180};
airFriction = -0.003045; // default RHS value -0.00266241
};
class rhs_ammo_45ACP_MHP: BulletBase { // B_45ACP_Ball (ballistics/CfgAmmo.hpp)
ACE_caliber = 11.481;
ACE_bulletLength = 17.272;
ACE_bulletMass = 14.904;
ACE_ammoTempMuzzleVelocityShifts[] = {-2.655, -2.547, -2.285, -2.012, -1.698, -1.280, -0.764, -0.153, 0.596, 1.517, 2.619};
ACE_ballisticCoefficients[] = {0.195};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ASM";
ACE_dragModel = 1;
ACE_muzzleVelocities[] = {230, 250, 285};
ACE_barrelLengths[] = {101.6, 127.0, 228.6};
};
class rhs_ammo_9x19_FMJ: BulletBase { // ACE_9x19_Ball (ballistics/CfgAmmo.hpp)
ACE_caliber = 9.017;
ACE_bulletLength = 15.494;
ACE_bulletMass = 8.0352;
ACE_ammoTempMuzzleVelocityShifts[] = {-2.655, -2.547, -2.285, -2.012, -1.698, -1.280, -0.764, -0.153, 0.596, 1.517, 2.619};
ACE_ballisticCoefficients[] = {0.165};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ASM";
ACE_dragModel = 1;
ACE_muzzleVelocities[] = {340, 370, 400};
ACE_barrelLengths[] = {101.6, 127.0, 228.6};
};
class rhs_ammo_9x19_JHP: BulletBase { // ACE_9x19_Ball (ballistics/CfgAmmo.hpp)
ACE_caliber = 9.017;
ACE_bulletLength = 15.494;
ACE_bulletMass = 8.0352;
ACE_ammoTempMuzzleVelocityShifts[] = {-2.655, -2.547, -2.285, -2.012, -1.698, -1.280, -0.764, -0.153, 0.596, 1.517, 2.619};
ACE_ballisticCoefficients[] = {0.165};
ACE_velocityBoundaries[] = {};
ACE_standardAtmosphere = "ASM";
ACE_dragModel = 1;
ACE_muzzleVelocities[] = {340, 370, 400};
ACE_barrelLengths[] = {101.6, 127.0, 228.6};
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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 Sh_125mm_APFSDS;
class rhsusf_ammo_basic_penetrator: Sh_125mm_APFSDS {
EGVAR(vehicle_damage,incendiary) = 1.0;
};
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>
2021-10-14 15:49:27 +00:00
class rhs_ammo_ap_penetrator: Sh_125mm_APFSDS {
EGVAR(vehicle_damage,incendiary) = 0.1;
};
class Sh_120mm_APFSDS;
class rhs_ammo_M829: Sh_120mm_APFSDS {
EGVAR(vehicle_damage,incendiary) = 0.1;
};
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 rhs_ammo_M830: Sh_120mm_APFSDS {
EGVAR(vehicle_damage,incendiary) = 1.0;
};
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>
2021-10-14 15:49:27 +00:00
class B_30mm_HE;
class RHS_ammo_M792_HEI: B_30mm_HE {
EGVAR(vehicle_damage,incendiary) = 0.8;
};
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 rhs_ammo_mk19m3_M384;
class rhs_ammo_mk19m3_M430I: rhs_ammo_mk19m3_M384 {
EGVAR(vehicle_damage,incendiary) = 0.8;
};
2021-11-28 01:11:39 +00:00
class rhsusf_ammo_reduced_penetrator;
class rhs_ammo_mk19m3_M430I_penetrator: rhsusf_ammo_reduced_penetrator {
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
EGVAR(vehicle_damage,incendiary) = 0.8;
};
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 B_30mm_APFSDS_Tracer_Red;
class rhs_ammo_PGU14B_API: B_30mm_APFSDS_Tracer_Red {
EGVAR(vehicle_damage,incendiary) = 0.8;
};
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 M_Titan_AT;
class rhs_ammo_TOW_AT: M_Titan_AT {
EGVAR(vehicle_damage,incendiary) = 1.0;
};
class rhs_ammo_127x99_Ball;
class rhs_ammo_127x99_Ball_AI: rhs_ammo_127x99_Ball {
EGVAR(vehicle_damage,incendiary) = 0.8;
};
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 rhs_ammo_127x99_Ball_Tracer_Red;
class rhs_ammo_127x99_Ball_Tracer_Red_AI: rhs_ammo_127x99_Ball_Tracer_Red {
EGVAR(vehicle_damage,incendiary) = 0.8;
};
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 rhs_ammo_127x99_SLAP;
class rhs_ammo_127x99_SLAP_AI: rhs_ammo_127x99_SLAP {
EGVAR(vehicle_damage,incendiary) = 0.8;
};
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 rhs_ammo_127x99_SLAP_Tracer_Red;
class rhs_ammo_127x99_SLAP_Tracer_Red_AI: rhs_ammo_127x99_SLAP_Tracer_Red {
EGVAR(vehicle_damage,incendiary) = 0.8;
};
class rhs_ammo_12gHEAP_penetrator: BulletBase {
EGVAR(vehicle_damage,incendiary) = 0.1;
};
class rhs_ammo_M136_rocket;
class rhs_ammo_M136_hp_rocket: rhs_ammo_M136_rocket {
EGVAR(vehicle_damage,incendiary) = 0.5;
};
class rhsusf_40mm_HE;
class rhsusf_40mm_HEDP: rhsusf_40mm_HE {
EGVAR(vehicle_damage,incendiary) = 0.8;
};
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 rhs_ammo_M136_penetrator: rhsusf_ammo_basic_penetrator {
EGVAR(vehicle_damage,incendiary) = 1.0;
};
class rhs_ammo_M136_hp_penetrator: rhs_ammo_M136_penetrator {
EGVAR(vehicle_damage,incendiary) = 0.5;
};
class rhs_ammo_M136_hedp_penetrator: rhs_ammo_M136_penetrator {
EGVAR(vehicle_damage,incendiary) = 0.8;
};
class rhs_ammo_M_fgm148_AT_penetrator: rhsusf_ammo_basic_penetrator {
EGVAR(vehicle_damage,incendiary) = 1.0;
};
class rhs_ammo_smaw_HEAA_penetrator: rhsusf_ammo_basic_penetrator {
EGVAR(vehicle_damage,incendiary) = 1.0;
};
class rhs_ammo_maaws_HEAT_penetrator: rhsusf_ammo_basic_penetrator {
EGVAR(vehicle_damage,incendiary) = 1.0;
};
class RocketBase;
class rhs_ammo_maaws_HEDP: RocketBase {
EGVAR(vehicle_damage,incendiary) = 0.8;
};
class rhs_ammo_maaws_HEDP_penetrator: rhs_ammo_M136_penetrator {
EGVAR(vehicle_damage,incendiary) = 0.8;
};
class rhs_ammo_maaws_HE: RocketBase {
EGVAR(vehicle_damage,incendiary) = 0.5;
};
class rhs_ammo_maaws_SMOKE: RocketBase {
EGVAR(vehicle_damage,incendiary) = 0;
};
class rhs_ammo_maaws_ILLUM: RocketBase {
EGVAR(vehicle_damage,incendiary) = 0;
};
class rhs_ammo_40mmHEDP_penetrator: rhs_ammo_12gHEAP_penetrator {
EGVAR(vehicle_damage,incendiary) = 0.8;
};
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class MissileBase;
class rhs_ammo_M_fgm148_AT: MissileBase {
2017-04-22 16:18:15 +00:00
irLock = 1;
laserLock = 0;
airLock = 0;
// Begin ACE guidance Configs
class ace_missileguidance {
enabled = 1;
minDeflection = 0.00005; // Minium flap deflection for guidance
maxDeflection = 0.025; // Maximum flap deflection for guidance
incDeflection = 0.00005; // The incrmeent in which deflection adjusts.
canVanillaLock = 0;
// Guidance type for munitions
defaultSeekerType = "Optic";
seekerTypes[] = { "Optic" };
defaultSeekerLockMode = "LOBL";
seekerLockModes[] = { "LOBL" };
seekerAngle = 180; // Angle in front of the missile which can be searched
seekerAccuracy = 1; // seeker accuracy multiplier
seekerMinRange = 0;
seekerMaxRange = 2500; // Range from the missile which the seeker can visually search
seekLastTargetPos = 1; // seek last target position [if seeker loses LOS of target, continue to last known pos]
// Attack profile type selection
defaultAttackProfile = "JAV_TOP";
attackProfiles[] = { "JAV_TOP", "JAV_DIR" };
useModeForAttackProfile = 1;
};
};
class GrenadeHand;
class rhs_ammo_mk3a2: GrenadeHand {
ace_frag_enabled = 0;
ace_frag_skip = 1;
ace_frag_force = 0;
};
class rhs_ammo_m84: GrenadeHand {
ace_frag_enabled = 0;
ace_frag_skip = 1;
ace_frag_force = 0;
};
class rhs_ammo_m7a3_cs: GrenadeHand {
ace_frag_enabled = 0;
ace_frag_skip = 1;
ace_frag_force = 0;
};
2016-01-07 06:59:31 +00:00
class GrenadeHand_stone;
class rhs_ammo_m69: GrenadeHand_stone {
ace_frag_enabled = 0;
ace_frag_skip = 1;
ace_frag_force = 0;
};
class rhs_ammo_m67: GrenadeHand {
ace_frag_enabled = 1;
ace_frag_metal = 213;
ace_frag_charge = 185;
ace_frag_gurney_c = 2700;
ace_frag_gurney_k = "3/5";
ace_frag_classes[] = {"ACE_frag_medium_HD"};
ace_frag_skip = 0;
ace_frag_force = 1;
};
class rhs_ammo_M136_hedp_rocket: rhs_ammo_M136_rocket {
ace_frag_enabled = 1;
ace_frag_metal = 330;
ace_frag_charge = 280;
ace_frag_gurney_c = 2800;
ace_frag_gurney_k = "3/5";
ace_frag_classes[] = {"ACE_frag_medium_HD"};
ace_frag_skip = 0;
ace_frag_force = 1;
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
EGVAR(vehicle_damage,incendiary) = 0.8;
};
class rhs_ammo_m72a7_rocket: rhs_ammo_M136_hedp_rocket {
EGVAR(vehicle_damage,incendiary) = 1.0;
ace_frag_enabled = 0;
ace_frag_skip = 1;
ace_frag_force = 0;
};
2016-09-30 20:10:20 +00:00
class rhs_ammo_smaw_SR: RocketBase {
ACE_caliber = 9;
};
// ACE Explosives
class PipeBombBase;
class rhsusf_m112_ammo: PipeBombBase {
ace_explosives_defuseObjectPosition[] = {0.055, 0, 0.038};
};
class rhsusf_m112x4_ammo: PipeBombBase {
ace_explosives_defuseObjectPosition[] = {0.055, -0.025, 0.102};
};
class MineBase;
class rhsusf_mine_m19_ammo: MineBase {
ace_explosives_defuseObjectPosition[] = {0, 0.02, 0.046};
};
class rhsusf_mine_m14_ammo: MineBase {
ace_explosives_defuseObjectPosition[] = {-0.02, -0.015, 0.02};
};
class APERSMine_Range_Ammo;
class rhsusf_mine_m49a1_3m_ammo: APERSMine_Range_Ammo {
ace_explosives_defuseObjectPosition[] = {0, 0.016, 0.296};
};
};