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removed more magic numbers
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@ -38,7 +38,7 @@ if (GVAR(spallEnabled) && {_ammo call FUNC(shouldSpall)}) then {
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// only let a unit make a frag event once per second
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// only let a unit make a frag event once per second
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private _instigator = _shotParents#1;
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private _instigator = _shotParents#1;
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if (CBA_missionTime < (_instigator getVariable [QGVAR(nextSpallEvent), -1])) exitWith {};
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if (CBA_missionTime < (_instigator getVariable [QGVAR(nextSpallEvent), -1])) exitWith {};
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_instigator setVariable [QGVAR(nextSpallEvent), CBA_missionTime + 1];
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_instigator setVariable [QGVAR(nextSpallEvent), CBA_missionTime + ACE_FRAG_SPALL_EVENT_HOLDOFF];
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/*
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/*
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* Wait a frame to see what happens to the round, may result in
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* Wait a frame to see what happens to the round, may result in
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* multiple hits / slowdowns getting shunted to the first hit
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* multiple hits / slowdowns getting shunted to the first hit
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@ -68,7 +68,7 @@ if (GVAR(reflectionsEnabled) || GVAR(enabled) && _ammo call FUNC(shouldFrag)) th
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// only let a unit make a frag event once per second
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// only let a unit make a frag event once per second
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private _instigator = _shotParents#1;
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private _instigator = _shotParents#1;
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if (CBA_missionTime < (_instigator getVariable [QGVAR(nextFragEvent), -1])) exitWith {};
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if (CBA_missionTime < (_instigator getVariable [QGVAR(nextFragEvent), -1])) exitWith {};
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_instigator setVariable [QGVAR(nextFragEvent), CBA_missionTime + 1];
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_instigator setVariable [QGVAR(nextFragEvent), CBA_missionTime + ACE_FRAG_FRAG_EVENT_HOLDOFF];
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// Wait a frame to make sure it doesn't target the dead
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// Wait a frame to make sure it doesn't target the dead
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[
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[
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@ -18,34 +18,12 @@
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#include "\z\ace\addons\main\script_macros.hpp"
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#include "\z\ace\addons\main\script_macros.hpp"
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// Mimimum hold-off time between frag events globally or per vehicle
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// Mimimum hold-off time between frag events per unit
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#define ACE_FRAG_HOLDOFF 0.25
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#define ACE_FRAG_FRAG_EVENT_HOLDOFF 0.5
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#define ACE_FRAG_HOLDOFF_VEHICLE 1
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#define ACE_FRAG_SPALL_EVENT_HOLDOFF 0.5
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// Scaling for the min/max # of fragments since last frag event
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// Scaling for the min/max # of fragments since last frag event
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#define ACE_FRAG_COUNT_MIN_TIME 0.1
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#define ACE_FRAG_COUNT_MIN_TIME 0.1
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#define ACE_FRAG_COUNT_MIN 5
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#define ACE_FRAG_COUNT_MIN 5
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#define ACE_FRAG_COUNT_MAX_TIME 1.5
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#define ACE_FRAG_COUNT_MAX_TIME 1.5
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#define ACE_FRAG_COUNT_MAX 50
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#define ACE_FRAG_COUNT_MAX 50
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// half of gravity approx 9.81/2
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#define ACE_FRAG_HALF_GRAVITY_APPROX 4.905
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#define ACE_FRAG_IMPERIC_VELOCITY_CONSTANT 0.8
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#define ACE_FRAG_IMPERIC_VELOCITY_CONSTANT 0.8
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// Make frag hold-off time shortger for low frag
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// value of 150/4/pi ~= 11.93662
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#define ACE_FRAG_LOW_FRAG_MOD_COUNT 11.93662
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#define ACE_FRAG_LOW_FRAG_COEFF 4
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#define ACE_FRAG_LOW_FRAG_HOLDOFF_REDUCTION 4
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// Max frag distance - correlates to a a fragCount of 20k & hit chance of 0.5%
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#define ACE_FRAG_MAX_FRAG_RANGE 565
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// 4*pi/360 = 0.034906585
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#define ACE_FRAG_FRAGS_PER_ARC_CONSTANT 0.03491
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// Spall values
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#define ACE_FRAG_SPALL_HOLDOFF 0.25
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#define ACE_FRAG_SPALL_VELOCITY_INHERIT_COEFF 0.5
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// sqrt(2)/50
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#define ACE_FRAG_SPALL_CALIBER_COEF 0.02828427
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#define ACE_FRAG_SPALL_POWER_MIN 2
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#define ACE_FRAG_SPALL_POWER_TINY_MAX 5
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#define ACE_FRAG_SPALL_POWER_SMALL_MAX 8
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#define ACE_FRAG_SPALL_POWER_MEDIUM_MAX 11
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#define ACE_FRAG_SPALL_POWER_LARGE_MAX 15
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