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Grenades Cleanup
Shouldn't be any change to functionality Headers Formating simplifying (waitAndExecute) exceptions/canInteract for keybind
This commit is contained in:
parent
fb3a610649
commit
1a61148053
@ -1,89 +1,89 @@
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class CfgAmmo {
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class FlareCore;
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class FlareBase: FlareCore {
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intensity = 20000;
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flareSize = 12;
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};
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class F_40mm_White: FlareBase {
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intensity = 40000;
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flareSize = 12;
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};
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class F_20mm_White: FlareBase {
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intensity = 20000;
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flareSize = 12;
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};
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class F_Signal_Green: FlareBase {
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intensity = 20000;
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flareSize = 12;
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};
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class Flare_82mm_AMOS_White: FlareCore {
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intensity = 80000;
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flareSize = 12;
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};
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class FlareCore;
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class FlareBase: FlareCore {
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intensity = 20000;
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flareSize = 12;
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};
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class F_40mm_White: FlareBase {
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intensity = 40000;
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flareSize = 12;
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};
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class F_20mm_White: FlareBase {
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intensity = 20000;
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flareSize = 12;
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};
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class F_Signal_Green: FlareBase {
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intensity = 20000;
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flareSize = 12;
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};
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class Flare_82mm_AMOS_White: FlareCore {
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intensity = 80000;
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flareSize = 12;
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};
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class F_20mm_Red: F_20mm_White {};
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class F_20mm_Green: F_20mm_White {};
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class F_20mm_Yellow: F_20mm_White {};
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class F_20mm_Red: F_20mm_White {};
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class F_20mm_Green: F_20mm_White {};
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class F_20mm_Yellow: F_20mm_White {};
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class ACE_F_Hand_White: F_20mm_White {
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grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
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soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
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SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
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SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
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SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
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timeToLive = 60;
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};
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class ACE_F_Hand_Red: F_20mm_Red {
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grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
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soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
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SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
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SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
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SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
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timeToLive = 60;
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};
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class ACE_F_Hand_Green: F_20mm_Green {
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grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
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soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
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SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
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SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
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SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
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timeToLive = 60;
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};
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class ACE_F_Hand_Yellow: F_20mm_Yellow {
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grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
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soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
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SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
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SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
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SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
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timeToLive = 60;
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};
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class ACE_F_Hand_White: F_20mm_White {
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grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
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soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
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SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
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SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
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SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
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timeToLive = 60;
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};
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class ACE_F_Hand_Red: F_20mm_Red {
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grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
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soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
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SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
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SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
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SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
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timeToLive = 60;
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};
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class ACE_F_Hand_Green: F_20mm_Green {
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grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
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soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
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SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
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SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
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SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
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timeToLive = 60;
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};
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class ACE_F_Hand_Yellow: F_20mm_Yellow {
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grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
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soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
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SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
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SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
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SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
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timeToLive = 60;
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};
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class ACE_G_M84: F_20mm_Yellow {
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useFlare = 0;
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flareSize = 0;
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intensity = 0;
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grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
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soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
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SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
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SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
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SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
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timeToLive = 60;
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fuseDistance = 2.3;
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model = PATHTOF(models\ACE_m84_thrown.p3d);
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};
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class ACE_G_M84: F_20mm_Yellow {
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useFlare = 0;
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flareSize = 0;
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intensity = 0;
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grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
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soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
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SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
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SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
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SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
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timeToLive = 60;
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fuseDistance = 2.3;
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model = PATHTOF(models\ACE_m84_thrown.p3d);
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};
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};
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@ -1,19 +1,19 @@
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE( call COMPILE_FILE(XEH_preInit) );
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};
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class ADDON {
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init = QUOTE( call COMPILE_FILE(XEH_preInit) );
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};
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};
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class Extended_PostInit_EventHandlers {
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class ADDON {
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clientInit = QUOTE( call COMPILE_FILE(XEH_postInitClient) );
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};
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class ADDON {
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init = QUOTE( call COMPILE_FILE(XEH_postInit) );
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};
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};
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class Extended_FiredBIS_EventHandlers {
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class CAManBase {
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class ADDON {
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clientFiredBIS = QUOTE( _this call FUNC(throwGrenade) );
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class CAManBase {
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class ADDON {
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clientFiredBIS = QUOTE( _this call FUNC(throwGrenade) );
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};
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};
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};
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};
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@ -1,60 +1,60 @@
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class CfgMagazines {
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class HandGrenade;
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class ACE_HandFlare_Base: HandGrenade {
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value = 2;
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nameSoundWeapon = "smokeshell";
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nameSound = "smokeshell";
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mass = 4;
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initSpeed = 22;
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};
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class ACE_HandFlare_White: ACE_HandFlare_Base {
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ammo = "ACE_F_Hand_White";
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displayname = "$STR_ACE_Grenades_M127A1_White_Name";
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descriptionshort = "$STR_ACE_Grenades_M127A1_White_Description";
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displayNameShort = "$STR_ACE_Grenades_M127A1_White_NameShort";
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model = "\A3\weapons_f\ammo\flare_white";
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picture = "\A3\Weapons_F\Data\UI\gear_flare_white_ca.paa";
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};
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class ACE_HandFlare_Red: ACE_HandFlare_Base {
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ammo = "ACE_F_Hand_Red";
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displayname = "$STR_ACE_Grenades_M127A1_Red_Name";
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descriptionshort = "$STR_ACE_Grenades_M127A1_Red_Description";
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displayNameShort = "$STR_ACE_Grenades_M127A1_Red_NameShort";
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model = "\A3\weapons_f\ammo\flare_red";
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picture = "\A3\Weapons_F\Data\UI\gear_flare_red_ca.paa";
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};
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class ACE_HandFlare_Green: ACE_HandFlare_Base {
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ammo = "ACE_F_Hand_Green";
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displayname = "$STR_ACE_Grenades_M127A1_Green_Name";
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descriptionshort = "$STR_ACE_Grenades_M127A1_Green_Description";
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displayNameShort = "$STR_ACE_Grenades_M127A1_Green_NameShort";
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model = "\A3\weapons_f\ammo\flare_green";
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picture = "\A3\Weapons_F\Data\UI\gear_flare_green_ca.paa";
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};
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class ACE_HandFlare_Yellow: ACE_HandFlare_Base {
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ammo = "ACE_F_Hand_Yellow";
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displayname = "$STR_ACE_Grenades_M127A1_Yellow_Name";
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descriptionshort = "$STR_ACE_Grenades_M127A1_Yellow_Description";
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displayNameShort = "$STR_ACE_Grenades_M127A1_Yellow_NameShort";
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model = "\A3\weapons_f\ammo\flare_yellow";
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picture = "\A3\Weapons_F\Data\UI\gear_flare_yellow_ca.paa";
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};
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class ACE_M84: HandGrenade {
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ammo = "ACE_G_M84";
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displayname = "$STR_ACE_Grenades_M84_Name";
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descriptionshort = "$STR_ACE_Grenades_M84_Description";
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displayNameShort = "M84";
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model = PATHTOF(models\ACE_m84.p3d);
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picture = PATHTOF(UI\ACE_m84_x_ca.paa);
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};
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class HandGrenade;
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class ACE_HandFlare_Base: HandGrenade {
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value = 2;
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nameSoundWeapon = "smokeshell";
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nameSound = "smokeshell";
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mass = 4;
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initSpeed = 22;
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};
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class ACE_HandFlare_White: ACE_HandFlare_Base {
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ammo = "ACE_F_Hand_White";
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displayname = "$STR_ACE_Grenades_M127A1_White_Name";
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descriptionshort = "$STR_ACE_Grenades_M127A1_White_Description";
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displayNameShort = "$STR_ACE_Grenades_M127A1_White_NameShort";
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model = "\A3\weapons_f\ammo\flare_white";
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picture = "\A3\Weapons_F\Data\UI\gear_flare_white_ca.paa";
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};
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class ACE_HandFlare_Red: ACE_HandFlare_Base {
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ammo = "ACE_F_Hand_Red";
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displayname = "$STR_ACE_Grenades_M127A1_Red_Name";
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descriptionshort = "$STR_ACE_Grenades_M127A1_Red_Description";
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displayNameShort = "$STR_ACE_Grenades_M127A1_Red_NameShort";
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model = "\A3\weapons_f\ammo\flare_red";
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picture = "\A3\Weapons_F\Data\UI\gear_flare_red_ca.paa";
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};
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class ACE_HandFlare_Green: ACE_HandFlare_Base {
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ammo = "ACE_F_Hand_Green";
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displayname = "$STR_ACE_Grenades_M127A1_Green_Name";
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descriptionshort = "$STR_ACE_Grenades_M127A1_Green_Description";
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displayNameShort = "$STR_ACE_Grenades_M127A1_Green_NameShort";
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model = "\A3\weapons_f\ammo\flare_green";
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picture = "\A3\Weapons_F\Data\UI\gear_flare_green_ca.paa";
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};
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class ACE_HandFlare_Yellow: ACE_HandFlare_Base {
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ammo = "ACE_F_Hand_Yellow";
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displayname = "$STR_ACE_Grenades_M127A1_Yellow_Name";
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descriptionshort = "$STR_ACE_Grenades_M127A1_Yellow_Description";
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displayNameShort = "$STR_ACE_Grenades_M127A1_Yellow_NameShort";
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model = "\A3\weapons_f\ammo\flare_yellow";
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picture = "\A3\Weapons_F\Data\UI\gear_flare_yellow_ca.paa";
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};
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class ACE_M84: HandGrenade {
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ammo = "ACE_G_M84";
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displayname = "$STR_ACE_Grenades_M84_Name";
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descriptionshort = "$STR_ACE_Grenades_M84_Description";
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displayNameShort = "M84";
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model = PATHTOF(models\ACE_m84.p3d);
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picture = PATHTOF(UI\ACE_m84_x_ca.paa);
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};
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class 3Rnd_UGL_FlareGreen_F;
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class 6Rnd_GreenSignal_F: 3Rnd_UGL_FlareGreen_F {
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ammo = "F_40mm_Green";
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initSpeed = 120;
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};
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class 6Rnd_RedSignal_F: 6Rnd_GreenSignal_F {
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ammo = "F_40mm_Red";
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initSpeed = 120;
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};
|
||||
class 3Rnd_UGL_FlareGreen_F;
|
||||
class 6Rnd_GreenSignal_F: 3Rnd_UGL_FlareGreen_F {
|
||||
ammo = "F_40mm_Green";
|
||||
initSpeed = 120;
|
||||
};
|
||||
class 6Rnd_RedSignal_F: 6Rnd_GreenSignal_F {
|
||||
ammo = "F_40mm_Red";
|
||||
initSpeed = 120;
|
||||
};
|
||||
};
|
||||
|
@ -1,45 +1,45 @@
|
||||
#define MACRO_ADDITEM(ITEM,COUNT) class _xx_##ITEM { \
|
||||
name = #ITEM; \
|
||||
count = COUNT; \
|
||||
};
|
||||
name = #ITEM; \
|
||||
count = COUNT; \
|
||||
};
|
||||
|
||||
class CfgVehicles {
|
||||
class NATO_Box_Base;
|
||||
class EAST_Box_Base;
|
||||
class IND_Box_Base;
|
||||
class Box_NATO_Support_F;
|
||||
class NATO_Box_Base;
|
||||
class EAST_Box_Base;
|
||||
class IND_Box_Base;
|
||||
class Box_NATO_Support_F;
|
||||
|
||||
class Box_NATO_Grenades_F: NATO_Box_Base {
|
||||
class TransportItems {
|
||||
MACRO_ADDITEM(ACE_HandFlare_White,12)
|
||||
MACRO_ADDITEM(ACE_HandFlare_Green,12)
|
||||
MACRO_ADDITEM(ACE_M84,12)
|
||||
class Box_NATO_Grenades_F: NATO_Box_Base {
|
||||
class TransportItems {
|
||||
MACRO_ADDITEM(ACE_HandFlare_White,12)
|
||||
MACRO_ADDITEM(ACE_HandFlare_Green,12)
|
||||
MACRO_ADDITEM(ACE_M84,12)
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class Box_East_Grenades_F: EAST_Box_Base {
|
||||
class TransportItems {
|
||||
MACRO_ADDITEM(ACE_HandFlare_Yellow,12)
|
||||
MACRO_ADDITEM(ACE_HandFlare_Red,12)
|
||||
MACRO_ADDITEM(ACE_M84,12)
|
||||
class Box_East_Grenades_F: EAST_Box_Base {
|
||||
class TransportItems {
|
||||
MACRO_ADDITEM(ACE_HandFlare_Yellow,12)
|
||||
MACRO_ADDITEM(ACE_HandFlare_Red,12)
|
||||
MACRO_ADDITEM(ACE_M84,12)
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class Box_IND_Grenades_F: IND_Box_Base {
|
||||
class TransportItems {
|
||||
MACRO_ADDITEM(ACE_HandFlare_Yellow,12)
|
||||
MACRO_ADDITEM(ACE_HandFlare_Green,12)
|
||||
MACRO_ADDITEM(ACE_M84,12)
|
||||
class Box_IND_Grenades_F: IND_Box_Base {
|
||||
class TransportItems {
|
||||
MACRO_ADDITEM(ACE_HandFlare_Yellow,12)
|
||||
MACRO_ADDITEM(ACE_HandFlare_Green,12)
|
||||
MACRO_ADDITEM(ACE_M84,12)
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class ACE_Box_Misc: Box_NATO_Support_F {
|
||||
class TransportItems {
|
||||
MACRO_ADDITEM(ACE_HandFlare_White,12)
|
||||
MACRO_ADDITEM(ACE_HandFlare_Red,12)
|
||||
MACRO_ADDITEM(ACE_HandFlare_Green,12)
|
||||
MACRO_ADDITEM(ACE_HandFlare_Yellow,12)
|
||||
MACRO_ADDITEM(ACE_M84,12)
|
||||
class ACE_Box_Misc: Box_NATO_Support_F {
|
||||
class TransportItems {
|
||||
MACRO_ADDITEM(ACE_HandFlare_White,12)
|
||||
MACRO_ADDITEM(ACE_HandFlare_Red,12)
|
||||
MACRO_ADDITEM(ACE_HandFlare_Green,12)
|
||||
MACRO_ADDITEM(ACE_HandFlare_Yellow,12)
|
||||
MACRO_ADDITEM(ACE_M84,12)
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -1,23 +1,23 @@
|
||||
class CfgWeapons {
|
||||
class GrenadeLauncher;
|
||||
class GrenadeLauncher;
|
||||
|
||||
class Throw: GrenadeLauncher {
|
||||
muzzles[] += {"ACE_HandFlare_WhiteMuzzle", "ACE_HandFlare_RedMuzzle", "ACE_HandFlare_GreenMuzzle", "ACE_HandFlare_YellowMuzzle", "ACE_M84Muzzle"};
|
||||
class ThrowMuzzle;
|
||||
class ACE_HandFlare_WhiteMuzzle: ThrowMuzzle {
|
||||
magazines[] = {"ACE_HandFlare_White"};
|
||||
class Throw: GrenadeLauncher {
|
||||
muzzles[] += {"ACE_HandFlare_WhiteMuzzle", "ACE_HandFlare_RedMuzzle", "ACE_HandFlare_GreenMuzzle", "ACE_HandFlare_YellowMuzzle", "ACE_M84Muzzle"};
|
||||
class ThrowMuzzle;
|
||||
class ACE_HandFlare_WhiteMuzzle: ThrowMuzzle {
|
||||
magazines[] = {"ACE_HandFlare_White"};
|
||||
};
|
||||
class ACE_HandFlare_RedMuzzle: ThrowMuzzle {
|
||||
magazines[] = {"ACE_HandFlare_Red"};
|
||||
};
|
||||
class ACE_HandFlare_GreenMuzzle: ThrowMuzzle {
|
||||
magazines[] = {"ACE_HandFlare_Green"};
|
||||
};
|
||||
class ACE_HandFlare_YellowMuzzle: ThrowMuzzle {
|
||||
magazines[] = {"ACE_HandFlare_Yellow"};
|
||||
};
|
||||
class ACE_M84Muzzle: ThrowMuzzle {
|
||||
magazines[] = {"ACE_M84"};
|
||||
};
|
||||
};
|
||||
class ACE_HandFlare_RedMuzzle: ThrowMuzzle {
|
||||
magazines[] = {"ACE_HandFlare_Red"};
|
||||
};
|
||||
class ACE_HandFlare_GreenMuzzle: ThrowMuzzle {
|
||||
magazines[] = {"ACE_HandFlare_Green"};
|
||||
};
|
||||
class ACE_HandFlare_YellowMuzzle: ThrowMuzzle {
|
||||
magazines[] = {"ACE_HandFlare_Yellow"};
|
||||
};
|
||||
class ACE_M84Muzzle: ThrowMuzzle {
|
||||
magazines[] = {"ACE_M84"};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
28
addons/grenades/XEH_postInit.sqf
Normal file
28
addons/grenades/XEH_postInit.sqf
Normal file
@ -0,0 +1,28 @@
|
||||
// by commy2
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
["flashbangExplosion", {_this call FUNC(flashbangExplosionEH)}] call EFUNC(common,addEventHandler);
|
||||
|
||||
if !(hasInterface) exitWith {};
|
||||
|
||||
GVAR(flashbangPPEffectCC) = ppEffectCreate ["ColorCorrections", 4265];
|
||||
GVAR(flashbangPPEffectCC) ppEffectForceInNVG true;
|
||||
|
||||
// Add keybinds
|
||||
["ACE3",
|
||||
localize "STR_ACE_Grenades_SwitchGrenadeMode",
|
||||
{
|
||||
// Conditions: canInteract
|
||||
_exceptions = [QEGVAR(captives,isNotEscorting)];
|
||||
if !(_exceptions call EGVAR(common,canInteract)) exitWith {false};
|
||||
// Conditions: specific
|
||||
if (!([ACE_player] call EFUNC(common,canUseWeapon))) exitWith {false};
|
||||
|
||||
// Statement
|
||||
[] call FUNC(nextMode);
|
||||
},
|
||||
[9, [false, false, false]], //8 key
|
||||
false,
|
||||
"keydown"
|
||||
] call cba_fnc_registerKeybind;
|
@ -1,13 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
GVAR(flashbangPPEffectCC) = ppEffectCreate ["ColorCorrections", 4265];
|
||||
GVAR(flashbangPPEffectCC) ppEffectForceInNVG true;
|
||||
|
||||
["ACE3",
|
||||
localize "STR_ACE_Grenades_SwitchGrenadeMode",
|
||||
{_this call FUNC(nextMode)},
|
||||
[9, [false, false, false]], //8 key
|
||||
false,
|
||||
"keydown"] call cba_fnc_registerKeybind;
|
@ -2,12 +2,9 @@
|
||||
|
||||
ADDON = false;
|
||||
|
||||
PREP(flashbangEffectStages);
|
||||
PREP(flashbangExplosionEH);
|
||||
PREP(flashbangThrownFuze);
|
||||
PREP(nextMode);
|
||||
PREP(throwGrenade);
|
||||
|
||||
["flashbangExplosion", { _this call DFUNC(flashbangExplosionEH) }] call EFUNC(common,addEventHandler);
|
||||
|
||||
ADDON = true;
|
||||
|
@ -1,15 +1,15 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
requiredAddons[] = {"ace_common"};
|
||||
author[] = {"commy2", "KoffeinFlummi"};
|
||||
authorUrl = "https://github.com/commy2/";
|
||||
VERSION_CONFIG;
|
||||
};
|
||||
class ADDON {
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
requiredAddons[] = {"ace_common"};
|
||||
author[] = {"commy2", "KoffeinFlummi"};
|
||||
authorUrl = "https://github.com/commy2/";
|
||||
VERSION_CONFIG;
|
||||
};
|
||||
};
|
||||
|
||||
#include "CfgEventHandlers.hpp"
|
||||
|
@ -1,57 +0,0 @@
|
||||
/*
|
||||
* Author: KoffeinFlummi, Pabst Mirror
|
||||
*
|
||||
* Handles the different stages of the flash bang effect recovery
|
||||
*
|
||||
* Arguments:
|
||||
* ARRAY[
|
||||
* 0-ARRAY - PARAMS:
|
||||
* 0: NUMBER - Stage, controls a case statement
|
||||
* 1: NUMBER - Time To Wait Until
|
||||
* 2: VARIES - Stage's Variable
|
||||
* 1-NUMBER perFrame handle
|
||||
* Return Value:
|
||||
* None
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_stage", "_waitUntilTime"];
|
||||
|
||||
_stage = (_this select 0) select 0;
|
||||
_waitUntilTime = (_this select 0) select 1;
|
||||
|
||||
if (_waitUntilTime > time) exitWith {};
|
||||
|
||||
//remove frameEH
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
|
||||
switch (_stage) do {
|
||||
case(EFFECT_STAGE_RESETAI): {
|
||||
private "_unit";
|
||||
_unit = (_this select 0) select 2;
|
||||
_unit enableAI "MOVE";
|
||||
_unit enableAI "ANIM";
|
||||
_unit enableAI "AUTOTARGET";
|
||||
_unit enableAI "TARGET";
|
||||
_unit enableAI "FSM";
|
||||
_unit setSkill (skill _unit * 50);
|
||||
};
|
||||
case(EFFECT_STAGE_DELETELIGHT): {
|
||||
private "_light";
|
||||
_light = (_this select 0) select 2;
|
||||
deleteVehicle _light;
|
||||
};
|
||||
case(EFFECT_STAGE_PARTIALRECOVERY): {
|
||||
private "_strength";
|
||||
_strength = (_this select 0) select 2;
|
||||
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
|
||||
GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
|
||||
};
|
||||
case(EFFECT_STAGE_FULLRECOVERY): {
|
||||
GVAR(flashbangPPEffectCC) ppEffectEnable false;
|
||||
};
|
||||
default {
|
||||
TRACE_1("EffectStage Bad Stage", _stage);
|
||||
};
|
||||
};
|
@ -1,85 +1,109 @@
|
||||
/*
|
||||
* Author: KoffeinFlummi
|
||||
*
|
||||
* Creates the flashbang effect and knock out AI units.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The grenade (Object)
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*/
|
||||
|
||||
* Author: KoffeinFlummi
|
||||
* Creates the flashbang effect and knock out AI units.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: The grenade <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [theGrenade] call ace_grenades_fnc_flashbangExplosionEH
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_grenade", "_affected", "_strength", "_posGrenade", "_posUnit", "_angleGrenade", "_angleView", "_angleDiff", "_light"];
|
||||
private ["_affected", "_strength", "_posGrenade", "_posUnit", "_angleGrenade", "_angleView", "_angleDiff", "_light"];
|
||||
|
||||
_grenade = _this select 0;
|
||||
PARAMS_1(_grenade);
|
||||
|
||||
_affected = _grenade nearEntities ["CAManBase", 50];
|
||||
|
||||
{
|
||||
if ((local _x) && {alive _x}) then {
|
||||
if ((local _x) && {alive _x}) then {
|
||||
|
||||
_strength = 1 - ((_x distance _grenade) min 15) / 15;
|
||||
_strength = 1 - ((_x distance _grenade) min 15) / 15;
|
||||
|
||||
if (_x != ACE_player) then {
|
||||
//must be AI
|
||||
_x disableAI "MOVE";
|
||||
_x disableAI "ANIM";
|
||||
_x disableAI "AUTOTARGET";
|
||||
_x disableAI "TARGET";
|
||||
_x disableAI "FSM";
|
||||
_x setSkill ((skill _x) / 50);
|
||||
if (_x != ACE_player) then {
|
||||
//must be AI
|
||||
_x disableAI "MOVE";
|
||||
_x disableAI "ANIM";
|
||||
_x disableAI "AUTOTARGET";
|
||||
_x disableAI "TARGET";
|
||||
_x disableAI "FSM";
|
||||
_x setSkill ((skill _x) / 50);
|
||||
|
||||
[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_RESETAI, (time + (7 * _strength)), _x]] call CBA_fnc_addPerFrameHandler;
|
||||
} else {
|
||||
//Do effects for player
|
||||
// is there line of sight to the grenade?
|
||||
_posGrenade = getPosASL _grenade;
|
||||
_posGrenade set [2, (_posGrenade select 2) + 0.2]; // compensate for grenade glitching into ground
|
||||
if (lineIntersects [_posGrenade, getPosASL _x, _grenade, _x]) then {
|
||||
_strength = _strength / 10;
|
||||
};
|
||||
[{
|
||||
PARAMS_1(_unit);
|
||||
_unit enableAI "MOVE";
|
||||
_unit enableAI "ANIM";
|
||||
_unit enableAI "AUTOTARGET";
|
||||
_unit enableAI "TARGET";
|
||||
_unit enableAI "FSM";
|
||||
_unit setSkill (skill _unit * 50);
|
||||
}, [_x], (7 * _strength), 0.1] call EFUNC(common,waitAndExecute); //0.1 precision is fine for AI
|
||||
} else {
|
||||
//Do effects for player
|
||||
// is there line of sight to the grenade?
|
||||
_posGrenade = getPosASL _grenade;
|
||||
_posGrenade set [2, (_posGrenade select 2) + 0.2]; // compensate for grenade glitching into ground
|
||||
if (lineIntersects [_posGrenade, getPosASL _x, _grenade, _x]) then {
|
||||
_strength = _strength / 10;
|
||||
};
|
||||
|
||||
// beeeeeeeeeeeeeeeeeeeeeeeeeeeeep
|
||||
if (isClass (configFile >> "CfgPatches" >> "ACE_Hearing") and _strength > 0) then {
|
||||
[_x, 0.5 + (_strength / 2)] call EFUNC(hearing,earRinging);
|
||||
};
|
||||
// beeeeeeeeeeeeeeeeeeeeeeeeeeeeep
|
||||
if (isClass (configFile >> "CfgPatches" >> "ACE_Hearing") and _strength > 0) then {
|
||||
[_x, 0.5 + (_strength / 2)] call EFUNC(hearing,earRinging);
|
||||
};
|
||||
|
||||
// account for people looking away by slightly
|
||||
// reducing the effect for visual effects.
|
||||
_posUnit = getPos _x;
|
||||
_posGrenade = getPos _grenade;
|
||||
_angleGrenade = ((_posGrenade select 0) - (_posUnit select 0)) atan2 ((_posGrenade select 1) - (_posUnit select 1));
|
||||
_angleGrenade = (_angleGrenade + 360) % 360;
|
||||
// account for people looking away by slightly
|
||||
// reducing the effect for visual effects.
|
||||
_posUnit = getPos _x;
|
||||
_posGrenade = getPos _grenade;
|
||||
_angleGrenade = ((_posGrenade select 0) - (_posUnit select 0)) atan2 ((_posGrenade select 1) - (_posUnit select 1));
|
||||
_angleGrenade = (_angleGrenade + 360) % 360;
|
||||
|
||||
_angleView = (eyeDirection player select 0) atan2 (eyeDirection player select 1);
|
||||
_angleView = (_angleView + 360) % 360;
|
||||
_angleView = (eyeDirection ACE_player select 0) atan2 (eyeDirection ACE_player select 1);
|
||||
_angleView = (_angleView + 360) % 360;
|
||||
|
||||
_angleDiff = 180 - abs (abs (_angleGrenade - _angleView) - 180);
|
||||
_angleDiff = ((_angleDiff - 45) max 0);
|
||||
_angleDiff = 180 - abs (abs (_angleGrenade - _angleView) - 180);
|
||||
_angleDiff = ((_angleDiff - 45) max 0);
|
||||
|
||||
_strength = _strength - _strength * (_angleDiff / 135);
|
||||
_strength = _strength - _strength * (_angleDiff / 135);
|
||||
|
||||
// create flash to illuminate environment
|
||||
_light = "#lightpoint" createVehicleLocal getPos _grenade;
|
||||
_light setLightBrightness 200;
|
||||
_light setLightAmbient [1,1,1];
|
||||
_light setLightColor [1,1,1];
|
||||
_light setLightDayLight true;
|
||||
// create flash to illuminate environment
|
||||
_light = "#lightpoint" createVehicleLocal (getPos _grenade);
|
||||
_light setLightBrightness 200;
|
||||
_light setLightAmbient [1,1,1];
|
||||
_light setLightColor [1,1,1];
|
||||
_light setLightDayLight true;
|
||||
|
||||
[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_DELETELIGHT, (time + (0.1)), _light]] call CBA_fnc_addPerFrameHandler;
|
||||
//Delete the light after 0.1 seconds
|
||||
[{
|
||||
PARAMS_1(_light);
|
||||
deleteVehicle _light;
|
||||
}, [_light], 0.1, 0] call EFUNC(common,waitAndExecute);
|
||||
|
||||
// blind player
|
||||
if (_strength > 0.1) then {
|
||||
GVAR(flashbangPPEffectCC) ppEffectEnable true;
|
||||
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
|
||||
GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
|
||||
// blind player
|
||||
if (_strength > 0.1) then {
|
||||
GVAR(flashbangPPEffectCC) ppEffectEnable true;
|
||||
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
|
||||
GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
|
||||
|
||||
[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_PARTIALRECOVERY, (time + (7 * _strength)), _strength]] call CBA_fnc_addPerFrameHandler;
|
||||
[FUNC(flashbangEffectStages), 0, [ EFFECT_STAGE_FULLRECOVERY, (time + (17 * _strength))]] call CBA_fnc_addPerFrameHandler;
|
||||
};
|
||||
//PARTIALRECOVERY - start decreasing effect over time
|
||||
[{
|
||||
PARAMS_1(_strength);
|
||||
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
|
||||
GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
|
||||
}, [_strength], (7 * _strength), 0] call EFUNC(common,waitAndExecute);
|
||||
|
||||
//FULLRECOVERY - end effect
|
||||
[{
|
||||
GVAR(flashbangPPEffectCC) ppEffectEnable false;
|
||||
}, [], (17 * _strength), 0] call EFUNC(common,waitAndExecute);
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
} forEach _affected;
|
||||
|
@ -1,18 +1,25 @@
|
||||
//Waits for the grenade fuze to trigger and 'explode'
|
||||
|
||||
/*
|
||||
* Author: commy2
|
||||
* Waits for the flashbang grenade fuze to trigger and 'explode'
|
||||
*
|
||||
* Arguments:
|
||||
* 0: projectile - Flashbang Grenade <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [theFlashbang] call ace_grenades_fnc_flashbangThrownFuze
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
_projectile = (_this select 0) select 0;
|
||||
_waitUntilTime = (_this select 0) select 1;
|
||||
|
||||
if (_waitUntilTime > time) exitWith {};
|
||||
|
||||
//remove frameEH
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
PARAMS_1(_projectile);
|
||||
|
||||
if (alive _projectile) then {
|
||||
playSound3D ["A3\Sounds_F\weapons\Explosion\explosion_mine_1.wss", _projectile, false, getPosASL _projectile, 5, 1.2, 400];
|
||||
|
||||
_affected = _projectile nearEntities ["CAManBase", 50];
|
||||
["flashbangExplosion", _affected, [_projectile]] call EFUNC(common,targetEvent);
|
||||
playSound3D ["A3\Sounds_F\weapons\Explosion\explosion_mine_1.wss", _projectile, false, getPosASL _projectile, 5, 1.2, 400];
|
||||
|
||||
_affected = _projectile nearEntities ["CAManBase", 50];
|
||||
["flashbangExplosion", _affected, [_projectile]] call EFUNC(common,targetEvent);
|
||||
};
|
||||
|
@ -1,40 +1,41 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Select the next throwing mode and display message.
|
||||
*
|
||||
* Argument:
|
||||
* Nothing
|
||||
*
|
||||
* Return value:
|
||||
*
|
||||
* Arguments:
|
||||
* Nothing
|
||||
*
|
||||
* Return Value:
|
||||
* Handeled <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [] call ace_grenades_fnc_nextMode
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_mode", "_hint"];
|
||||
|
||||
if (!([ACE_player] call EFUNC(common,canUseWeapon))) exitWith {false};
|
||||
private ["_mode", "_hint"];
|
||||
|
||||
_mode = missionNamespace getVariable [QGVAR(currentThrowMode), 0];
|
||||
|
||||
if (_mode == 4) then {
|
||||
_mode = 0;
|
||||
_mode = 0;
|
||||
} else {
|
||||
_mode = _mode + 1;
|
||||
_mode = _mode + 1;
|
||||
};
|
||||
|
||||
// ROLL GRENADE DOESN'T WORK RIGHT NOW
|
||||
if (_mode == 3) then {
|
||||
_mode = 4;
|
||||
_mode = 4;
|
||||
};
|
||||
|
||||
_hint = [
|
||||
localize "STR_ACE_Grenades_NormalThrow",
|
||||
localize "STR_ACE_Grenades_HighThrow",
|
||||
localize "STR_ACE_Grenades_PreciseThrow",
|
||||
localize "STR_ACE_Grenades_RollGrenade",
|
||||
localize "STR_ACE_Grenades_DropGrenade"
|
||||
localize "STR_ACE_Grenades_NormalThrow",
|
||||
localize "STR_ACE_Grenades_HighThrow",
|
||||
localize "STR_ACE_Grenades_PreciseThrow",
|
||||
localize "STR_ACE_Grenades_RollGrenade",
|
||||
localize "STR_ACE_Grenades_DropGrenade"
|
||||
] select _mode;
|
||||
|
||||
[_hint] call EFUNC(common,displayTextStructured);
|
||||
|
@ -1,15 +1,24 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Adjust the grenades throwing direction and speed to the selected throwing mode.
|
||||
*
|
||||
* Argument:
|
||||
* input from "Fired" eventhandler
|
||||
*
|
||||
* Return value:
|
||||
* Nothing
|
||||
*/
|
||||
|
||||
* Author: commy2
|
||||
* Adjust the grenades throwing direction and speed to the selected throwing mode.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: unit - Object the event handler is assigned to <OBJECT>
|
||||
* 1: weapon - Fired weapon <STRING>
|
||||
* 2: muzzle - Muzzle that was used <STRING>
|
||||
* 3: mode - Current mode of the fired weapon <STRING>
|
||||
* 4: ammo - Ammo used <STRING>
|
||||
* 5: magazine - magazine name which was used <STRING>
|
||||
* 6: projectile - Object of the projectile that was shot <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Nothing
|
||||
*
|
||||
* Example:
|
||||
* [clientFiredBIS-XEH] call ace_grenades_fnc_throwGrenade
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_weapon", "_projectile", "_mode", "_fuzeTime"];
|
||||
@ -24,38 +33,38 @@ if (_weapon != "Throw") exitWith {};
|
||||
_mode = missionNamespace getVariable [QGVAR(currentThrowMode), 0];
|
||||
|
||||
if (_mode != 0) then {
|
||||
private "_velocity";
|
||||
private "_velocity";
|
||||
|
||||
_velocity = velocity _projectile;
|
||||
_velocity = velocity _projectile;
|
||||
|
||||
switch (_mode) do {
|
||||
//high throw
|
||||
case 1 : {
|
||||
_velocity = [
|
||||
0.5 * (_velocity select 0),
|
||||
0.5 * (_velocity select 1),
|
||||
[0, 0, 0] distance (_velocity vectorMultiply 0.5)
|
||||
];
|
||||
switch (_mode) do {
|
||||
//high throw
|
||||
case 1 : {
|
||||
_velocity = [
|
||||
0.5 * (_velocity select 0),
|
||||
0.5 * (_velocity select 1),
|
||||
[0, 0, 0] distance (_velocity vectorMultiply 0.5)
|
||||
];
|
||||
};
|
||||
//precise throw
|
||||
case 2 : {
|
||||
_velocity = (_unit weaponDirection _weapon) vectorMultiply (vectorMagnitude _velocity);
|
||||
};
|
||||
//roll grande
|
||||
case 3 : {
|
||||
//@todo
|
||||
};
|
||||
//drop grenade
|
||||
case 4 : {
|
||||
_velocity = [0, 0, 0];
|
||||
};
|
||||
};
|
||||
//precise throw
|
||||
case 2 : {
|
||||
_velocity = (_unit weaponDirection _weapon) vectorMultiply (vectorMagnitude _velocity);
|
||||
};
|
||||
//roll grande
|
||||
case 3 : {
|
||||
//@todo
|
||||
};
|
||||
//drop grenade
|
||||
case 4 : {
|
||||
_velocity = [0, 0, 0];
|
||||
};
|
||||
};
|
||||
|
||||
_projectile setVelocity _velocity;
|
||||
_projectile setVelocity _velocity;
|
||||
};
|
||||
|
||||
if (typeOf _projectile == "ACE_G_M84") then {
|
||||
_fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "fuseDistance");
|
||||
// _fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "explosionTime"); //@toDo pretty sure this should be explosionTime not fuseDistance
|
||||
[FUNC(flashbangThrownFuze), 0, [_projectile, (time + _fuzeTime)]] call CBA_fnc_addPerFrameHandler;
|
||||
_fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "fuseDistance");
|
||||
// _fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "explosionTime"); //@toDo pretty sure this should be explosionTime not fuseDistance
|
||||
[FUNC(flashbangThrownFuze), [_projectile], _fuzeTime, 0] call EFUNC(common,waitAndExecute);
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user