2024-01-27 08:14:10 +00:00
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#include "..\script_component.hpp"
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/*
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* Author: KoffeinFlummi, commy2, kymckay, johnb43
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2024-02-05 16:31:27 +00:00
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* Spawns local cook-off effects for ammo boxes.
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2024-01-27 08:14:10 +00:00
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*
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* Arguments:
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2024-02-05 16:31:27 +00:00
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* 0: Box <OBJECT>
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* 1: Killer <OBJECT>
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* 2: Instigator <OBJECT>
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* 3: Start time of the cook-off <NUMBER>
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* 4: Smoke delay <NUMBER>
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2024-01-27 08:14:10 +00:00
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*
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* Return Value:
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* None
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*
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* Example:
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2024-02-05 16:31:27 +00:00
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* [cursorObject, player, player, CBA_missionTime, 10, 60] call ace_cookoff_fnc_cookOffBoxLocal
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2024-01-27 08:14:10 +00:00
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*
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* Public: No
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*/
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2024-02-05 16:31:27 +00:00
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params ["", "", "", "_startTime", "_smokeDelay"];
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2024-01-27 08:14:10 +00:00
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2024-02-05 16:31:27 +00:00
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[{
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params ["_box", "_killer", "_instigator"];
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2024-01-27 08:14:10 +00:00
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2024-02-05 16:31:27 +00:00
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// Make sure effects are cleaned up if box is deleted
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[QGVAR(addCleanupHandlers), _box] call CBA_fnc_localEvent;
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2024-01-27 08:14:10 +00:00
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2024-02-05 16:31:27 +00:00
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private _boxPos = ASLToAGL getPosASL _box;
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private _effects = [];
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2024-01-27 08:14:10 +00:00
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2024-02-05 16:31:27 +00:00
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// Box will start smoking
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if (hasInterface) then {
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private _smoke = createVehicleLocal ["#particlesource", _boxPos, [], 0, "CAN_COLLIDE"];
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_smoke setParticleClass "AmmoSmokeParticles2";
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_smoke attachTo [_box];
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2024-01-27 08:14:10 +00:00
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2024-02-05 16:31:27 +00:00
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_effects pushBack _smoke;
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};
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2024-01-27 08:14:10 +00:00
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2024-02-05 16:31:27 +00:00
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if (isServer) then {
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private _sound = createSoundSource ["Sound_Fire", _boxPos, [], 0];
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_sound attachTo [_box];
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2024-01-27 08:14:10 +00:00
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2024-02-05 16:31:27 +00:00
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_effects pushBack _sound;
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2024-01-27 08:14:10 +00:00
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2024-02-03 16:48:54 +00:00
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// Detonate the ammunition
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2024-02-05 16:31:27 +00:00
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[QGVAR(detonateAmmunition), [_box, true, _killer, _instigator, random [DETONATION_DELAY / 2, DETONATION_DELAY, DETONATION_DELAY / 2 * 3]]] call CBA_fnc_localEvent;
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};
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_box setVariable [QGVAR(effects), _effects];
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}, _this, (_startTime - CBA_missionTime + _smokeDelay) max 0] call CBA_fnc_waitAndExecute; // this delay allows for synchronisation for JIP players
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