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Cookoff - Improve ammo detonation sounds (#5327)
* initital commit * use Define for SOS * fix some issues that got introduced in 1.70 * Prepare config for sounds * add New Sounds improve distanced volume values * add LAxemann to Author * add Object Pooling improve Distances * fix small mistake * change pool clearing timing * change pool wait time * fix Cookoff sound cleanup * change to Jonpas Method change random Distance add * improve sound Volume over Distance (asked by Bux) improve mid sounds * improve a calculation * Use playSound3D locally * Make sounds configurable by 3rd party mods * Added comments, used macros * Update CfgSounds.hpp --------- Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
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@ -126,6 +126,7 @@ Keithen <Keithen.Neu@gmail.com>
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Kllrt <kllrtik@gmail.com>
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KokaKolaA3
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Krzyciu
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LAxemann
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legman <juicemelon@msn.com>
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Legolasindar "Viper" <legolasindar@gmail.com>
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licht-im-Norden87 <lichtimnorden87@gmail.com>
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66
addons/cookoff/CfgSounds.hpp
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66
addons/cookoff/CfgSounds.hpp
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@ -0,0 +1,66 @@
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#define VOLUME 2
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#define PITCH 1
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#define SHOTSOUND(type,dist,N,maxDistance)\
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class GVAR(TRIPLES(type,dist,N)) {\
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sound[] = {QPATHTOF(sounds\type\DOUBLES(dist,N).wss), VOLUME, PITCH, maxDistance};\
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titles[] = {};\
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}
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#define SHOTSOUNDCLASS(type,dist,maxDistance)\
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SHOTSOUND(type,dist,1,maxDistance);\
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SHOTSOUND(type,dist,2,maxDistance);\
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SHOTSOUND(type,dist,3,maxDistance)
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#define SHOTSOUNDCLASSTYPE(type,maxDistance)\
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SHOTSOUNDCLASS(type,close,maxDistance);\
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SHOTSOUNDCLASS(type,mid,maxDistance);\
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SHOTSOUNDCLASS(type,far,maxDistance)
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// Allows other mods to change sounds for cook-off
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class CfgSounds {
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// These macros set up the sounds for the various classes
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SHOTSOUNDCLASSTYPE(shotbullet,1250);
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SHOTSOUNDCLASSTYPE(shotrocket,1600);
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SHOTSOUNDCLASSTYPE(shotshell,1300);
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// Missiles use the same sounds as rockets
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class GVAR(shotmissile_close_1): GVAR(shotrocket_close_1) {};
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class GVAR(shotmissile_close_2): GVAR(shotrocket_close_2) {};
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class GVAR(shotmissile_close_3): GVAR(shotrocket_close_3) {};
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class GVAR(shotmissile_mid_1): GVAR(shotrocket_mid_1) {};
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class GVAR(shotmissile_mid_2): GVAR(shotrocket_mid_2) {};
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class GVAR(shotmissile_mid_3): GVAR(shotrocket_mid_3) {};
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class GVAR(shotmissile_far_1): GVAR(shotrocket_far_1) {};
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class GVAR(shotmissile_far_2): GVAR(shotrocket_far_2) {};
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class GVAR(shotmissile_far_3): GVAR(shotrocket_far_3) {};
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// Submunitions have the same sound as bullets, but a higher maxDistance
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class GVAR(shotsubmunitions_close_1): GVAR(shotbullet_close_1) {
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sound[] = {QPATHTOF(sounds\shotbullet\close_1.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_close_2): GVAR(shotbullet_close_2) {
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sound[] = {QPATHTOF(sounds\shotbullet\close_2.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_close_3): GVAR(shotbullet_close_3) {
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sound[] = {QPATHTOF(sounds\shotbullet\close_3.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_mid_1): GVAR(shotbullet_far_1) {
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sound[] = {QPATHTOF(sounds\shotbullet\mid_1.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_mid_2): GVAR(shotbullet_mid_2) {
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sound[] = {QPATHTOF(sounds\shotbullet\mid_2.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_mid_3): GVAR(shotbullet_mid_3) {
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sound[] = {QPATHTOF(sounds\shotbullet\mid_3.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_far_1): GVAR(shotbullet_far_1) {
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sound[] = {QPATHTOF(sounds\shotbullet\far_1.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_far_2): GVAR(shotbullet_far_2) {
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sound[] = {QPATHTOF(sounds\shotbullet\far_2.wss), VOLUME, PITCH, 1600};
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};
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class GVAR(shotsubmunitions_far_3): GVAR(shotbullet_far_3) {
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sound[] = {QPATHTOF(sounds\shotbullet\far_3.wss), VOLUME, PITCH, 1600};
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};
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};
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@ -14,15 +14,15 @@
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// handle cleaning up effects when vehicle is deleted mid-cookoff
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[QGVAR(addCleanupHandlers), {
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params ["_vehicle"];
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// Don't add a new EH if cookoff is run multiple times
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if ((_vehicle getVariable [QGVAR(deletedEH), -1]) == -1) then {
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private _deletedEH = _vehicle addEventHandler ["Deleted", {
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params ["_vehicle"];
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[QGVAR(cleanupEffects), [_vehicle]] call CBA_fnc_localEvent;
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}];
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_vehicle setVariable [QGVAR(deletedEH), _deletedEH];
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};
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}] call CBA_fnc_addEventHandler;
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@ -58,3 +58,42 @@
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[FUNC(detonateAmmunition), [_vehicle, _mags, _total], _delay] call CBA_fnc_waitAndExecute;
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};
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}, nil, ["Man","StaticWeapon"]] call CBA_fnc_addClassEventHandler;
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if (hasInterface) then {
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// Plays a sound locally, so that different sounds can be used for various distances
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[QGVAR(playCookoffSound), {
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params ["_object", "_sound"];
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if (isNull _object) exitWith {};
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private _distance = _object distance (positionCameraToWorld [0, 0, 0]);
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TRACE_3("",_object,_sound,_maxDistance);
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// 3 classes of distances: close, mid and far, each having different sound files
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private _classDistance = switch (true) do {
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case (_distance < DISTANCE_CLOSE): {"close"};
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case (_distance < DISTANCE_MID): {"mid"};
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default {"far"};
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};
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_sound = format [QGVAR(%1_%2_%3), _sound, _classDistance, floor (random 3) + 1];
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TRACE_1("",_sound);
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// Allows other mods to change sounds for cook-off
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_sound = getArray (configFile >> "CfgSounds" >> _sound >> "sound");
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if (_sound isEqualTo []) exitWith {};
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_sound params ["_sound", "_volume", "_pitch", "_maxDistance"];
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if (_distance > _maxDistance) exitWith {};
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// Make sure file exists, so RPT isn't spammed with non-existent entry errors
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if (!fileExists _sound) exitWith {};
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// Obeys speed of sound and takes doppler effects into account
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playSound3D [_sound, objNull, insideBuilding _object >= 0.5, getPosASL _object, _volume, _pitch + (random 0.2) - 0.1, _maxDistance, 0, true];
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}] call CBA_fnc_addEventHandler;
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};
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@ -21,4 +21,5 @@ class CfgPatches {
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#include "CfgAmmo.hpp"
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#include "CfgCloudlets.hpp"
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#include "CfgSFX.hpp"
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#include "CfgSounds.hpp"
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#include "CfgVehicles.hpp"
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@ -32,90 +32,89 @@ private _magazineIndex = floor random(count _magazines);
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private _magazine = _magazines select _magazineIndex;
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_magazine params ["_magazineClassname", "_amountOfMagazines"];
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if (_amountOfMagazines > 0) exitWith {
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private _removed = _amountOfMagazines min floor(1 + random(6 / GVAR(ammoCookoffDuration)));
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if (_amountOfMagazines < 0) exitWith {
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ERROR_1("mag with no ammo - %1", _magazine);
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};
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private _removed = _amountOfMagazines min floor(1 + random(6 / GVAR(ammoCookoffDuration)));
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_amountOfMagazines = _amountOfMagazines - _removed;
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if (_amountOfMagazines <= 0) then {
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_magazines deleteAt _magazineIndex;
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_amountOfMagazines = _amountOfMagazines - _removed;
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if (_amountOfMagazines <= 0) then {
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_magazines deleteAt _magazineIndex;
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} else {
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_magazine set [1, _amountOfMagazines]; // clear out the magazine
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};
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private _timeBetweenAmmoDetonation = (((random 10) / (sqrt _totalAmmo)) min MAX_TIME_BETWEEN_AMMO_DET) max 0.1;
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TRACE_2("",_totalAmmo,_timeBetweenAmmoDetonation);
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_totalAmmo = _totalAmmo - _removed;
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private _ammo = getText (configFile >> "CfgMagazines" >> _magazineClassname >> "ammo");
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private _ammoCfg = configFile >> "CfgAmmo" >> _ammo;
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private _speedOfAmmo = getNumber (configFile >> "CfgMagazines" >> _magazineClassname >> "initSpeed");
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private _simType = getText (_ammoCfg >> "simulation");
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private _effect2pos = _vehicle selectionPosition "destructionEffect2";
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private _spawnProjectile = {
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params ["_vehicle", "_ammo", "_speed", "_flyAway"];
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private _spawnPos = _vehicle modelToWorld [-0.2 + (random 0.4), -0.2 + (random 0.4), random 3];
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if (_spawnPos select 2 < 0) then {
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_spawnPos set [2, 0];
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};
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private _projectile = createVehicle [_ammo, _spawnPos, [], 0, "CAN_COLLIDE"];
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if (_flyAway) then {
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private _vectorAmmo = [(-1 + (random 2)), (-1 + (random 2)), -0.2 + (random 1)];
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private _velVec = _vectorAmmo vectorMultiply _speed;
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_projectile setVectorDir _velVec;
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_projectile setVelocity _velVec;
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} else {
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_magazine set [1, _amountOfMagazines]; // clear out the magazine
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};
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private _timeBetweenAmmoDetonation = (((random 10) / (sqrt _totalAmmo)) min MAX_TIME_BETWEEN_AMMO_DET) max 0.1;
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TRACE_2("",_totalAmmo,_timeBetweenAmmoDetonation);
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_totalAmmo = _totalAmmo - _removed;
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private _ammo = getText (configFile >> "CfgMagazines" >> _magazineClassname >> "ammo");
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private _ammoCfg = configFile >> "CfgAmmo" >> _ammo;
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private _speedOfAmmo = getNumber (configFile >> "CfgMagazines" >> _magazineClassname >> "initSpeed");
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private _simType = getText (_ammoCfg >> "simulation");
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private _effect2pos = _vehicle selectionPosition "destructionEffect2";
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private _spawnProjectile = {
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params ["_vehicle", "_ammo", "_speed", "_flyAway"];
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private _spawnPos = _vehicle modelToWorld [-0.2 + (random 0.4), -0.2 + (random 0.4), random 3];
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if (_spawnPos select 2 < 0) then {
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_spawnPos set [2, 0];
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};
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private _projectile = createVehicle [_ammo, _spawnPos, [], 0, "CAN_COLLIDE"];
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if (_flyAway) then {
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private _vectorAmmo = [(-1 + (random 2)), (-1 + (random 2)), -0.2 + (random 1)];
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private _velVec = _vectorAmmo vectorMultiply _speed;
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_projectile setVectorDir _velVec;
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_projectile setVelocity _velVec;
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} else {
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_projectile setDamage 1;
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};
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_projectile;
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_projectile setDamage 1;
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};
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private _speed = random (_speedOfAmmo / 10) max 1;
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if (toLower _simType == "shotbullet") then {
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private _sound = selectRandom [QUOTE(PATHTO_R(sounds\light_crack_close.wss)), QUOTE(PATHTO_R(sounds\light_crack_close_filtered.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))];
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playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1250];
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_projectile;
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};
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private _speed = random (_speedOfAmmo / 10) max 1;
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_simType = toLower _simType;
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switch (_simType) do {
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case ("shotbullet"): {
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[QGVAR(playCookoffSound), [_vehicle, _simType]] call CBA_fnc_globalEvent;
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if (random 1 < 0.6) then {
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[_vehicle, _ammo, _speed, true] call _spawnProjectile;
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};
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};
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if (toLower _simType == "shotshell") then {
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private _sound = selectRandom [QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))];
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playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1300];
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case ("shotshell"): {
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[QGVAR(playCookoffSound), [_vehicle, _simType]] call CBA_fnc_globalEvent;
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if (random 1 < 0.15) then {
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[_vehicle, _ammo, _speed, true] call _spawnProjectile;
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};
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};
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if (toLower _simType == "shotgrenade") then {
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case ("shotgrenade"): {
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if (random 1 < 0.9) then {
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_speed = 0;
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};
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[_vehicle, _ammo, _speed, random 1 < 0.5] call _spawnProjectile;
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};
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if (toLower _simType in ["shotrocket", "shotmissile", "shotsubmunitions"]) then {
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case ("shotrocket");
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case ("shotmissile");
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case ("shotsubmunitions"): {
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if (random 1 < 0.1) then {
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private _sound = selectRandom [QUOTE(PATHTO_R(sounds\cannon_crack_close.wss)), QUOTE(PATHTO_R(sounds\cannon_crack_close_filtered.wss))];
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playSound3D [_sound, objNull, false, (getPosASL _vehicle), 3, 1, 1600];
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[QGVAR(playCookoffSound), [_vehicle, _simType]] call CBA_fnc_globalEvent;
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[_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
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} else {
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createvehicle ["ACE_ammoExplosionLarge", (_vehicle modelToWorld _effect2pos), [], 0 , "CAN_COLLIDE"];
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};
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};
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if (toLower _simType in ["shotdirectionalbomb", "shotmine"]) then {
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case ("shotmine");
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case ("shotdirectionalbomb"): {
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if (random 1 < 0.5) then {
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// Not all explosives detonate on destruction, some have scripted alternatives
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private _scripted = getNumber (_ammoCfg >> "triggerWhenDestroyed") == 1;
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if !(_scripted) then {
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_ammo = getText (_ammoCfg >> "ace_explosives_Explosive");
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};
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// If a scripted alternative doesn't exist use generic explosion
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if (_ammo != "") then {
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[_vehicle, _ammo, 0, false] call _spawnProjectile;
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@ -124,12 +123,10 @@ if (_amountOfMagazines > 0) exitWith {
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};
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};
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};
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if (toLower _simType == "shotilluminating") then {
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case ("shotilluminating"): {
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if (random 1 < 0.15) then {
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[_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
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};
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};
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[FUNC(detonateAmmunition), [_vehicle, _magazines, _totalAmmo], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;
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};
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ERROR_1("mag with no ammo - %1", _magazine);
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[FUNC(detonateAmmunition), [_vehicle, _magazines, _totalAmmo], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;
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@ -37,3 +37,6 @@
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// Common commander hatch defines for default vehicles
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#define DEFAULT_COMMANDER_HATCHES ["osa_poklop_commander", "hatch_commander_axis"]
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#define DISTANCE_CLOSE 235
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#define DISTANCE_MID 952
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Normal file
BIN
addons/cookoff/sounds/shotshell/close_2.wss
Normal file
Binary file not shown.
BIN
addons/cookoff/sounds/shotshell/close_3.wss
Normal file
BIN
addons/cookoff/sounds/shotshell/close_3.wss
Normal file
Binary file not shown.
BIN
addons/cookoff/sounds/shotshell/far_1.wss
Normal file
BIN
addons/cookoff/sounds/shotshell/far_1.wss
Normal file
Binary file not shown.
BIN
addons/cookoff/sounds/shotshell/far_2.wss
Normal file
BIN
addons/cookoff/sounds/shotshell/far_2.wss
Normal file
Binary file not shown.
BIN
addons/cookoff/sounds/shotshell/far_3.wss
Normal file
BIN
addons/cookoff/sounds/shotshell/far_3.wss
Normal file
Binary file not shown.
BIN
addons/cookoff/sounds/shotshell/mid_1.wss
Normal file
BIN
addons/cookoff/sounds/shotshell/mid_1.wss
Normal file
Binary file not shown.
BIN
addons/cookoff/sounds/shotshell/mid_2.wss
Normal file
BIN
addons/cookoff/sounds/shotshell/mid_2.wss
Normal file
Binary file not shown.
BIN
addons/cookoff/sounds/shotshell/mid_3.wss
Normal file
BIN
addons/cookoff/sounds/shotshell/mid_3.wss
Normal file
Binary file not shown.
1
extras/assets/CookoffSounds/ConvertWAVtoWSS.bat
Normal file
1
extras/assets/CookoffSounds/ConvertWAVtoWSS.bat
Normal file
@ -0,0 +1 @@
|
||||
forfiles /s /m *.wav /c "DeWSSDos -wss/0 -P -V -Y @path @FNAME.wss"
|
BIN
extras/assets/CookoffSounds/shotbullet/close_1.wav
Normal file
BIN
extras/assets/CookoffSounds/shotbullet/close_1.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotbullet/close_2.wav
Normal file
BIN
extras/assets/CookoffSounds/shotbullet/close_2.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotbullet/close_3.wav
Normal file
BIN
extras/assets/CookoffSounds/shotbullet/close_3.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotbullet/far_1.wav
Normal file
BIN
extras/assets/CookoffSounds/shotbullet/far_1.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotbullet/far_2.wav
Normal file
BIN
extras/assets/CookoffSounds/shotbullet/far_2.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotbullet/far_3.wav
Normal file
BIN
extras/assets/CookoffSounds/shotbullet/far_3.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotbullet/mid_1.wav
Normal file
BIN
extras/assets/CookoffSounds/shotbullet/mid_1.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotbullet/mid_2.wav
Normal file
BIN
extras/assets/CookoffSounds/shotbullet/mid_2.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotbullet/mid_3.wav
Normal file
BIN
extras/assets/CookoffSounds/shotbullet/mid_3.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotrocket/close_1.wav
Normal file
BIN
extras/assets/CookoffSounds/shotrocket/close_1.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotrocket/close_2.wav
Normal file
BIN
extras/assets/CookoffSounds/shotrocket/close_2.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotrocket/close_3.wav
Normal file
BIN
extras/assets/CookoffSounds/shotrocket/close_3.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotrocket/far_1.wav
Normal file
BIN
extras/assets/CookoffSounds/shotrocket/far_1.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotrocket/far_2.wav
Normal file
BIN
extras/assets/CookoffSounds/shotrocket/far_2.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotrocket/far_3.wav
Normal file
BIN
extras/assets/CookoffSounds/shotrocket/far_3.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotrocket/mid_1.wav
Normal file
BIN
extras/assets/CookoffSounds/shotrocket/mid_1.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotrocket/mid_2.wav
Normal file
BIN
extras/assets/CookoffSounds/shotrocket/mid_2.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotrocket/mid_3.wav
Normal file
BIN
extras/assets/CookoffSounds/shotrocket/mid_3.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotshell/close_1.wav
Normal file
BIN
extras/assets/CookoffSounds/shotshell/close_1.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotshell/close_2.wav
Normal file
BIN
extras/assets/CookoffSounds/shotshell/close_2.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotshell/close_3.wav
Normal file
BIN
extras/assets/CookoffSounds/shotshell/close_3.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotshell/far_1.wav
Normal file
BIN
extras/assets/CookoffSounds/shotshell/far_1.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotshell/far_2.wav
Normal file
BIN
extras/assets/CookoffSounds/shotshell/far_2.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotshell/far_3.wav
Normal file
BIN
extras/assets/CookoffSounds/shotshell/far_3.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotshell/mid_1.wav
Normal file
BIN
extras/assets/CookoffSounds/shotshell/mid_1.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotshell/mid_2.wav
Normal file
BIN
extras/assets/CookoffSounds/shotshell/mid_2.wav
Normal file
Binary file not shown.
BIN
extras/assets/CookoffSounds/shotshell/mid_3.wav
Normal file
BIN
extras/assets/CookoffSounds/shotshell/mid_3.wav
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user