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Reworked fire module
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4756bb6f8c
commit
13e3ba3099
@ -107,7 +107,7 @@ if (_smokeDelayEnabled) then {
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_vehicle setVariable [QGVAR(nextFlame), _time + (MIN_TIME_BETWEEN_FLAMES max random MAX_TIME_BETWEEN_FLAMES)];
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{
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[QEGVAR(fire,burn), [_x, _intensity * 1.5, _instigator]] call CBA_fnc_globalEvent;
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[QEGVAR(fire,burn), [_x, _intensity * 1.5, _instigator], _x] call CBA_fnc_targetEvent;
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} forEach crew _vehicle
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};
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@ -1,10 +1,10 @@
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PREP(burn);
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PREP(isBurning);
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PREP(isPlant);
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PREP(burnEffects);
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PREP(burnIndicator);
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PREP(burnReaction);
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PREP(burnSimulation);
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PREP(fireManagerPFH);
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PREP(isBurning);
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PREP(medical_progress);
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PREP(medical_success);
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PREP(medical_canPatDown);
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@ -1,38 +1,46 @@
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#include "script_component.hpp"
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[QGVAR(burn), FUNC(burn)] call CBA_fnc_addEventHandler;
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[QGVAR(burn), LINKFUNC(burn)] call CBA_fnc_addEventHandler;
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[QGVAR(burnEffects), LINKFUNC(burnEffects)] call CBA_fnc_addEventHandler;
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[QGVAR(burnSimulation), LINKFUNC(burnSimulation)] call CBA_fnc_addEventHandler;
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// Only play sound if enabled in settings
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[QGVAR(playScream), {
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if (!GVAR(enableScreams)) exitWith {};
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params ["_scream", "_source"];
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// only play sound if enabled in settings
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if (GVAR(enableScreams)) then {
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_source say3D _scream;
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};
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_source say3D _scream;
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}] call CBA_fnc_addEventHandler;
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["ace_settingsInitialized", {
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TRACE_1("settingsInit", GVAR(enabled));
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if (!GVAR(enabled)) exitWith {};
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if (isServer) then {
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["CBA_settingsInitialized", {
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TRACE_1("settingsInit", GVAR(enabled));
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if (!GVAR(enabled)) exitWith {};
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GVAR(fireSources) = createHashMap;
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if (isServer) then {
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[QGVAR(addFireSource), {
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params ["_source", "_radius", "_intensity", "_key", ["_condition", { true }], ["_conditionArgs", []]];
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params ["_source", "_radius", "_intensity", "_key", ["_condition", {true}], ["_conditionArgs", []]];
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private _fireLogic = createVehicle ["ACE_LogicDummy", [0, 0, 0], [], 0, "NONE"];
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if (_source isEqualType objNull) then {
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_fireLogic attachTo [_source];
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} else {
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_fireLogic setPosASL _source;
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};
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[GVAR(fireSources), _key, [_fireLogic, _radius, _intensity, _condition, _conditionArgs]] call CBA_fnc_hashSet;
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GVAR(fireSources) set [_key, [_fireLogic, _radius, _intensity, _condition, _conditionArgs]];
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}] call CBA_fnc_addEventHandler;
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[QGVAR(removeFireSource), {
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params ["_key"];
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[GVAR(fireSources), _key] call CBA_fnc_hashRem;
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GVAR(fireSources) deleteAt _key;
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}] call CBA_fnc_addEventHandler;
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[{ _this call FUNC(fireManagerPFH) }, FIRE_MANAGER_PFH_DELAY, []] call CBA_fnc_addPerFrameHandler;
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GVAR(fireSources) = [[], nil] call CBA_fnc_hashCreate;
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};
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}] call CBA_fnc_addEventHandler;
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[LINKFUNC(fireManagerPFH), FIRE_MANAGER_PFH_DELAY, []] call CBA_fnc_addPerFrameHandler;
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}] call CBA_fnc_addEventHandler;
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};
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@ -8,6 +8,4 @@ PREP_RECOMPILE_END;
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#include "initSettings.inc.sqf"
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GVAR(burningPlants) = [];
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ADDON = true;
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@ -1,8 +1,7 @@
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#include "..\script_component.hpp"
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/*
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* Author: tcvm
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* Makes object catch fire. Only call from events. Local effects only.
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* Arbitrary values to ignite people. Assumed maximum is "10".
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* Author: tcvm, johnb43
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* Makes object catch fire. Only call from targeted events, is applied globally.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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@ -18,322 +17,39 @@
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* Public: No
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*/
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#define INTENSITY_LOSS 0.03
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#define INTENSITY_UPDATE 3
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#define BURN_PROPOGATE_UPDATE 1
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#define BURN_PROPOGATE_DISTANCE 2
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#define BURN_PROPOGATE_COUNTER_MAX 5
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params ["_unit", "_intensity", ["_instigator", objNull]];
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if !(EGVAR(common,settingsInitFinished)) exitWith {
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EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(burn), _this];
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};
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if (!GVAR(enabled)) exitWith {};
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private _isBurning = [_unit] call FUNC(isBurning);
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if (_isBurning) exitWith {};
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params ["_unit", "_intensity", ["_instigator", objNull]];
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[{
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// looped function
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(_this getVariable "params") params ["_unit", "", "_instigator"];
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private _unitPos = getPosASL _unit;
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// Check if unit is remote (objNull is remote)
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if (!local _unit) exitWith {};
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_intensity = _unit getVariable [QGVAR(intensity), 0];
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// Check if the unit can burn (takes care of spectators and curators)
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if (getNumber (configOf _unit >> "isPlayableLogic") == 1) exitWith {};
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if (surfaceIsWater _unitPos && {(_unitPos#2) < 1}) then {
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_intensity = 0;
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};
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// If unit is invulnerable, don't burn unit
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if !(isDamageAllowed _unit && {_unit getVariable [QEGVAR(medical,allowDamage), true]}) exitWith {};
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_fireParticle setDropInterval (0.01 max linearConversion [BURN_MAX_INTENSITY, BURN_MIN_INTENSITY, _intensity, 0.03, 0.1, false]);
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_fireParticle setParticleParams [
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["\A3\data_f\ParticleEffects\Universal\Universal", 16, 10, 32], // sprite sheet values
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"", // animation name
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"Billboard", // particle type
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1, // timer period
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0.7, // lifetime
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"destructionEffect2", // position
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[0, 0, 1], // move velocity
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0, // rotation velocity
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10, // weight
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7.9, // volume
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1, // rubbing
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[0.3, 0.3], // size
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[
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[1, 1, 1, -0],
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[1, 1, 1, -1],
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[1, 1, 1, -1],
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[1, 1, 1, -1],
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[1, 1, 1, -0]
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], // colour
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[0.5, 1], // animation speed
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1, // random dir period
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0, // random dir intensity
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"", // on timer script
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"", // before destroy script
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_unit, // particle source
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0,
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false,
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0,
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[[0.8, 0.6, 0.2, 1]] // emissive color
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];
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_fireParticle setParticleRandom [
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0.04 * _intensity, // life time
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[0.05, 0.05, 2], // position
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[0.05 * _intensity, 0.05 * _intensity, 0.05 * _intensity], // move velocity
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0, // rotation velocity
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0.06 * _intensity, // size
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[0, 0, 0, 0], // color
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0, // random direction period
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0 // random direction intensity
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];
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// If unit is already burning, don't burn more
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if (_unit call FUNC(isBurning)) exitWith {};
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_smokeParticle setParticleCircle [0, [0, 0, 0]];
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_smokeParticle setParticleRandom [
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0, // life time
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[0.25, 0.25, 0], // position
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[0.2, 0.2, 0], // move velocity
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0, // rotation velocity
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0.25, // size
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[0, 0, 0, 0.1], // color
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0, // random direction period
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0 // random direction intensity
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];
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_smokeParticle setParticleParams [
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["\A3\data_f\ParticleEffects\Universal\Universal", 16, 7, 48], // sprite sheet values
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"", // animation name
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"Billboard", // particle type
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1, // timer period
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8, // lifetime
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[0, 0, 1.1], // position
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[0, 0, 1], // move velocity
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0, // rotation velocity
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10, // weight
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7.9, // volume
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0.066, // rubbing
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[1, 3, 6], // size
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[
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[0.5, 0.5, 0.5, 0.15],
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[0.75, 0.75, 0.75, 0.075],
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[1, 1, 1, 0]
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], // colour
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[0.125], // animation speed
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1, // random dir period
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0, // random dir intensity
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"", // on timer script
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"", // before destroy script
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_unit // particle source
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];
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_smokeParticle setDropInterval 0.15;
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_unit setVariable [QGVAR(intensity), _intensity, true];
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_fireLight setLightBrightness ((_intensity * 3) / 10);
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_lightFlare setLightBrightness (_intensity / 30);
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// Fire simulation
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private _burnSimulationJipID = [QGVAR(burnSimulation), [_unit, _instigator], format [QGVAR(burnSimulation_%1), hashValue _unit]] call CBA_fnc_globalEventJIP;
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[_burnSimulationJipID, _unit] call CBA_fnc_removeGlobalEventJIP;
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private _distanceToUnit = (_unit distance ace_player);
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_fireLight setLightAttenuation [1, 10 max (5 min (10 - _intensity)), 0, 15];
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_lightFlare setLightFlareSize (_intensity * (3 / 4)) * FLARE_SIZE_MODIFIER;
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// Spawn effects for unit
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private _burnEffectsJipID = [QGVAR(burnEffects), _unit, format [QGVAR(burnEffects_%1), hashValue _unit]] call CBA_fnc_globalEventJIP;
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[_burnEffectsJipID, _unit] call CBA_fnc_removeGlobalEventJIP;
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if (!GVAR(enableFlare)) then {
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_lightFlare setLightFlareSize 0;
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};
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_unit setVariable [QGVAR(jipIDs), [_burnSimulationJipID, _burnEffectsJipID], true];
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// always keep flare visible to perceiving unit as long as it isnt the player
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if (_unit isNotEqualTo ace_player) then {
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private _relativeAttachPoint = [0, 0, 0.3];
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if (_distanceToUnit > 1.5) then {
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_relativeAttachPoint = (vectorNormalized (_unit worldToModelVisual (getPos ace_player))) vectorMultiply linearConversion [5, 30, _distanceToUnit, 0.5, 1.5];
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_relativeAttachPoint set [2, 0.3 + ((_unit selectionPosition "pelvis") select 2)];
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};
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_lightFlare attachTo [_unit, _relativeAttachPoint];
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};
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if (!isGamePaused) then {
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// If the unit goes to spectator alive _unit == true and they will be on fire and still take damage
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// Only workaround I could think of, kinda clunky
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if (_isThisUnitAlive) then {
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_isThisUnitAlive = (alive _unit) && { getNumber ((configOf _unit) >> "isPlayableLogic") != 1 };
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};
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// propagate fire
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if ((CBA_missionTime - _lastPropogateUpdate) >= BURN_PROPOGATE_UPDATE) then {
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_lastPropogateUpdate = CBA_missionTime;
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if !([ace_player] call FUNC(isBurning)) then {
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if ((vehicle _unit) isEqualTo (vehicle ace_player)) then {
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if (0.5 > random 1) then {
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[QGVAR(burn), [ace_player, _intensity * (7 / 8), _instigator]] call CBA_fnc_globalEvent;
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};
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} else {
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if ((ace_player isKindOf "Man") && {_unit isNotEqualTo ace_player} && {isDamageAllowed ace_player && {ace_player getVariable [QEGVAR(medical,allowDamage), true]}}) then {
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private _burnCounter = _unit getVariable [QGVAR(burnCounter), 0];
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if (_distanceToUnit < BURN_PROPOGATE_DISTANCE) then {
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if (_burnCounter < BURN_PROPOGATE_COUNTER_MAX) then {
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_burnCounter = _burnCounter + 1;
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} else {
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[QGVAR(burn), [ace_player, _intensity * (3 / 4), _instigator]] call CBA_fnc_globalEvent;
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};
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} else {
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_burnCounter = 0;
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};
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_unit setVariable [QGVAR(burnCounter), _burnCounter];
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};
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};
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};
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};
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// update intensity/fire reactions
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if ((CBA_missionTime - _lastIntensityUpdate) >= INTENSITY_UPDATE) then {
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_lastIntensityUpdate = CBA_missionTime;
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_intensity = _intensity - INTENSITY_LOSS - (rain / 10);
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if (local _unit) then {
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if (_isThisUnitAlive) then {
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if !(IS_UNCONSCIOUS(_unit)) then {
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if !(isPlayer _unit) then {
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private _sdr = _unit getVariable [QGVAR(stopDropRoll), false];
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if ((_unit isEqualTo vehicle _unit) && (_sdr || ({ 0.05 > random 1 }))) then {
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_unit setVariable [QGVAR(stopDropRoll), true];
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if !(_sdr) then {
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TRACE_1("stop, drop, roll!", _unit);
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_unit setUnitPos "DOWN";
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doStop _unit;
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};
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// queue up a bunch of animations
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for "_i" from 0 to 2 do {
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[_unit, selectRandom ["amovppnemstpsnonwnondnon_amovppnemevasnonwnondl", "amovppnemstpsnonwnondnon_amovppnemevasnonwnondr"], 0] call EFUNC(common,doAnimation);
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};
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_intensity = _intensity - (1 / _intensity);
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} else {
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private _group = (group _unit);
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private _vehicle = vehicle _unit;
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if (_vehicle != _unit) then {
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TRACE_1("Ejecting", _unit);
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_unit leaveVehicle _vehicle;
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unassignVehicle _unit;
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_unit action ["eject",_vehicle];
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};
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_unit disableAI "TARGET";
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_unit disableAI "AUTOTARGET";
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// Run away
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if (leader _group != _unit) then {
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[_unit] join grpNull;
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};
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_unit doMove ((getPosATL _unit) getPos [20 + random 35, floor (random 360)]);
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_unit setSpeedMode "FULL";
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_unit setSuppression 1;
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};
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} else {
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if ((animationState _unit) in PRONE_ROLLING_ANIMS) then {
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// decrease intensity of burn
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_intensity = _intensity * INTENSITY_DECREASE_MULT_ROLLING;
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};
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};
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[_unit] call FUNC(burnReaction);
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};
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// Common burn areas are the hands and face https://www.ncbi.nlm.nih.gov/pubmed/16899341/
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private _woundSelection = ["Head", "Body", "LeftArm", "RightArm", "LeftLeg", "RightLeg"] selectRandomWeighted [0.77, 0.5, 0.8, 0.8, 0.3, 0.3];
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if (GET_PAIN_PERCEIVED(_unit) < (PAIN_UNCONSCIOUS + random 0.2)) then {
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// keep pain around unconciousness limit to allow for more fun interactions
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[_unit, _intensity / BURN_MAX_INTENSITY, _woundSelection, "burn", _instigator] call EFUNC(medical,addDamageToUnit);
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} else {
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[_unit, 0.15, _woundSelection, "burn", _instigator] call EFUNC(medical,addDamageToUnit);
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};
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};
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_unit setVariable [QGVAR(intensity), _intensity, true]; // globally sync intensity across all clients to make sure simulation is deterministic
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};
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};
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private _burnIndicatorPFH = _unit getVariable [QGVAR(burnUIPFH), -1];
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if (_unit isEqualTo ace_player && { _isThisUnitAlive } && { _burnIndicatorPFH < 0 }) then {
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_burnIndicatorPFH = [FUNC(burnIndicator), 1, _unit] call CBA_fnc_addPerFrameHandler;
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_unit setVariable [QGVAR(burnUIPFH), _burnIndicatorPFH];
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};
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};
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}, 0, [_unit, _intensity, _instigator], {
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TRACE_1("burn init",GVAR(enableFlare));
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// init function
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private _params = _this getVariable "params";
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_params params ["_unit", "_startingIntensity"];
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_intensity = _startingIntensity;
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private _unitPos = getPos _unit;
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_fireParticle = "#particlesource" createVehicleLocal _unitPos;
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_fireParticle attachTo [_unit, [0, 0, 0]];
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_fireParticle setDropInterval 0.03;
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_smokeParticle = "#particlesource" createVehicleLocal _unitPos;
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_fireLight = "#lightpoint" createVehicleLocal _unitPos;
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_fireLight setLightIntensity 0;
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_fireLight setLightAmbient [0.8, 0.6, 0.2];
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_fireLight setLightColor [1, 0.5, 0.4];
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_fireLight attachTo [_unit, [0, 0, 0]];
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_fireLight setLightDayLight false;
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_lightFlare = "#lightpoint" createVehicleLocal _unitPos;
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_lightFlare setLightIntensity 0;
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_lightFlare setLightColor [1, 0.8, 0.8];
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_lightFlare setLightUseFlare true;
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_lightFlare setLightFlareMaxDistance 100;
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_lightFlare setLightFlareSize 0;
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if (_unit isNotEqualTo ace_player) then {
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private _relativeAttachPoint = (vectorNormalized (_unit worldToModelVisual (getPos ace_player))) vectorMultiply 1;
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_relativeAttachPoint set [2, 0.5];
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_lightFlare attachTo [_unit, _relativeAttachPoint];
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} else {
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_lightFlare attachTo [_unit, [0, 0, 0.3]];
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};
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if (isServer) then {
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_fireSound = createSoundSource ["Sound_Fire", _unitPos, [], 0];
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_fireSound attachTo [_unit, [0, 0, 0], "Head"];
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};
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_unit setVariable [QGVAR(burning), true];
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_unit setVariable [QGVAR(intensity), _intensity];
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_unit setVariable [QGVAR(burnUIPFH), -1];
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if (local _unit) then {
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if (_unit isEqualTo ace_player) then {
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private _burnIndicatorPFH = [FUNC(burnIndicator), 1, _unit] call CBA_fnc_addPerFrameHandler;
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_unit setVariable [QGVAR(burnUIPFH), _burnIndicatorPFH];
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};
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[_unit, false] call FUNC(burnReaction);
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};
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_lastIntensityUpdate = 0;
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_lastPropogateUpdate = 0;
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||||
_isThisUnitAlive = true;
|
||||
}, {
|
||||
(_this getVariable "params") params ["_unit"];
|
||||
|
||||
// deinit function
|
||||
deleteVehicle _fireParticle;
|
||||
deleteVehicle _smokeParticle;
|
||||
deleteVehicle _fireLight;
|
||||
deleteVehicle _lightFlare;
|
||||
deleteVehicle _fireSound;
|
||||
|
||||
if (local _unit) then {
|
||||
if (!isPlayer _unit) then {
|
||||
_unit setUnitPos "AUTO";
|
||||
_unit setVariable [QGVAR(stopDropRoll), false];
|
||||
};
|
||||
};
|
||||
_unit setVariable [QGVAR(burning), false];
|
||||
_unit setVariable [QGVAR(burnCounter), 0];
|
||||
}, {
|
||||
// run condition
|
||||
true
|
||||
}, {
|
||||
// exit condition
|
||||
(_this getVariable "params") params ["_unit"];
|
||||
|
||||
private _unitAlive = (alive _unit) && { getNumber ((configOf _unit) >> "isPlayableLogic") != 1 };
|
||||
private _unitIsUnit = { (_unit != vehicle _unit) && { isNull vehicle _unit } };
|
||||
|
||||
!_unitAlive || _unitIsUnit || { _intensity <= BURN_MIN_INTENSITY } || { !([_unit] call FUNC(isBurning)) }
|
||||
}, ["_intensity", "_fireParticle", "_smokeParticle", "_fireLight", "_fireSound", "_lightFlare", "_lastIntensityUpdate", "_lastPropogateUpdate", "_isThisUnitAlive"]] call CBA_fnc_createPerFrameHandlerObject;
|
||||
// Play screams and optional weapon dropping
|
||||
if (_unit call EFUNC(common,isAwake)) then {
|
||||
[_unit, false] call FUNC(burnReaction);
|
||||
};
|
||||
|
191
addons/fire/functions/fnc_burnEffects.sqf
Normal file
191
addons/fire/functions/fnc_burnEffects.sqf
Normal file
@ -0,0 +1,191 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: tcvm, johnb43
|
||||
* Spawns particle effects for a burning unit.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* player call ace_fire_fnc_burnEffects
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_unit"];
|
||||
|
||||
// Spawn particles
|
||||
private _unitPos = getPos _unit;
|
||||
private _fireParticle = objNull;
|
||||
private _smokeParticle = objNull;
|
||||
private _fireLight = objNull;
|
||||
private _lightFlare = objNull;
|
||||
|
||||
if (hasInterface) then {
|
||||
_fireParticle = "#particlesource" createVehicleLocal _unitPos;
|
||||
_fireParticle attachTo [_unit, [0, 0, 0]];
|
||||
_fireParticle setDropInterval 0.03;
|
||||
|
||||
_smokeParticle = "#particlesource" createVehicleLocal _unitPos;
|
||||
|
||||
_fireLight = "#lightpoint" createVehicleLocal _unitPos;
|
||||
_fireLight setLightIntensity 0;
|
||||
_fireLight setLightAmbient [0.8, 0.6, 0.2];
|
||||
_fireLight setLightColor [1, 0.5, 0.4];
|
||||
_fireLight attachTo [_unit, [0, 0, 0]];
|
||||
_fireLight setLightDayLight false;
|
||||
|
||||
_lightFlare = "#lightpoint" createVehicleLocal _unitPos;
|
||||
_lightFlare setLightIntensity 0;
|
||||
_lightFlare setLightColor [1, 0.8, 0.8];
|
||||
_lightFlare setLightUseFlare true;
|
||||
_lightFlare setLightFlareMaxDistance 100;
|
||||
_lightFlare setLightFlareSize 0;
|
||||
|
||||
if (_unit != ACE_player) then {
|
||||
private _relativeAttachPoint = vectorNormalized (_unit worldToModelVisual (getPos ACE_player));
|
||||
_relativeAttachPoint set [2, 0.5];
|
||||
_lightFlare attachTo [_unit, _relativeAttachPoint];
|
||||
} else {
|
||||
_lightFlare attachTo [_unit, [0, 0, 0.3]];
|
||||
};
|
||||
};
|
||||
|
||||
private _fireSound = objNull;
|
||||
|
||||
if (isServer) then {
|
||||
_fireSound = createSoundSource ["Sound_Fire", _unitPos, [], 0];
|
||||
_fireSound attachTo [_unit, [0, 0, 0], "Head"];
|
||||
};
|
||||
|
||||
[{
|
||||
params ["_args", "_pfhID"];
|
||||
_args params ["_unit", "_fireParticle", "_smokeParticle", "_fireLight", "_lightFlare", "_fireSound"];
|
||||
|
||||
if (isNull _unit || {!(_unit call FUNC(isBurning))}) exitWith {
|
||||
_pfhID call CBA_fnc_removePerFrameHandler;
|
||||
|
||||
deleteVehicle _fireParticle;
|
||||
deleteVehicle _smokeParticle;
|
||||
deleteVehicle _fireLight;
|
||||
deleteVehicle _lightFlare;
|
||||
deleteVehicle _fireSound;
|
||||
};
|
||||
|
||||
// Display burn indicators
|
||||
if (_unit == ACE_player && {alive _unit} && {isNil {_unit getVariable QGVAR(burnUIPFH)}}) then { // this accounts for player remote controlled a new unit
|
||||
private _burnIndicatorPFH = [LINKFUNC(burnIndicator), 1, _unit] call CBA_fnc_addPerFrameHandler;
|
||||
_unit setVariable [QGVAR(burnUIPFH), _burnIndicatorPFH];
|
||||
};
|
||||
|
||||
if (!hasInterface) exitWith {};
|
||||
|
||||
private _intensity = _unit getVariable [QGVAR(intensity), 0];
|
||||
|
||||
_fireParticle setDropInterval (0.01 max linearConversion [BURN_MAX_INTENSITY, BURN_MIN_INTENSITY, _intensity, 0.03, 0.1, false]);
|
||||
_fireParticle setParticleParams [
|
||||
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 10, 32], // sprite sheet values
|
||||
"", // animation name
|
||||
"Billboard", // particle type
|
||||
1, // timer period
|
||||
0.7, // lifetime
|
||||
"destructionEffect2", // position
|
||||
[0, 0, 1], // move velocity
|
||||
0, // rotation velocity
|
||||
10, // weight
|
||||
7.9, // volume
|
||||
1, // rubbing
|
||||
[0.3, 0.3], // size
|
||||
[
|
||||
[1, 1, 1, -0],
|
||||
[1, 1, 1, -1],
|
||||
[1, 1, 1, -1],
|
||||
[1, 1, 1, -1],
|
||||
[1, 1, 1, -0]
|
||||
], // colour
|
||||
[0.5, 1], // animation speed
|
||||
1, // random dir period
|
||||
0, // random dir intensity
|
||||
"", // on timer script
|
||||
"", // before destroy script
|
||||
_unit, // particle source
|
||||
0,
|
||||
false,
|
||||
0,
|
||||
[[0.8, 0.6, 0.2, 1]] // emissive color
|
||||
];
|
||||
_fireParticle setParticleRandom [
|
||||
0.04 * _intensity, // life time
|
||||
[0.05, 0.05, 2], // position
|
||||
[0.05 * _intensity, 0.05 * _intensity, 0.05 * _intensity], // move velocity
|
||||
0, // rotation velocity
|
||||
0.06 * _intensity, // size
|
||||
[0, 0, 0, 0], // color
|
||||
0, // random direction period
|
||||
0 // random direction intensity
|
||||
];
|
||||
|
||||
_smokeParticle setParticleCircle [0, [0, 0, 0]];
|
||||
_smokeParticle setParticleRandom [
|
||||
0, // life time
|
||||
[0.25, 0.25, 0], // position
|
||||
[0.2, 0.2, 0], // move velocity
|
||||
0, // rotation velocity
|
||||
0.25, // size
|
||||
[0, 0, 0, 0.1], // color
|
||||
0, // random direction period
|
||||
0 // random direction intensity
|
||||
];
|
||||
_smokeParticle setParticleParams [
|
||||
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 7, 48], // sprite sheet values
|
||||
"", // animation name
|
||||
"Billboard", // particle type
|
||||
1, // timer period
|
||||
8, // lifetime
|
||||
[0, 0, 1.1], // position
|
||||
[0, 0, 1], // move velocity
|
||||
0, // rotation velocity
|
||||
10, // weight
|
||||
7.9, // volume
|
||||
0.066, // rubbing
|
||||
[1, 3, 6], // size
|
||||
[
|
||||
[0.5, 0.5, 0.5, 0.15],
|
||||
[0.75, 0.75, 0.75, 0.075],
|
||||
[1, 1, 1, 0]
|
||||
], // colour
|
||||
[0.125], // animation speed
|
||||
1, // random dir period
|
||||
0, // random dir intensity
|
||||
"", // on timer script
|
||||
"", // before destroy script
|
||||
_unit // particle source
|
||||
];
|
||||
_smokeParticle setDropInterval 0.15;
|
||||
|
||||
_fireLight setLightBrightness ((_intensity * 3) / 10);
|
||||
_lightFlare setLightBrightness (_intensity / 30);
|
||||
|
||||
private _distanceToUnit = _unit distance ACE_player;
|
||||
_fireLight setLightAttenuation [1, 10 max (5 min (10 - _intensity)), 0, 15];
|
||||
_lightFlare setLightFlareSize (_intensity * (3 / 4)) * FLARE_SIZE_MODIFIER;
|
||||
|
||||
if (!GVAR(enableFlare)) then {
|
||||
_lightFlare setLightFlareSize 0;
|
||||
};
|
||||
|
||||
// Always keep flare visible to perceiving unit as long as it isn't the player
|
||||
if (_unit != ACE_player) then {
|
||||
private _relativeAttachPoint = [0, 0, 0.3];
|
||||
|
||||
if (_distanceToUnit > 1.5) then {
|
||||
_relativeAttachPoint = (vectorNormalized (_unit worldToModelVisual (getPos ACE_player))) vectorMultiply linearConversion [5, 30, _distanceToUnit, 0.5, 1.5];
|
||||
_relativeAttachPoint set [2, 0.3 + ((_unit selectionPosition "pelvis") select 2)];
|
||||
};
|
||||
|
||||
_lightFlare attachTo [_unit, _relativeAttachPoint];
|
||||
};
|
||||
}, 0, [_unit, _fireParticle, _smokeParticle, _fireLight, _lightFlare, _fireSound]] call CBA_fnc_addPerFrameHandler;
|
@ -11,26 +11,29 @@
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [player, 4] call ace_fire_fnc_burnIndicator
|
||||
* [player, _pfhID] call ace_fire_fnc_burnIndicator
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_unit", "_pfhHandle"];
|
||||
|
||||
if !(IS_UNCONSCIOUS(_unit)) then {
|
||||
private _iteration = _unit getVariable [QGVAR(indicatorIteration), 0];
|
||||
if (_iteration == 0) then {
|
||||
QGVAR(indicatorLayer) cutRsc [QGVAR(onFire1), "PLAIN"];
|
||||
_iteration = 1;
|
||||
} else {
|
||||
QGVAR(indicatorLayer) cutRsc [QGVAR(onFire2), "PLAIN"];
|
||||
_iteration = 0;
|
||||
};
|
||||
_unit setVariable [QGVAR(indicatorIteration), _iteration];
|
||||
if (!alive _unit || {!(_unit call FUNC(isBurning))}) exitWith {
|
||||
_pfhHandle call CBA_fnc_removePerFrameHandler;
|
||||
|
||||
_unit setVariable [QGVAR(burnUIPFH), nil];
|
||||
};
|
||||
|
||||
if (!([_unit] call FUNC(isBurning)) || { !alive _unit }) then {
|
||||
[_pfhHandle] call CBA_fnc_removePerFrameHandler;
|
||||
_unit setVariable [QGVAR(burnUIPFH), -1];
|
||||
if !(_unit call EFUNC(common,isAwake)) exitWith {};
|
||||
|
||||
private _iteration = _unit getVariable [QGVAR(indicatorIteration), 0];
|
||||
|
||||
if (_iteration == 0) then {
|
||||
QGVAR(indicatorLayer) cutRsc [QGVAR(onFire1), "PLAIN"];
|
||||
_iteration = 1;
|
||||
} else {
|
||||
QGVAR(indicatorLayer) cutRsc [QGVAR(onFire2), "PLAIN"];
|
||||
_iteration = 0;
|
||||
};
|
||||
|
||||
_unit setVariable [QGVAR(indicatorIteration), _iteration];
|
||||
|
@ -5,7 +5,7 @@
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: Should unit throw its current weapon <BOOL>
|
||||
* 1: Should unit throw its current weapon <BOOL> (default: true)
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
@ -18,14 +18,15 @@ params ["_unit", ["_throwWeapon", true]];
|
||||
if (
|
||||
_throwWeapon
|
||||
&& {GVAR(dropWeapon) > 0}
|
||||
&& {_unit in _unit && {(currentWeapon _unit) isNotEqualTo ""}}
|
||||
&& {isNull objectParent _unit && {(currentWeapon _unit) != ""}}
|
||||
&& {!isPlayer _unit || GVAR(dropWeapon) >= 2}
|
||||
) then {
|
||||
[_unit] call EFUNC(common,throwWeapon);
|
||||
_unit call EFUNC(common,throwWeapon);
|
||||
};
|
||||
|
||||
if (_unit isKindOf "CAManBase") then {
|
||||
private _soundID = floor (1 + random 15);
|
||||
private _sound = format [QGVAR(scream_%1), _soundID];
|
||||
|
||||
[QGVAR(playScream), [_sound, _unit]] call CBA_fnc_globalEvent;
|
||||
};
|
||||
|
156
addons/fire/functions/fnc_burnSimulation.sqf
Normal file
156
addons/fire/functions/fnc_burnSimulation.sqf
Normal file
@ -0,0 +1,156 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: tcvm, johnb43
|
||||
* Makes object catch fire. Simulates fire intensity over time.
|
||||
* Arbitrary values to ignite people. Assumed maximum is "10".
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: Instigator <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* player call ace_fire_fnc_burnSimulation
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_unit", "_instigator"];
|
||||
|
||||
// Reset variables
|
||||
_unit setVariable [QGVAR(stopDropRoll), nil];
|
||||
_unit setVariable [QGVAR(burnCounter), nil];
|
||||
|
||||
[{
|
||||
params ["_args", "_pfhID"];
|
||||
_args params ["_unit", "_instigator"];
|
||||
|
||||
private _remote = !local _unit;
|
||||
|
||||
// If unit is local and the fire has died now, the effects need to be cleaned up -> do not stop PFH here
|
||||
if (isNull _unit || {_remote && {!(_unit call FUNC(isBurning))}}) exitWith {
|
||||
_pfhID call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
if (_remote) exitWith {};
|
||||
|
||||
private _unitPos = getPosASL _unit;
|
||||
|
||||
// If unit is invulnerable or in water or if the fire has died out, stop burning unit
|
||||
if (
|
||||
!(_unit call FUNC(isBurning)) ||
|
||||
{surfaceIsWater _unitPos && {(_unitPos select 2) < 1}} ||
|
||||
{!(isDamageAllowed _unit && {_unit getVariable [QEGVAR(medical,allowDamage), true]})}
|
||||
) exitWith {
|
||||
// Remove global effects and simulation
|
||||
{
|
||||
_x call CBA_fnc_removeGlobalEventJIP;
|
||||
} forEach (_unit getVariable [QGVAR(jipIDs), []]);
|
||||
|
||||
// Update globally that the unit isn't burning anymore
|
||||
_unit setVariable [QGVAR(intensity), nil, true];
|
||||
|
||||
_pfhID call CBA_fnc_removePerFrameHandler;
|
||||
|
||||
_unit setVariable [QGVAR(stopDropRoll), nil];
|
||||
_unit setVariable [QGVAR(burnCounter), nil];
|
||||
|
||||
if (!isPlayer _unit) then {
|
||||
_unit setUnitPos "AUTO";
|
||||
};
|
||||
};
|
||||
|
||||
if (isGamePaused) exitWith {};
|
||||
|
||||
private _intensity = _unit getVariable [QGVAR(intensity), 0];
|
||||
|
||||
// Propagate fire to other units if it's intense
|
||||
if (_intensity >= BURN_THRESHOLD_INTENSE) then {
|
||||
_unitPos = ASLToAGL _unitPos;
|
||||
|
||||
{
|
||||
if !(_x call FUNC(isBurning)) then {
|
||||
_distancePercent = 1 - ((_unitPos distance _x) / BURN_PROPAGATE_DISTANCE);
|
||||
|
||||
[QGVAR(burn), [_x, _intensity * _distancePercent, _instigator], _x] call CBA_fnc_targetEvent;
|
||||
};
|
||||
} forEach (_unitPos nearEntities ["CAManBase", BURN_PROPAGATE_DISTANCE]);
|
||||
};
|
||||
|
||||
// Update intensity/fire reactions
|
||||
if (CBA_missionTime >= _unit getVariable [QGVAR(intensityUpdate), 0]) then {
|
||||
_unit setVariable [QGVAR(intensityUpdate), CBA_missionTime + INTENSITY_UPDATE];
|
||||
|
||||
_intensity = _intensity - INTENSITY_LOSS - (rain / 10);
|
||||
|
||||
if (_unit call EFUNC(common,isAwake)) then {
|
||||
if (!isPlayer _unit) then {
|
||||
private _sdr = _unit getVariable [QGVAR(stopDropRoll), false];
|
||||
|
||||
private _vehicle = objectParent _unit;
|
||||
|
||||
if (isNull _vehicle && {_sdr || {0.05 > random 1}}) then {
|
||||
_unit setVariable [QGVAR(stopDropRoll), true];
|
||||
|
||||
if (!_sdr) then {
|
||||
TRACE_1("stop, drop, roll!", _unit);
|
||||
|
||||
_unit setUnitPos "DOWN";
|
||||
doStop _unit;
|
||||
};
|
||||
|
||||
// Queue up a bunch of animations
|
||||
for "_i" from 0 to 2 do {
|
||||
[_unit, selectRandom ["amovppnemstpsnonwnondnon_amovppnemevasnonwnondl", "amovppnemstpsnonwnondnon_amovppnemevasnonwnondr"], 0] call EFUNC(common,doAnimation);
|
||||
};
|
||||
|
||||
_intensity = _intensity - (1 / _intensity);
|
||||
} else {
|
||||
// Make the unit leave the vehicle
|
||||
if (_vehicle != _unit) then {
|
||||
TRACE_1("Ejecting", _unit);
|
||||
|
||||
_unit leaveVehicle _vehicle;
|
||||
unassignVehicle _unit;
|
||||
|
||||
_unit action ["Eject", _vehicle];
|
||||
};
|
||||
|
||||
_unit disableAI "TARGET";
|
||||
_unit disableAI "AUTOTARGET";
|
||||
|
||||
// Run away, erraticly
|
||||
if (leader group _unit != _unit) then {
|
||||
[_unit] join grpNull;
|
||||
};
|
||||
|
||||
_unit doMove ((getPosATL _unit) getPos [20 + random 35, floor (random 360)]);
|
||||
_unit setSpeedMode "FULL";
|
||||
_unit setSuppression 1;
|
||||
};
|
||||
} else {
|
||||
// Decrease intensity of burn if rolling around
|
||||
if ((animationState _unit) in PRONE_ROLLING_ANIMS) then {
|
||||
_intensity = _intensity * INTENSITY_DECREASE_MULT_ROLLING;
|
||||
};
|
||||
};
|
||||
|
||||
// Play screams and throw weapon (if enabled)
|
||||
_unit call FUNC(burnReaction);
|
||||
};
|
||||
|
||||
// Common burn areas are the hands and face https://www.ncbi.nlm.nih.gov/pubmed/16899341/
|
||||
private _woundSelection = ["Head", "Body", "LeftArm", "RightArm", "LeftLeg", "RightLeg"] selectRandomWeighted [0.77, 0.5, 0.8, 0.8, 0.3, 0.3];
|
||||
|
||||
if (GET_PAIN_PERCEIVED(_unit) < (PAIN_UNCONSCIOUS + random 0.2)) then {
|
||||
// Keep pain around unconciousness limit to allow for more fun interactions
|
||||
[_unit, _intensity / BURN_MAX_INTENSITY, _woundSelection, "burn", _instigator] call EFUNC(medical,addDamageToUnit);
|
||||
} else {
|
||||
[_unit, 0.15, _woundSelection, "burn", _instigator] call EFUNC(medical,addDamageToUnit);
|
||||
};
|
||||
|
||||
_unit setVariable [QGVAR(intensity), _intensity, true]; // globally sync intensity across all clients to make sure simulation is deterministic
|
||||
};
|
||||
}, BURN_PROPAGATE_UPDATE, [_unit, _instigator]] call CBA_fnc_addPerFrameHandler;
|
@ -5,39 +5,41 @@
|
||||
* Used to handle external burning objects, not used internally because internal methods are more performant.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit on fire <OBJECT>
|
||||
* 1: PFH Handle <NUMBER>
|
||||
* 0: Args (not used) <ARRAY>
|
||||
* 1: PFH Handle (not used) <NUMBER>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [ace_fire_fnc_fireManagerPFH, 0.25, [_unit]] call CBA_fnc_addPerFrameHandler
|
||||
* [ace_fire_fnc_fireManagerPFH, 0.25] call CBA_fnc_addPerFrameHandler
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_args", "_handle"];
|
||||
private _attachedObject = objNull;
|
||||
private _sourcePos = [];
|
||||
private _distancePercent = 0;
|
||||
|
||||
[GVAR(fireSources), {
|
||||
_value params ["", "", "", "_condition", "_conditionArgs"];
|
||||
_conditionArgs call _condition;
|
||||
}] call CBA_fnc_hashFilter;
|
||||
{
|
||||
_y params ["_source", "_radius", "_intensity", "_condition", "_conditionArgs"];
|
||||
|
||||
[GVAR(fireSources), {
|
||||
_value params ["_source", "_radius", "_intensity"];
|
||||
private _attachedObject = attachedTo _source;
|
||||
private _sourcePos = getPosATL _source;
|
||||
if (_attachedObject isNotEqualTo objNull) then {
|
||||
_sourcePos = getPosATL _attachedObject;
|
||||
// Remove when condition is no longer valid
|
||||
if !(_conditionArgs call _condition) then {
|
||||
GVAR(fireSources) deleteAt _x;
|
||||
|
||||
continue;
|
||||
};
|
||||
|
||||
private _nearEntities = _sourcePos nearEntities ["Man", _radius];
|
||||
_attachedObject = attachedTo _source;
|
||||
_sourcePos = ASLtoAGL getPosASL ([_source, _attachedObject] select (!isNull _attachedObject));
|
||||
|
||||
// Burn units close to the fire
|
||||
{
|
||||
private _burning = [_x] call FUNC(isBurning);
|
||||
if !(_burning) then {
|
||||
private _distancePercent = 1 - ((_sourcePos distance _x) / _radius);
|
||||
[QGVAR(burn), [_x, _intensity * _distancePercent]] call CBA_fnc_globalEvent;
|
||||
if !(_x call FUNC(isBurning)) then {
|
||||
_distancePercent = 1 - ((_sourcePos distance _x) / _radius);
|
||||
|
||||
[QGVAR(burn), [_x, _intensity * _distancePercent], _x] call CBA_fnc_targetEvent;
|
||||
};
|
||||
} forEach _nearEntities;
|
||||
}] call CBA_fnc_hashEachPair;
|
||||
} forEach (_sourcePos nearEntities ["CAManBase", _radius]);
|
||||
} forEach GVAR(fireSources);
|
||||
|
@ -1,10 +1,10 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: commy2
|
||||
* Check if object is burning.
|
||||
* Check if unit is burning.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Vehicle <OBJECT>
|
||||
* 0: Unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
@ -17,7 +17,4 @@
|
||||
|
||||
params [["_unit", objNull, [objNull]]];
|
||||
|
||||
_unit getVariable [QGVAR(burning), false] || {
|
||||
GVAR(burningPlants) = GVAR(burningPlants) select {!isNull _x};
|
||||
_unit in GVAR(burningPlants)
|
||||
}
|
||||
(_unit getVariable [QGVAR(intensity), 0]) > BURN_MIN_INTENSITY
|
||||
|
@ -1,20 +0,0 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: commy2
|
||||
* Check if object is a map placed bush or tree.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Object <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Is bush or tree? <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* cursorObject call ace_fire_fnc_isPlant
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params [["_object", objNull, [objNull]]];
|
||||
|
||||
_object in nearestTerrainObjects [_object, ["TREE", "SMALL TREE", "BUSH"], 0.1]
|
@ -18,4 +18,4 @@
|
||||
|
||||
params ["", "_patient"];
|
||||
|
||||
[_patient] call FUNC(isBurning)
|
||||
_patient call FUNC(isBurning)
|
||||
|
@ -5,8 +5,8 @@
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Arguments <ARRAY>
|
||||
* 0: Medic <OBJECT>
|
||||
* 1: Patient <OBJECT>
|
||||
* - 0: Medic (not used) <OBJECT>
|
||||
* - 1: Patient <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Continue pat down <BOOL>
|
||||
@ -18,6 +18,6 @@
|
||||
*/
|
||||
|
||||
params ["_args"];
|
||||
_args params ["_medic", "_patient"];
|
||||
_args params ["", "_patient"];
|
||||
|
||||
[_patient] call FUNC(isBurning)
|
||||
_patient call FUNC(isBurning)
|
||||
|
@ -6,6 +6,8 @@
|
||||
* Arguments:
|
||||
* 0: Medic <OBJECT>
|
||||
* 1: Patient <OBJECT>
|
||||
* 2: Body Part <STRING>
|
||||
* 3: Treatment <STRING>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
@ -20,6 +22,7 @@ params ["_medic", "_patient", "_bodyPart", "_classname"];
|
||||
|
||||
private _intensity = _patient getVariable [QGVAR(intensity), 0];
|
||||
_intensity = _intensity * INTENSITY_DECREASE_MULT_PAT_DOWN;
|
||||
|
||||
_patient setVariable [QGVAR(intensity), _intensity, true];
|
||||
|
||||
if (_intensity > BURN_MIN_INTENSITY) then {
|
||||
|
@ -2,20 +2,20 @@
|
||||
QGVAR(enabled), "CHECKBOX",
|
||||
[ELSTRING(common,Enabled), LSTRING(Setting_Description)],
|
||||
LSTRING(Category_DisplayName),
|
||||
true, // default value
|
||||
true, // isGlobal
|
||||
true,
|
||||
1,
|
||||
{[QGVAR(fireEnabled), _this] call EFUNC(common,cbaSettings_settingChanged)},
|
||||
true // Needs mission restart
|
||||
true // needs mission restart
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(enableFlare), "CHECKBOX",
|
||||
[LSTRING(Setting_FlareEnable), LSTRING(Setting_FlareDescription)],
|
||||
LSTRING(Category_DisplayName),
|
||||
false, // default value
|
||||
true, // isGlobal
|
||||
false,
|
||||
1,
|
||||
{[QGVAR(flareEnabled), _this] call EFUNC(common,cbaSettings_settingChanged)},
|
||||
true // Needs mission restart
|
||||
true
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
@ -23,18 +23,16 @@
|
||||
[LSTRING(Setting_DropWeapon), LSTRING(Setting_DropWeapon_Description)],
|
||||
LSTRING(Category_DisplayName),
|
||||
[
|
||||
[0,1,2],
|
||||
[localize "STR_A3_OPTIONS_DISABLED", ELSTRING(common,aiOnly), ELSTRING(common,playersAndAI)],
|
||||
[0, 1, 2],
|
||||
["STR_A3_OPTIONS_DISABLED", ELSTRING(common,aiOnly), ELSTRING(common,playersAndAI)],
|
||||
1
|
||||
],
|
||||
true // isGlobal
|
||||
1
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(enableScreams), "CHECKBOX",
|
||||
[LSTRING(Setting_EnableScreams), LSTRING(Setting_EnableScreams_Description)],
|
||||
LSTRING(Category_DisplayName),
|
||||
true,
|
||||
false // isGlobal
|
||||
true
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
|
@ -31,9 +31,14 @@
|
||||
"amovppnemstpsoptwbindnon_amovppnemevasoptwbindr"\
|
||||
]
|
||||
|
||||
|
||||
#define BURN_MAX_INTENSITY 10
|
||||
#define BURN_MIN_INTENSITY 1
|
||||
|
||||
#define INTENSITY_DECREASE_MULT_PAT_DOWN 0.8
|
||||
#define INTENSITY_DECREASE_MULT_ROLLING INTENSITY_DECREASE_MULT_PAT_DOWN
|
||||
|
||||
#define INTENSITY_LOSS 0.03
|
||||
#define INTENSITY_UPDATE 3
|
||||
#define BURN_PROPAGATE_UPDATE 1
|
||||
#define BURN_PROPAGATE_DISTANCE 2
|
||||
#define BURN_THRESHOLD_INTENSE 3
|
||||
|
@ -36,7 +36,6 @@ switch (false) do {
|
||||
[LSTRING(RequiresAddon)] call FUNC(showMessage);
|
||||
};
|
||||
default {
|
||||
[QEGVAR(fire,burn), [_unit, 5]] call CBA_fnc_globalEvent;
|
||||
[QEGVAR(fire,burn), [_unit, 5], _unit] call CBA_fnc_targetEvent;
|
||||
};
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user