mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Added initial draft of new player effects handling.
This commit is contained in:
parent
0a161319d2
commit
3be442c31a
@ -20,3 +20,104 @@
|
|||||||
}foreach GVAR(injuredUnitCollection);
|
}foreach GVAR(injuredUnitCollection);
|
||||||
GVAR(injuredUnitCollection) = GVAR(injuredUnitCollection) - [ObjNull];
|
GVAR(injuredUnitCollection) = GVAR(injuredUnitCollection) - [ObjNull];
|
||||||
}, 1, [] ] call CBA_fnc_addPerFrameHandler;
|
}, 1, [] ] call CBA_fnc_addPerFrameHandler;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if (!hasInterface) exitwith{};
|
||||||
|
//45 cutRsc [QGVAR(ScreenEffectsBlack),"PLAIN"];
|
||||||
|
|
||||||
|
GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3", "ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
|
||||||
|
GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
|
||||||
|
GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2", "ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
|
||||||
|
|
||||||
|
GVAR(playingHeartBeatSound) = false;
|
||||||
|
GVAR(effect_BloodLevel_CC) = ppEffectCreate ["ColorCorrections", 4208];
|
||||||
|
GVAR(effect_BloodLevel_CC) ppEffectForceInNVG true;
|
||||||
|
GVAR(effect_BloodLevel_CC) ppEffectAdjust [1,1,0, [0,0,0,0], [1,1,1,1], [0.2,0.2,0.2,0]];
|
||||||
|
GVAR(effect_BloodLevel_CC) ppEffectCommit 0;
|
||||||
|
|
||||||
|
GVAR(effectUnconsciousUnit) = objNull;
|
||||||
|
|
||||||
|
// TODO add settings to allow modification of what is being displayed.
|
||||||
|
[{
|
||||||
|
private ["_unit","_bloodLoss", "_bloodVolume"];
|
||||||
|
_unit = ACE_player;
|
||||||
|
|
||||||
|
if (isNull(findDisplay 312) && alive _unit) then {
|
||||||
|
if ([_unit] call EFUNC(common,isAwake)) then {
|
||||||
|
_bloodLoss = _unit call FUNC(getBloodLoss);
|
||||||
|
if (_bloodLoss >0) then {
|
||||||
|
_time = 10 - _bloodLoss;
|
||||||
|
if (_time < 1.5) then {
|
||||||
|
_time = 1.5;
|
||||||
|
};
|
||||||
|
if (time - (missionNamespace getvariable [QGVAR(displayedBleedingEffectMoment), -10])) then {
|
||||||
|
missionNamespace setvariable [QGVAR(displayedBleedingEffectMoment), time];
|
||||||
|
|
||||||
|
// call bleeding effect
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
// Heart rate sound effect
|
||||||
|
_heartRate = _unit getvariable[QGVAR(heartRate), 70];
|
||||||
|
if (_heartRate > 0.1) then {
|
||||||
|
if (GVAR(playingHeartBeatSound)) exitwith {};
|
||||||
|
GVAR(playingHeartBeatSound) = true;
|
||||||
|
_sleep = 60 / _heartRate;
|
||||||
|
if (_heartRate < 60) then {
|
||||||
|
_sound = _hbSoundsSlow select (random((count _hbSoundsSlow) -1));
|
||||||
|
playSound _sound;
|
||||||
|
[{
|
||||||
|
GVAR(playingHeartBeatSound) = false;
|
||||||
|
}, [], _sleep, _sleep] call EFUNC(common,waitAndExecute);
|
||||||
|
} else {
|
||||||
|
if (_heartRate > 120) then {
|
||||||
|
_sound = _hbSoundsFast select (random((count _hbSoundsFast) -1));
|
||||||
|
playSound _sound;
|
||||||
|
[{
|
||||||
|
GVAR(playingHeartBeatSound) = false;
|
||||||
|
}, [], _sleep, _sleep] call EFUNC(common,waitAndExecute);
|
||||||
|
};
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
// TODO implement a new pain effect.
|
||||||
|
};
|
||||||
|
if (_unit getvariable ["ACE_isUnconscious", false] && GVAR(effectUnconsciousUnit) != _unit) then {
|
||||||
|
GVAR(effectUnconsciousUnit) = _unit;
|
||||||
|
|
||||||
|
// handle the unconscious effects.
|
||||||
|
[] call EFUNC(common,closeAllDialogs_f);
|
||||||
|
//[true] call FUNC(effectBlackOut);
|
||||||
|
["unconscious", true] call EFUNC(common,setDisableUserInputStatus);
|
||||||
|
[false] call EFUNC(common,setVolume_f);
|
||||||
|
} else {
|
||||||
|
if (GVAR(effectUnconsciousUnit) == _unit) then {
|
||||||
|
GVAR(effectUnconsciousUnit) = ObjNull;
|
||||||
|
|
||||||
|
//[false] call FUNC(effectBlackOut);
|
||||||
|
["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
|
||||||
|
[true] call EFUNC(common,setVolume_f);
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
// Blood volume grayscale Effect
|
||||||
|
_bloodVolume = _unit getVariable [QGVAR(bloodVolume), 100];
|
||||||
|
if (_bloodVolume > 99 || !alive _unit) then {
|
||||||
|
GVAR(effect_BloodLevel_CC) ppEffectEnable false;
|
||||||
|
} else {
|
||||||
|
GVAR(effect_BloodLevel_CC) ppEffectEnable true;
|
||||||
|
GVAR(effect_BloodLevel_CC) ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [1, 1, 1,_bloodVolume/100], [0.2, 0.2, 0.2, 0]];
|
||||||
|
GVAR(effect_BloodLevel_CC) ppEffectCommit 0;
|
||||||
|
};
|
||||||
|
} else {
|
||||||
|
GVAR(effect_BloodLevel_CC) ppEffectEnable false;
|
||||||
|
if (!isNull GVAR(effectUnconsciousUnit)) then {
|
||||||
|
GVAR(effectUnconsciousUnit) = ObjNull;
|
||||||
|
//[false] call FUNC(effectBlackOut);
|
||||||
|
["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
|
||||||
|
[true] call EFUNC(common,setVolume_f);
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
}, 0.5, [] ] call CBA_fnc_addPerFrameHandler;
|
||||||
|
Loading…
Reference in New Issue
Block a user