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https://github.com/acemod/ACE3.git
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Finished ACE2 port:
* The concertina wire can now be placed in the editor * Added handleDamage EH to avoid wire destruction with bullets/grenades * Added proper detection routine of what killed the wire
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c617372612
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@ -31,4 +31,14 @@ class Extended_Init_EventHandlers {
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init = QUOTE(_this call DEFUNC(dragging,initObject));
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};
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};
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class ACE_ConcertinaWire {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_init));
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};
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};
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class Land_Razorwire_F {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_init));
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};
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};
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};
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4
addons/concertina_wire/XEH_init.sqf
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4
addons/concertina_wire/XEH_init.sqf
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@ -0,0 +1,4 @@
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#include "script_component.hpp"
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PARAMS_1(_wire);
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_wire addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}];
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@ -5,6 +5,7 @@ ADDON = false;
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PREP(deploy);
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PREP(dismount);
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PREP(dismountSuccess);
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PREP(handleDamage);
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PREP(handleKilled);
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ADDON = true;
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@ -2,7 +2,7 @@
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class CfgPatches {
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class ADDON {
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units[] = {};
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units[] = {"ACE_ConcertinaWire", "ACE_ConcertinaWireNoGeo", "ACE_ConcertinaWireCoil"};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_apl", "ace_interaction"};
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29
addons/concertina_wire/functions/fnc_handleDamage.sqf
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29
addons/concertina_wire/functions/fnc_handleDamage.sqf
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@ -0,0 +1,29 @@
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/*
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* Author: Ruthberg
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*
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* Handles wire damage
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*
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* Arguments:
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* 0: wire <OBJECT>
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* 1: selectionName <STRING>
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* 2: damage <NUMBER>
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* 3: source <OBJECT>
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* 4: projectile <STRING>
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*
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* Return Value:
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* Nothing
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*
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* Return value:
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* None
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*/
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#include "script_component.hpp"
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PARAMS_5(_wire,_selectionName,_damage,_source,_projectile);
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if (_damage < 0.5) exitWith { 0 };
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if (!(isNull _source)) then {
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_wire setVariable [QGVAR(lastDamager), _source];
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};
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_damage
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@ -17,6 +17,12 @@
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PARAMS_2(_wire,_killer);
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if (isNull _killer) then {
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_killer = _wire getVariable ["ace_concertina_wire_lastDamager", objNull];
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if (isNull _killer) then {
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_killer = nearestObject [_wire, "car"];
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};
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};
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if (isNull _killer || {_killer == _wire} || {_killer == gunner (vehicle _killer)}) exitWith {};
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private ["_type", "_mode", "_distance", "_anim", "_parts", "_selectionPart", "_selection", "_pos_w", "_dir_w", "_vehicle"];
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@ -48,64 +54,65 @@ _dir_w = getDir _wire;
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_vehicle = vehicle _killer;
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if (_mode == 0) then {
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private ["_x", "_y", "_found", "_wireCheckPosAr", "_no"];
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_x = _pos_w select 0;
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_y = _pos_w select 1;
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// Check if two Single coils are placed next to each other (i.e playes have built a big wire obstacle)
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_wireCheckPosAr = [
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[_x + (sin (_dir_w+90) * 1.5),_y + (cos (_dir_w+90) * 1.5)],
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[(_x-(sin _dir_w)) + (sin (_dir_w+90) * 1.5),(_y-(cos _dir_w)) + (cos (_dir_w+90) * 1.5)],
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[_x + (sin (_dir_w-90) * 1.5),_y + (cos (_dir_w-90) * 1.5)],
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[(_x-(sin _dir_w)) + (sin (_dir_w-90) * 1.5),(_y-(cos _dir_w)) + (cos (_dir_w-90) * 1.5)]
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];
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{
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_found = false;
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_no = nearestObjects [_x, [typeOf _wire], 3]; //diag_log _no; diag_log ".....";
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_no = _no - [_wire]; //diag_log _no;
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if (count _no > 0) exitWith {
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_found = true; //diag_log "found";
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};
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} foreach _wireCheckPosAr;
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// Double coil found!
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if (_found) then {
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_mode = 1;
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} else {
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// Randomly make a single coil also catch tanks, if speed is high
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if (_vehicle isKindOf "Tank" && {20 > random 100} && {speed _vehicle > 30}) then {
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_mode = 1;
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} else {
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if !(_vehicle isKindOf "Tank") then {
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_mode = 1;
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};
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};
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};
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private ["_x", "_y", "_found", "_wireCheckPosAr", "_no"];
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_x = _pos_w select 0;
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_y = _pos_w select 1;
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// Check if two Single coils are placed next to each other (i.e playes have built a big wire obstacle)
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_wireCheckPosAr = [
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[_x + (sin (_dir_w+90) * 1.5),_y + (cos (_dir_w+90) * 1.5)],
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[(_x-(sin _dir_w)) + (sin (_dir_w+90) * 1.5),(_y-(cos _dir_w)) + (cos (_dir_w+90) * 1.5)],
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[_x + (sin (_dir_w-90) * 1.5),_y + (cos (_dir_w-90) * 1.5)],
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[(_x-(sin _dir_w)) + (sin (_dir_w-90) * 1.5),(_y-(cos _dir_w)) + (cos (_dir_w-90) * 1.5)]
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];
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{
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_found = false;
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_no = nearestObjects [_x, [typeOf _wire], 3]; //diag_log _no; diag_log ".....";
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_no = _no - [_wire]; //diag_log _no;
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if (count _no > 0) exitWith {
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_found = true; //diag_log "found";
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};
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} foreach _wireCheckPosAr;
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// Double coil found!
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if (_found) then {
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_mode = 1;
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} else {
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// Randomly make a single coil also catch tanks, if speed is high
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if (_vehicle isKindOf "Tank" && {20 > random 100} && {speed _vehicle > 30}) then {
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_mode = 1;
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} else {
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if !(_vehicle isKindOf "Tank") then {
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_mode = 1;
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};
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};
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};
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};
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if (_mode == 1) then {
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switch (true) do {
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case (_vehicle isKindOf "Tank"): {
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_parts = ["ltrack","rtrack"];
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};
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case (_vehicle isKindOf "Wheeled_APC" || {_vehicle isKindOf "Car"}): {
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_parts = ["lfwheel","lf2wheel","lmwheel","lbwheel","rfwheel","rf2wheel","rmwheel","rbwheel"];
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};
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};
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switch (true) do {
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case (_vehicle isKindOf "Tank"): {
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_parts = ["ltrack","rtrack"];
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};
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case (_vehicle isKindOf "Wheeled_APC" || {_vehicle isKindOf "Car"}): {
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_parts = ["lfwheel","lf2wheel","lmwheel","lbwheel","rfwheel","rf2wheel","rmwheel","rbwheel"];
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};
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};
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} else {
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switch (true) do {
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case (_vehicle isKindOf "Wheeled_APC" || {_vehicle isKindOf "Car"}): {
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_parts = ["lfwheel","lf2wheel","lmwheel","lbwheel","rfwheel","rf2wheel","rmwheel","rbwheel"];
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};
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};
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switch (true) do {
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case (_vehicle isKindOf "Wheeled_APC" || {_vehicle isKindOf "Car"}): {
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_parts = ["lfwheel","lf2wheel","lmwheel","lbwheel","rfwheel","rf2wheel","rmwheel","rbwheel"];
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};
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};
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};
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if (canMove _vehicle) then {
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{
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_selectionPart = "hit" + _x;
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if (isText(configFile >> "CfgVehicles" >> typeOf _vehicle >> "hitpoints" >> _selectionPart >> "name")) then {
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_selection = getText(configFile >> "CfgVehicles" >> typeOf _vehicle >> "hitpoints" >> _selectionPart >> "name");
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_vehicle setHit [_selection,1];
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};
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} foreach _parts; //TODO: Check sys_vehicle_damage compatibility
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{
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_selectionPart = "hit" + _x;
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if (isText(configFile >> "CfgVehicles" >> typeOf _vehicle >> "hitpoints" >> _selectionPart >> "name")) then {
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_selection = getText(configFile >> "CfgVehicles" >> typeOf _vehicle >> "hitpoints" >> _selectionPart >> "name");
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// TODO: Only the tires that have touched the wire should burst.
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_vehicle setHit [_selection, 1];
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};
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} forEach _parts;
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};
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if (_mode == 1) then {
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@ -116,11 +123,11 @@ if (_mode == 1) then {
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_vehicle setVelocity ((velocity _vehicle) vectorMultiply 0.75);
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private ["_vPos", "_vDir"];
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// Set vehicle back in front of wire, since the wire will make the vehicle jump, and a wire with no geometry lod is undestructible and not recognizeable
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_vPos = getPosASL _vehicle;
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_vDir = getDir _vehicle;
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_vehicle setPosASL (_vPos vectorAdd [-0.35 * sin(_vDir), -0.35 * cos(_vDir), 0]);
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// TODO: Needs to be placed in safe distance to wire, so we do not constantly re-spawn new wires
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// Set vehicle back in front of wire, since the wire will make the vehicle jump, and a wire with no geometry lod is undestructible and not recognizeable
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_vPos = getPosASL _vehicle;
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_vDir = getDir _vehicle;
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_vehicle setPosASL (_vPos vectorAdd [-0.35 * sin(_vDir), -0.35 * cos(_vDir), 0]);
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// TODO: Needs to be placed in safe distance to wire, so we do not constantly re-spawn new wires
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}, [_vehicle, _wire], 0.1, 0] call EFUNC(common,waitAndExecute);
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};
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