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#49 - targetEvent for flashbang
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@ -6,4 +6,4 @@ PREP(flashbangThrownFuze);
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PREP(nextMode);
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PREP(nextMode);
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PREP(throwGrenade);
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PREP(throwGrenade);
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[QGVAR(flashbangExplosionEvent), { _this call DFUNC(flashbangExplosionEH) }] call EFUNC(common,addEventHandler);
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["flashbangExplosion", { _this call DFUNC(flashbangExplosionEH) }] call EFUNC(common,addEventHandler);
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@ -1,82 +1,85 @@
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/*
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/*
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* Author: KoffeinFlummi
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* Author: KoffeinFlummi
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*
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*
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* Creates the flashbang effect locally/knocks out AI units.
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* Creates the flashbang effect and knock out AI units.
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*
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*
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* Arguments:
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* Arguments:
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* 0: The unit (Object)
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* 0: The grenade (Object)
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* 1: The grenade (Object)
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*
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*
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* Return Value:
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* Return Value:
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* None
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* None
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*/
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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_unit = _this select 0;
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private ["_grenade", "_affected", "_strength", "_posGrenade", "_posUnit", "_angleGrenade", "_angleView", "_angleDiff", "_light"];
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_grenade = _this select 1;
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if (!local _unit) exitWith {};
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_grenade = _this select 0;
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if (!alive _unit) exitWith {};
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if (damage _unit >= 1) exitWith {};
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_strength = 1 - ((_unit distance _grenade) min 15) / 15;
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_affected = _grenade nearEntities ["CAManBase", 50];
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if (_unit != ACE_player) exitWith {
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{
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//must be AI
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if ((local _x) && {alive _x}) then {
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_unit disableAI "MOVE";
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_unit disableAI "ANIM";
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_unit disableAI "AUTOTARGET";
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_unit disableAI "TARGET";
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_unit disableAI "FSM";
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_unit setSkill (skill _unit / 50);
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[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_RESETAI, (time + (7 * _strength)), _unit]] call CBA_fnc_addPerFrameHandler;
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_strength = 1 - ((_x distance _grenade) min 15) / 15;
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};
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// is there line of sight to the grenade?
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if (_x != ACE_player) then {
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_posGrenade = getPosASL _grenade;
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//must be AI
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_posGrenade set [2, (_posGrenade select 2) + 0.2]; // compensate for grenade glitching into ground
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_x disableAI "MOVE";
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if (lineIntersects [_posGrenade, getPosASL _unit, _grenade, _unit]) then {
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_x disableAI "ANIM";
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_strength = _strength / 10;
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_x disableAI "AUTOTARGET";
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};
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_x disableAI "TARGET";
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_x disableAI "FSM";
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_x setSkill ((skill _x) / 50);
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// beeeeeeeeeeeeeeeeeeeeeeeeeeeeep
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[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_RESETAI, (time + (7 * _strength)), _x]] call CBA_fnc_addPerFrameHandler;
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if (isClass (configFile >> "CfgPatches" >> "ACE_Hearing") and _strength > 0) then {
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} else {
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[_unit, 0.5 + (_strength / 2)] call EFUNC(hearing,earRinging);
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//Do effects for player
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};
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// is there line of sight to the grenade?
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_posGrenade = getPosASL _grenade;
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_posGrenade set [2, (_posGrenade select 2) + 0.2]; // compensate for grenade glitching into ground
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if (lineIntersects [_posGrenade, getPosASL _x, _grenade, _x]) then {
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_strength = _strength / 10;
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};
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// account for people looking away by slightly
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// beeeeeeeeeeeeeeeeeeeeeeeeeeeeep
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// reducing the effect for visual effects.
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if (isClass (configFile >> "CfgPatches" >> "ACE_Hearing") and _strength > 0) then {
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_posUnit = getPos _unit;
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[_x, 0.5 + (_strength / 2)] call EFUNC(hearing,earRinging);
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_posGrenade = getPos _grenade;
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};
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_angleGrenade = ((_posGrenade select 0) - (_posUnit select 0)) atan2 ((_posGrenade select 1) - (_posUnit select 1));
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_angleGrenade = (_angleGrenade + 360) % 360;
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_angleView = (eyeDirection player select 0) atan2 (eyeDirection player select 1);
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// account for people looking away by slightly
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_angleView = (_angleView + 360) % 360;
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// reducing the effect for visual effects.
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_posUnit = getPos _x;
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_posGrenade = getPos _grenade;
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_angleGrenade = ((_posGrenade select 0) - (_posUnit select 0)) atan2 ((_posGrenade select 1) - (_posUnit select 1));
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_angleGrenade = (_angleGrenade + 360) % 360;
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_angleDiff = 180 - abs (abs (_angleGrenade - _angleView) - 180);
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_angleView = (eyeDirection player select 0) atan2 (eyeDirection player select 1);
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_angleDiff = ((_angleDiff - 45) max 0);
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_angleView = (_angleView + 360) % 360;
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_strength = _strength - _strength * (_angleDiff / 135);
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_angleDiff = 180 - abs (abs (_angleGrenade - _angleView) - 180);
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_angleDiff = ((_angleDiff - 45) max 0);
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// create flash to illuminate environment
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_strength = _strength - _strength * (_angleDiff / 135);
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_light = "#lightpoint" createVehicleLocal getPos _grenade;
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_light setLightBrightness 200;
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_light setLightAmbient [1,1,1];
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_light setLightColor [1,1,1];
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_light setLightDayLight true;
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[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_DELETELIGHT, (time + (0.1)), _light]] call CBA_fnc_addPerFrameHandler;
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// create flash to illuminate environment
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_light = "#lightpoint" createVehicleLocal getPos _grenade;
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_light setLightBrightness 200;
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_light setLightAmbient [1,1,1];
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_light setLightColor [1,1,1];
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_light setLightDayLight true;
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[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_DELETELIGHT, (time + (0.1)), _light]] call CBA_fnc_addPerFrameHandler;
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// blind player
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// blind player
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if (_strength > 0.1) then {
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if (_strength > 0.1) then {
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GVAR(flashbangPPEffectCC) ppEffectEnable true;
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GVAR(flashbangPPEffectCC) ppEffectEnable true;
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
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GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
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[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_PARTIALRECOVERY, (time + (7 * _strength)), _strength]] call CBA_fnc_addPerFrameHandler;
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[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_PARTIALRECOVERY, (time + (7 * _strength)), _strength]] call CBA_fnc_addPerFrameHandler;
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[FUNC(flashbangEffectStages), 0, [ EFFECT_STAGE_FULLRECOVERY, (time + (17 * _strength))]] call CBA_fnc_addPerFrameHandler;
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[FUNC(flashbangEffectStages), 0, [ EFFECT_STAGE_FULLRECOVERY, (time + (17 * _strength))]] call CBA_fnc_addPerFrameHandler;
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};
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};
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};
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};
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} forEach _affected;
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@ -12,9 +12,7 @@ if (_waitUntilTime > time) exitWith {};
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if (alive _projectile) then {
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if (alive _projectile) then {
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playSound3D ["A3\Sounds_F\weapons\Explosion\explosion_mine_1.wss", _projectile, false, getPosASL _projectile, 5, 1.2, 400];
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playSound3D ["A3\Sounds_F\weapons\Explosion\explosion_mine_1.wss", _projectile, false, getPosASL _projectile, 5, 1.2, 400];
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_affected = _projectile nearEntities ["CAManBase", 50];
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_affected = _projectile nearEntities ["CAManBase", 50];
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{
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["flashbangExplosion", _affected, [_projectile]] call EFUNC(common,targetEvent);
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[QGVAR(flashbangExplosionEvent), [_x], [_x, _projectile]] call EFUNC(common,targetEvent);
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} forEach _affected;
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};
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};
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