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Cook-off improvements
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parent
a5da6cc83d
commit
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@ -1,4 +1,3 @@
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class ACE_Settings {
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class GVAR(enable) {
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movedToSqf = 1;
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@ -6,7 +5,7 @@ class ACE_Settings {
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class GVAR(enableAmmobox) {
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movedToSQF = 1;
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};
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class GVAR(enableAmmoCookoff) { // For CBA Setting Switch: we can eliminate and just use (ammoCookoffDuration == 0)
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class GVAR(enableAmmoCookoff) {
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movedToSQF = 1;
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};
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class GVAR(ammoCookoffDuration) {
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@ -1,4 +1,3 @@
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class CfgCloudlets {
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class GVAR(CookOff) {
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interval = 0.004;
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@ -1,4 +1,3 @@
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class Cfg3DEN {
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class Object {
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class AttributeCategories {
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@ -7,9 +6,9 @@ class Cfg3DEN {
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class GVAR(enable) {
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property = QGVAR(enable);
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control = "Checkbox";
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displayName = CSTRING(enable_hd_name);
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tooltip = CSTRING(enable_hd_tooltip);
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expression = QUOTE(if !(_value) then {_this setVariable [ARR_3('%s',_value,true)];};);
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displayName = CSTRING(enable_name);
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tooltip = CSTRING(enable_tooltip);
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expression = QUOTE(if (!_value) then {_this setVariable [ARR_3('%s',_value,true)]});
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typeName = "BOOL";
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condition = "objectVehicle";
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defaultValue = QUOTE((GETMVAR(QGVAR(enable),0)) in [ARR_2(1,2)]);
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@ -19,10 +18,10 @@ class Cfg3DEN {
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control = "Checkbox";
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displayName = CSTRING(enableAmmoCookoff_name);
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tooltip = CSTRING(enableAmmoCookoff_tooltip);
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expression = QUOTE(if !(_value) then {_this setVariable [ARR_3('%s',_value,true)];};);
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expression = QUOTE(if (!_value) then {_this setVariable [ARR_3('%s',_value,true)]});
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typeName = "BOOL";
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condition = "objectHasInventoryCargo";
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defaultValue = QUOTE(if (_this isKindOf 'ReammoBox_F') then { GETMVAR(QGVAR(enableAmmobox),true) } else { GETMVAR(QGVAR(enableAmmoCookoff),true) };);
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defaultValue = QUOTE(if (_this isKindOf 'ReammoBox_F') then {GETMVAR(QGVAR(enableAmmobox),true)} else {GETMVAR(QGVAR(enableAmmoCookoff),true)});
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};
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};
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};
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@ -1,4 +1,3 @@
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class Extended_PreStart_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_SCRIPT(XEH_preStart));
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@ -1,4 +1,3 @@
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class CfgSFX {
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class GVAR(CookOff_low) {
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name = QGVAR(cookoff_low);
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@ -1,4 +1,3 @@
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class CfgVehicles {
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class Sound;
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class GVAR(Sound_low): Sound {
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@ -7,7 +6,6 @@ class CfgVehicles {
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scope = 1;
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sound = QGVAR(CookOff_low);
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};
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class GVAR(Sound_mid): GVAR(Sound_low) {
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sound = QGVAR(CookOff_mid);
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};
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@ -17,47 +15,34 @@ class CfgVehicles {
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class Tank;
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class Tank_F: Tank {
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GVAR(ammoLocation) = "HitHull";
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GVAR(cookoffSelections)[] = {"poklop_gunner","poklop_commander"};
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GVAR(probability) = 0.5;
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};
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class MBT_02_base_F: Tank_F {
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GVAR(ammoLocation) = "HitTurret";
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};
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class Car_F;
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class Wheeled_APC_F: Car_F {
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GVAR(ammoLocation) = "HitHull";
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GVAR(cookoffSelections)[] = {"poklop_gunner","poklop_commander"};
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GVAR(probability) = 0.8;
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// big explosions for wheeled APCs (same as for tanks)
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// Big explosions for wheeled APCs (same as for tanks)
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explosionEffect = "FuelExplosionBig";
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};
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class MRAP_01_base_F: Car_F {
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GVAR(engineSmokeOffset)[] = {0,-2,0};
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GVAR(engineSmokeOffset)[] = {0, -2, 0};
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};
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class MRAP_02_base_F: Car_F {
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GVAR(engineSmokeOffset)[] = {0,-2,0};
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GVAR(engineSmokeOffset)[] = {0, -2, 0};
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};
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class MRAP_03_base_F: Car_F {
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GVAR(engineSmokeOffset)[] = {0,-2,0};
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GVAR(engineSmokeOffset)[] = {0, -2, 0};
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};
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class Quadbike_01_base_F: Car_F {
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GVAR(engineSmokeOffset)[] = {0,1,0};
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GVAR(engineSmokeOffset)[] = {0, 1, 0};
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};
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class Truck_F;
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class Truck_02_base_F: Truck_F {
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GVAR(engineSmokeOffset)[] = {0,-2.6,-0.1};
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GVAR(engineSmokeOffset)[] = {0, -2.6, -0.1};
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};
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class Truck_02_MRL_base_F: Truck_02_base_F {
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GVAR(engineSmokeOffset)[] = {0,0.3,-0.1};
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GVAR(engineSmokeOffset)[] = {0, 0.3, -0.1};
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};
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};
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@ -1,10 +1,11 @@
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PREP(handleDamageBox);
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PREP(engineFire);
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PREP(cookOff);
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PREP(smoke);
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PREP(cookOffEffect);
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PREP(cookOffBox);
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PREP(cookOffBoxLocal);
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PREP(cookOffEffect);
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PREP(detonateAmmunition);
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PREP(engineFire);
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PREP(engineFireLocal);
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PREP(getVehicleAmmo);
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PREP(handleDamageBox);
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PREP(isMagazineFlare);
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PREP(smoke);
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@ -1,60 +1,81 @@
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#include "script_component.hpp"
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[QGVAR(engineFire), FUNC(engineFire)] call CBA_fnc_addEventHandler;
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[QGVAR(cookOff), {
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params ["_vehicle"];
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if (local _vehicle) then {
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_this call FUNC(cookOff);
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};
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}] call CBA_fnc_addEventHandler;
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[QGVAR(cookOffEffect), FUNC(cookOffEffect)] call CBA_fnc_addEventHandler;
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[QGVAR(smoke), FUNC(smoke)] call CBA_fnc_addEventHandler;
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[QGVAR(cookOffBox), FUNC(cookOffBox)] call CBA_fnc_addEventHandler;
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[QGVAR(cookOff), LINKFUNC(cookOff)] call CBA_fnc_addEventHandler;
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[QGVAR(cookOffBoxLocal), LINKFUNC(cookOffBoxLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(cookOffEffect), LINKFUNC(cookOffEffect)] call CBA_fnc_addEventHandler;
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[QGVAR(engineFireLocal), LINKFUNC(engineFireLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(smoke), LINKFUNC(smoke)] call CBA_fnc_addEventHandler;
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// handle cleaning up effects when vehicle is deleted mid-cookoff
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if (isServer) then {
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[QGVAR(cookOffBox), LINKFUNC(cookOffBox)] call CBA_fnc_addEventHandler;
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[QGVAR(engineFire), LINKFUNC(engineFire)] call CBA_fnc_addEventHandler;
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[QGVAR(detonateAmmunition), LINKFUNC(detonateAmmunition)] call CBA_fnc_addEventHandler;
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};
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// Handle cleaning up effects when vehicle is deleted mid cook-off
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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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// No effects on machines without interfaces
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if (!hasInterface) exitWith {};
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params ["_object"];
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// Don't add a new EH if cook-off is run multiple times
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if (!isNil {_object getVariable QGVAR(deletedEH)}) exitWith {};
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_object setVariable [QGVAR(deletedEH),
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_object addEventHandler ["Deleted", {
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[QGVAR(cleanupEffects), _this select 0] call CBA_fnc_localEvent;
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}]
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];
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}] call CBA_fnc_addEventHandler;
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[QGVAR(cleanupEffects), {
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params ["_vehicle", ["_effects", []]];
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params ["_object", ["_effects", []]];
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_effects = _effects + (_vehicle getVariable [QGVAR(effects), []]);
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if (_effects isNotEqualTo []) then {
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{ deleteVehicle _x } count _effects;
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if (isServer) then {
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// Reset, so that object can cook-off again
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_object setVariable [QGVAR(isCookingOff), nil, true];
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// Remove effects from JIP
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private _jipID = _object getVariable QGVAR(jipID);
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if (isNil "_jipID") exitWith {};
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_jipID call CBA_fnc_removeGlobalEventJIP;
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_object setVariable [QGVAR(jipID), nil];
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};
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// No effects on machines without interfaces
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if (!hasInterface) exitWith {};
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// All effects are local
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_effects append (_object getVariable [QGVAR(effects), []]);
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if (_effects isEqualTo []) exitWith {};
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{
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deleteVehicle _x;
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} forEach _effects;
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_object setVariable [QGVAR(effects), nil];
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}] call CBA_fnc_addEventHandler;
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["ReammoBox_F", "init", {
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(_this select 0) addEventHandler ["HandleDamage", {
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if ((_this select 0) getVariable [QGVAR(enableAmmoCookoff), GVAR(enableAmmobox)]) then {
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_this call FUNC(handleDamageBox);
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};
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}];
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// Calling this function inside curly brackets allows the usage of "exitWith", which would be broken with "HandleDamage" otherwise
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(_this select 0) addEventHandler ["HandleDamage", {_this call FUNC(handleDamageBox)}];
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}, nil, nil, true] call CBA_fnc_addClassEventHandler;
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// secondary explosions
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["AllVehicles", "killed", {
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// Secondary explosions
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["AllVehicles", "Killed", {
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if (!GVAR(enableAmmoCookoff) || {GVAR(ammoCookoffDuration) == 0}) exitWith {};
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params ["_vehicle", "", "", "_useEffects"];
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if (
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_useEffects &&
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_vehicle getVariable [QGVAR(enableAmmoCookoff), GVAR(enableAmmoCookoff)]
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) then {
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if (GVAR(ammoCookoffDuration) == 0) exitWith {};
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([_vehicle] call FUNC(getVehicleAmmo)) params ["_mags", "_total"];
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if (_useEffects && {_vehicle getVariable [QGVAR(enableAmmoCookoff), true]}) then {
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(_vehicle call FUNC(getVehicleAmmo)) params ["_magazines", "_total"];
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private _delay = (random MAX_AMMO_DETONATION_START_DELAY) max MIN_AMMO_DETONATION_START_DELAY;
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[FUNC(detonateAmmunition), [_vehicle, _mags, _total], _delay] call CBA_fnc_waitAndExecute;
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[QGVAR(detonateAmmunition), [_vehicle, _magazines, _total, false, objNull, objNull, _delay]] call CBA_fnc_serverEvent;
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};
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}, nil, ["Man","StaticWeapon"]] call CBA_fnc_addClassEventHandler;
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}, nil, ["CAManBase", "StaticWeapon"]] call CBA_fnc_addClassEventHandler;
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@ -2,49 +2,70 @@
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/*
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* Author: tcvm
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* Start a cook-off in the given vehicle.
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* Spews flames in multiple directions at the same time (ring) or from the turret towards the sky (jet).
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*
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* Arguments:
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* 0: Vehicle <Object>
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* 1: Intensity of fire <Number>
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* 0: Vehicle <OBJECT>
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* 1: Intensity of fire <NUMBER>
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* 2: Instigator <OBJECT> (default: objNull)
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* 3: Delay between smoke and fire enabled <BOOL> (default: true)
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* 4: Ammo detonation chance <NUMBER> (default: 0)
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* 5: Detonate after cook-off <BOOL> (default: false)
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* 6: Selection for fire source <STRING> (default: "")
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* 7: Can spawn fire ring <BOOL> (default: true)
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* 8: Maximum intensity <NUMBER> (default: MAX_COOKOFF_INTENSITY)
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* 9: Can spawn fire jet <BOOL> (default: true)
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*
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* Return Value:
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* None
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*
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* Example:
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* [(vehicle player), 3] call ace_cookoff_fnc_cookOff
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* [vehicle player, 3] call ace_cookoff_fnc_cookOff
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*
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* Public: No
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*/
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params ["_vehicle", "_intensity", ["_instigator", objNull], ["_smokeDelayEnabled", true], ["_ammoDetonationChance", 0], ["_detonateAfterCookoff", false], ["_fireSource", ""], ["_canRing", true], ["_maxIntensity", MAX_COOKOFF_INTENSITY, [0]], ["_canJet", true, [true]]];
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if (!isServer) exitWith {};
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if (GVAR(enable) == 0 || {GVAR(cookoffDuration) == 0}) exitWith {};
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if (GVAR(enable) == 0) exitWith {};
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if !(GVAR(enableFire)) exitWith {};
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if (_vehicle getVariable [QGVAR(enable), GVAR(enable)] in [0, false]) exitWith {};
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// exit if cook-off enabled only for players and no players in vehicle crew found
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if (_vehicle getVariable [QGVAR(enable), GVAR(enable)] isEqualTo 1 && {fullCrew [_vehicle, "", false] findIf {isPlayer (_x select 0)} == -1}) exitWith {};
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params [
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"_vehicle",
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"_intensity",
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["_instigator", objNull],
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["_delayBetweenSmokeAndFire", true],
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["_ammoDetonationChance", 0],
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["_detonateAfterCookoff", false],
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["_fireSource", ""],
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["_canRing", true],
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["_maxIntensity", MAX_COOKOFF_INTENSITY, [0]],
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["_canJet", true, [true]]
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];
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// Check if cook-off is disabled on vehicle specifically
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if !(_vehicle getVariable [QGVAR(enable), true]) exitWith {};
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// Exit if cook-off enabled only for players and no players in vehicle crew found
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if ((GVAR(enable) isEqualTo 1) && {(crew _vehicle) findIf {isPlayer _x} == -1}) exitWith {};
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TRACE_2("cooking off",_vehicle,_intensity);
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TRACE_8("",_instigator,_smokeDelayEnabled,_ammoDetonationChance,_detonateAfterCookoff,_fireSource,_canRing,_maxIntensity,_canJet);
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TRACE_8("",_instigator,_delayBetweenSmokeAndFire,_ammoDetonationChance,_detonateAfterCookoff,_fireSource,_canRing,_maxIntensity,_canJet);
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if (_vehicle getVariable [QGVAR(isCookingOff), false]) exitWith {};
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_vehicle setVariable [QGVAR(isCookingOff), true, true];
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[QGVAR(addCleanupHandlers), [_vehicle]] call CBA_fnc_globalEvent;
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// limit maximum value of intensity to prevent very long cook-off times
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// Limit maximum value of intensity to prevent very long cook-off times
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_intensity = _intensity min _maxIntensity;
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private _config = _vehicle call CBA_fnc_getObjectConfig;
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private _positions = getArray (_config >> QGVAR(cookoffSelections)) select {(_vehicle selectionPosition _x) isNotEqualTo [0,0,0]};
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private _positions = getArray (configOf _vehicle >> QGVAR(cookoffSelections)) select {(_vehicle selectionPosition _x) isNotEqualTo [0, 0, 0]};
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if (_positions isEqualTo []) then {
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WARNING_1("no valid selection for cookoff found. %1",typeOf _vehicle);
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{
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private _pos = _vehicle selectionPosition _x;
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if (_pos isEqualTo [0, 0, 0]) exitWith {};
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_positions pushBack _x;
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if ((_vehicle selectionPosition _x) isNotEqualTo [0, 0, 0]) then {
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_positions pushBack _x;
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};
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} forEach DEFAULT_COMMANDER_HATCHES;
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if (_positions isEqualTo []) then {
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@ -52,45 +73,49 @@ if (_positions isEqualTo []) then {
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};
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};
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// Spawn smoke
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private _jipID = [QGVAR(smoke), [_vehicle, _positions]] call CBA_fnc_globalEventJIP;
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_vehicle setVariable [QGVAR(jipID), _jipID];
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// Save intensity for looping purposes
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_vehicle setVariable [QGVAR(intensity), _intensity];
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private _delay = 0;
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if (_smokeDelayEnabled) then {
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if (_delayBetweenSmokeAndFire) then {
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_delay = SMOKE_TIME + random SMOKE_TIME;
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};
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[QGVAR(smoke), [_vehicle, _positions]] call CBA_fnc_globalEvent;
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[{
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params ["_vehicle", "_positions", "_intensity", "_ammoDetonationChance", "_detonateAfterCookoff", "_instigator", "_fireSource", "_canRing", "_canJet"];
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_vehicle setVariable [QGVAR(intensity), _intensity];
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private _smokeEffects = _vehicle getVariable [QGVAR(effects), []];
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[{
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params ["_args", "_pfh"];
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_args params ["_vehicle", "_positions", "_ammoDetonationChance", "_detonateAfterCookoff", "_instigator", "_fireSource", "_canRing", "_canJet", "_smokeEffects"];
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(_this select 0) params ["_vehicle", "_positions", "_ammoDetonationChance", "_detonateAfterCookoff", "_instigator", "_fireSource", "_canRing", "_canJet"];
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private _intensity = _vehicle getVariable [QGVAR(intensity), 0];
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if (isNull _vehicle || {_intensity <= 1}) exitWith {
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[QGVAR(cleanupEffects), [_vehicle, _smokeEffects]] call CBA_fnc_globalEvent;
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_vehicle setVariable [QGVAR(isCookingOff), false, true];
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[_pfh] call CBA_fnc_removePerFrameHandler;
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if (isNull _vehicle || {_intensity <= 1} || {GVAR(enable) == 0} || {GVAR(cookoffDuration) == 0}) exitWith {
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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// Effects are deleted when vehicle is deleted
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if (isNull _vehicle) exitWith {};
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// Remove effects globally
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[QGVAR(cleanupEffects), _vehicle] call CBA_fnc_globalEvent;
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if (GVAR(destroyVehicleAfterCookoff) || _detonateAfterCookoff) then {
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_vehicle setDamage [1, true];
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_vehicle setDamage [1, true, _instigator, _instigator]; // because it's running on the server, killer and instigator can be set
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};
|
||||
};
|
||||
|
||||
private _lastFlameTime = _vehicle getVariable [QGVAR(lastFlame), 0];
|
||||
private _nextFlameTime = _vehicle getVariable [QGVAR(nextFlame), 0];
|
||||
|
||||
// Wait until we are ready for the next flame
|
||||
// dt = Tcurrent - Tlast
|
||||
// dt >= Tnext
|
||||
if ((CBA_missionTime - _lastFlameTime) >= _nextFlameTime) then {
|
||||
private _ring = (0.2 > random 1);
|
||||
if (!_ring && _intensity >= 2) then {
|
||||
_ring = (0.7 > random 1);
|
||||
};
|
||||
if (CBA_missionTime >= _vehicle getVariable [QGVAR(nextFlame), 0]) then {
|
||||
private _ring = false;
|
||||
|
||||
if !(_canRing) then {
|
||||
_ring = false;
|
||||
if (_canRing) then {
|
||||
_ring = 0.2 > random 1;
|
||||
|
||||
if (!_ring && {_intensity >= 2}) then {
|
||||
_ring = 0.7 > random 1;
|
||||
};
|
||||
};
|
||||
|
||||
private _time = linearConversion [0, 10, _intensity, 3, 20] + random COOKOFF_TIME;
|
||||
@ -99,31 +124,30 @@ if (_smokeDelayEnabled) then {
|
||||
_fireSource = selectRandom _positions;
|
||||
};
|
||||
|
||||
// As the cook-off effect is max 20s, this is not synced with JIP players
|
||||
[QGVAR(cookOffEffect), [_vehicle, _canJet, _ring, _time, _fireSource, _intensity]] call CBA_fnc_globalEvent;
|
||||
|
||||
_intensity = _intensity - (0.5 max random 1);
|
||||
_intensity = _intensity - (0.5 max random 1) / GVAR(cookoffDuration);
|
||||
|
||||
_vehicle setVariable [QGVAR(intensity), _intensity];
|
||||
_vehicle setVariable [QGVAR(lastFlame), CBA_missionTime];
|
||||
_vehicle setVariable [QGVAR(nextFlame), _time + (MIN_TIME_BETWEEN_FLAMES max random MAX_TIME_BETWEEN_FLAMES)];
|
||||
_vehicle setVariable [QGVAR(nextFlame), CBA_missionTime + _time + (MIN_TIME_BETWEEN_FLAMES max random MAX_TIME_BETWEEN_FLAMES)];
|
||||
|
||||
{
|
||||
[QEGVAR(fire,burn), [_x, _intensity * 1.5, _instigator]] call CBA_fnc_globalEvent;
|
||||
} forEach crew _vehicle
|
||||
};
|
||||
|
||||
if (_ammoDetonationChance > random 1) then {
|
||||
private _lastExplosiveDetonationTime = _vehicle getVariable [QGVAR(lastExplosiveDetonation), 0];
|
||||
private _nextExplosiveDetonation = _vehicle getVariable [QGVAR(nextExplosiveDetonation), 0];
|
||||
|
||||
if ((CBA_missionTime - _lastExplosiveDetonationTime) > _nextExplosiveDetonation) then {
|
||||
if (_fireSource isEqualTo "") then {
|
||||
_fireSource = selectRandom _positions;
|
||||
};
|
||||
createVehicle ["ACE_ammoExplosionLarge", (_vehicle modelToWorld (_vehicle selectionPosition _fireSource)), [], 0 , "CAN_COLLIDE"];
|
||||
|
||||
_vehicle setVariable [QGVAR(lastExplosiveDetonation), CBA_missionTime];
|
||||
_vehicle setVariable [QGVAR(nextExplosiveDetonation), random 60];
|
||||
// If there are any crew, burn them
|
||||
if (["ace_fire"] call EFUNC(common,isModLoaded)) then {
|
||||
{
|
||||
[QEGVAR(fire,burn), [_x, _intensity * 1.5, _instigator]] call CBA_fnc_globalEvent;
|
||||
} forEach (crew _vehicle);
|
||||
};
|
||||
};
|
||||
}, 0.25, [_vehicle, _positions, _ammoDetonationChance, _detonateAfterCookoff, _instigator, _fireSource, _canRing, _canJet, _smokeEffects]] call CBA_fnc_addPerFrameHandler
|
||||
}, [_vehicle, _positions, _intensity, _ammoDetonationChance, _detonateAfterCookoff, _instigator, _fireSource, _canRing, _canJet], _delay] call CBA_fnc_waitAndExecute;
|
||||
|
||||
if (_ammoDetonationChance > random 1 && {CBA_missionTime >= _vehicle getVariable [QGVAR(nextExplosiveDetonation), 0]}) then {
|
||||
if (_fireSource isEqualTo "") then {
|
||||
_fireSource = selectRandom _positions;
|
||||
};
|
||||
|
||||
createVehicle ["ACE_ammoExplosionLarge", _vehicle modelToWorld (_vehicle selectionPosition _fireSource), [], 0 , "CAN_COLLIDE"];
|
||||
|
||||
_vehicle setVariable [QGVAR(nextExplosiveDetonation), CBA_missionTime + random 60];
|
||||
};
|
||||
}, 0.25, _this] call CBA_fnc_addPerFrameHandler;
|
||||
}, [_vehicle, _positions, _ammoDetonationChance, _detonateAfterCookoff, _instigator, _fireSource, _canRing, _canJet], _delay] call CBA_fnc_waitAndExecute;
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: KoffeinFlummi, commy2, kymckay
|
||||
* Author: KoffeinFlummi, commy2, kymckay, johnb43
|
||||
* Start a cook-off in the given ammo box.
|
||||
*
|
||||
* Arguments:
|
||||
@ -10,65 +10,29 @@
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [_box] call ace_cookoff_fnc_cookOffBox
|
||||
* cursorObject call ace_cookoff_fnc_cookOffBox
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_box"];
|
||||
if (!isServer) exitWith {};
|
||||
|
||||
params ["_box", "_killer", "_instigator"];
|
||||
|
||||
if (_box getVariable [QGVAR(isCookingOff), false]) exitWith {};
|
||||
_box setVariable [QGVAR(isCookingOff), true];
|
||||
|
||||
if (local _box) then {
|
||||
[QGVAR(cookOffBox), _box] call CBA_fnc_globalEvent;
|
||||
};
|
||||
_box setVariable [QGVAR(isCookingOff), true, true];
|
||||
|
||||
[{
|
||||
params ["_box"];
|
||||
// Spawn cook-off effects on all connected machines
|
||||
private _jipID = [QGVAR(cookOffBoxLocal), [
|
||||
_box,
|
||||
_killer,
|
||||
_instigator,
|
||||
CBA_missionTime,
|
||||
random [IGNITE_TIME / 2, IGNITE_TIME, IGNITE_TIME / 2 * 3], // generate random timers that are global
|
||||
random [SMOKE_TIME / 2, SMOKE_TIME, SMOKE_TIME / 2 * 3]
|
||||
]] call CBA_fnc_globalEventJIP;
|
||||
|
||||
// Box will start smoking
|
||||
private _smoke = "#particlesource" createVehicleLocal [0,0,0];
|
||||
_smoke setParticleClass "AmmoSmokeParticles2";
|
||||
_smoke attachTo [_box, [0,0,0]];
|
||||
[_jipID, _box] call CBA_fnc_removeGlobalEventJIP;
|
||||
|
||||
private _effects = [_smoke];
|
||||
|
||||
if (isServer) then {
|
||||
private _sound = createSoundSource ["Sound_Fire", position _box, [], 0];
|
||||
_effects pushBack _sound;
|
||||
};
|
||||
|
||||
[{
|
||||
params ["_box", "_effects"];
|
||||
|
||||
// These functions are smart and do all the cooking off work
|
||||
if (local _box) then {
|
||||
if (GVAR(ammoCookoffDuration) == 0) exitWith {};
|
||||
([_box] call FUNC(getVehicleAmmo)) params ["_mags", "_total"];
|
||||
[_box, _mags, _total] call FUNC(detonateAmmunition);
|
||||
|
||||
// This shit is busy being on fire, magazines aren't accessible/usable
|
||||
clearMagazineCargoGlobal _box;
|
||||
};
|
||||
|
||||
// Light the fire (also handles lighting)
|
||||
private _fire = "#particlesource" createVehicleLocal [0,0,0];
|
||||
_fire setParticleClass "AmmoBulletCore";
|
||||
_fire attachTo [_box, [0,0,0]];
|
||||
|
||||
_effects pushBack _fire;
|
||||
|
||||
[{
|
||||
params ["_box", "_effects"];
|
||||
|
||||
{
|
||||
deleteVehicle _x;
|
||||
} forEach _effects;
|
||||
|
||||
if (local _box) then {
|
||||
_box setDamage 1;
|
||||
};
|
||||
}, [_box, _effects], COOKOFF_TIME_BOX] call CBA_fnc_waitAndExecute; // TODO: Change so that box is alive until no ammo left, with locality in mind
|
||||
}, [_box, _effects], SMOKE_TIME] call CBA_fnc_waitAndExecute;
|
||||
}, _box, IGNITE_TIME] call CBA_fnc_waitAndExecute;
|
||||
_box setVariable [QGVAR(jipID), _jipID];
|
||||
|
83
addons/cookoff/functions/fnc_cookOffBoxLocal.sqf
Normal file
83
addons/cookoff/functions/fnc_cookOffBoxLocal.sqf
Normal file
@ -0,0 +1,83 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: KoffeinFlummi, commy2, kymckay, johnb43
|
||||
* Start a cook-off in the given ammo box.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Ammo box <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* cursorObject call ace_cookoff_fnc_cookOffBox
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_box", "_killer", "_instigator", "_startTime", "_igniteTime", "_smokeTime"];
|
||||
|
||||
// Make sure effects are cleaned up if box is deleted
|
||||
[QGVAR(addCleanupHandlers), _box] call CBA_fnc_localEvent;
|
||||
|
||||
// These time checks are for JIP players
|
||||
private _delay = _startTime - CBA_missionTime + _igniteTime;
|
||||
|
||||
if (_delay >= 0) then {
|
||||
[{
|
||||
params ["_box"];
|
||||
|
||||
private _effects = [];
|
||||
|
||||
// Box will start smoking
|
||||
if (hasInterface) then {
|
||||
private _smoke = "#particlesource" createVehicleLocal [0, 0, 0];
|
||||
_smoke setParticleClass "AmmoSmokeParticles2";
|
||||
_smoke attachTo [_box, [0, 0, 0]];
|
||||
|
||||
_effects pushBack _smoke;
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
private _sound = createSoundSource ["Sound_Fire", ASLToAGL getPosASL _box, [], 0];
|
||||
_smoke attachTo [_sound];
|
||||
|
||||
_effects pushBack _sound;
|
||||
};
|
||||
|
||||
_box setVariable [QGVAR(effects), _effects];
|
||||
}, _box, _delay] call CBA_fnc_waitAndExecute;
|
||||
};
|
||||
|
||||
// Smoke happens later
|
||||
_delay = _delay + _smokeTime;
|
||||
|
||||
if (_delay >= 0) then {
|
||||
// Light the fire (also handles lighting)
|
||||
[{
|
||||
params ["_box", "_killer", "_instigator"];
|
||||
|
||||
if (hasInterface) then {
|
||||
private _fire = "#particlesource" createVehicleLocal [0, 0, 0];
|
||||
|
||||
_fire setParticleClass "AmmoBulletCore";
|
||||
_fire attachTo [_box, [0, 0, 0]];
|
||||
|
||||
private _effects = _box getVariable [QGVAR(effects), []];
|
||||
|
||||
_effects pushBack _fire;
|
||||
|
||||
_box setVariable [QGVAR(effects), _effects];
|
||||
};
|
||||
|
||||
// These functions are smart and do all the cooking off work
|
||||
if (isServer) then {
|
||||
(_box call FUNC(getVehicleAmmo)) params ["_magazines", "_total"];
|
||||
|
||||
[QGVAR(detonateAmmunition), [_box, _magazines, _total, true, _killer, _instigator]] call CBA_fnc_localEvent;
|
||||
|
||||
// This shit is busy being on fire, magazines aren't accessible/usable
|
||||
clearMagazineCargoGlobal _box;
|
||||
};
|
||||
}, _this, _delay] call CBA_fnc_waitAndExecute;
|
||||
};
|
@ -1,15 +1,15 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: tcvm
|
||||
* Spawn cook-off effects
|
||||
* Spawn cook-off effects.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Vehicle <Object>
|
||||
* 1: Spawn fire jet <Boolean>
|
||||
* 2: Spawn fire ring <Boolean>
|
||||
* 3: How long effect will last (Max 20 seconds) <Number>
|
||||
* 4: What selection will fire originate from <String>
|
||||
* 5: Cookoff intensity value <Number>
|
||||
* 0: Vehicle <OBJECT>
|
||||
* 1: Spawn fire jet <BOOL>
|
||||
* 2: Spawn fire ring <BOOL>
|
||||
* 3: Duration of effect (max 20 seconds) <NUMBER>
|
||||
* 4: What selection will fire originate from <STRING>
|
||||
* 5: Cookoff intensity value <NUMBER>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
@ -20,60 +20,89 @@
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_obj", "_jet", "_ring", "_time", "_fireSelection", "_intensity"];
|
||||
private _light = "#lightpoint" createVehicleLocal [0,0,0];
|
||||
_light setLightBrightness 5;
|
||||
_light setLightAmbient [0.8, 0.6, 0.2];
|
||||
_light setLightColor [1, 0.5, 0.2];
|
||||
_light lightAttachObject [_obj, [0,0,0]];
|
||||
_time = 0 max (_time min 20);
|
||||
#define FLAME_SIZE 1.5
|
||||
#define FIRE_INTENSITY 6
|
||||
|
||||
params ["_vehicle", "_jet", "_ring", "_duration", "_fireSelection", "_intensity"];
|
||||
|
||||
// Spawn light
|
||||
private _light = objNull;
|
||||
|
||||
if (hasInterface) then {
|
||||
_light = "#lightpoint" createVehicleLocal [0, 0, 0];
|
||||
_light setLightBrightness 5;
|
||||
_light setLightAmbient [0.8, 0.6, 0.2];
|
||||
_light setLightColor [1, 0.5, 0.2];
|
||||
_light lightAttachObject [_vehicle, [0, 0, 0]];
|
||||
};
|
||||
|
||||
_duration = 0 max _duration min 20;
|
||||
|
||||
private _sound = objNull;
|
||||
private _fireKey = "";
|
||||
|
||||
if (isServer) then {
|
||||
// ironically biggest performance hit is this. Creating a new sound source takes up aprox 400 milliseconds.
|
||||
// I dont think there is an alternative that takes into effect distance and whatever, but if you find one please fix!
|
||||
// Spawn sound effect
|
||||
if (_jet || _ring) then {
|
||||
private _soundName = selectRandomWeighted [QGVAR(Sound_low), 0.1, QGVAR(Sound_mid), 0.25, QGVAR(Sound_high), 0.65];
|
||||
_sound = createSoundSource [_soundName, position _obj, [], 0];
|
||||
_sound = createSoundSource [_soundName, ASLToAGL getPosASL _vehicle, [], 0];
|
||||
_sound attachTo [_vehicle];
|
||||
};
|
||||
|
||||
if (_ring) then {
|
||||
private _intensity = 6;
|
||||
private _radius = 1.5 * ((boundingBoxReal _obj) select 2);
|
||||
[QEGVAR(fire,addFireSource), [_obj, _radius, _intensity, _obj]] call CBA_fnc_localEvent;
|
||||
// Make the ring a source of fire
|
||||
if (_ring && {["ace_fire"] call EFUNC(common,isModLoaded)}) then {
|
||||
_fireKey = format [QGVAR(%1), hashValue _vehicle];
|
||||
|
||||
[QEGVAR(fire,addFireSource), [_vehicle, FLAME_SIZE * ((boundingBoxReal _vehicle) select 2), FIRE_INTENSITY, _fireKey]] call CBA_fnc_localEvent;
|
||||
};
|
||||
};
|
||||
|
||||
[{
|
||||
params ["_args", "_pfh"];
|
||||
_args params ["_obj", "_jet", "_ring", "_time", "_startTime", "_light", "_fireSelection", "_sound", "_intensity"];
|
||||
(_this select 0) params ["_vehicle", "_jet", "_ring", "_duration", "_startTime", "_light", "_fireSelection", "_sound", "_intensity", "_fireKey"];
|
||||
|
||||
private _elapsedTime = CBA_missionTime - _startTime;
|
||||
if (_elapsedTime >= _time) exitWith {
|
||||
|
||||
// Clean up effects once effects have finished or vehicle has been deleted
|
||||
if (isNull _vehicle || {_elapsedTime >= _duration}) exitWith {
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
|
||||
deleteVehicle _light;
|
||||
deleteVehicle _sound;
|
||||
|
||||
if (isServer) then {
|
||||
[QEGVAR(fire,removeFireSource), [_obj]] call CBA_fnc_localEvent;
|
||||
deleteVehicle _sound;
|
||||
|
||||
if (["ace_fire"] call EFUNC(common,isModLoaded)) then {
|
||||
[QEGVAR(fire,removeFireSource), _fireKey] call CBA_fnc_localEvent;
|
||||
};
|
||||
};
|
||||
[_pfh] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
private _factor = (1 + (_elapsedTime / 2) min 2);
|
||||
private _flameSize = 1.5;
|
||||
|
||||
if (_elapsedTime > (_time * (3 / 4))) then {
|
||||
_factor = _factor * linearConversion [_time * (3 / 4), _time, _elapsedTime, 1, 0.5];
|
||||
};
|
||||
|
||||
_light setLightBrightness 5 * (_factor / 5);
|
||||
private _factor = 1 + (_elapsedTime / 2) min 2;
|
||||
|
||||
if (_elapsedTime > _duration * 3 / 4) then {
|
||||
_factor = _factor * linearConversion [_duration * 3 / 4, _duration, _elapsedTime, 1, 0.5];
|
||||
};
|
||||
|
||||
// Make flame push object into ground to make effect seem more "alive"
|
||||
if (_jet && !isGamePaused && {local _vehicle}) then {
|
||||
private _force = [0, 0, _factor * -(0.5 min random 1.5) * (0.3 min random 1)] vectorMultiply getMass _vehicle;
|
||||
_vehicle addForce [_force, vectorUpVisual _vehicle];
|
||||
};
|
||||
|
||||
// Don't spawn visual effects on machines without interfaces
|
||||
if (!hasInterface) exitWith {};
|
||||
|
||||
_light setLightBrightness _factor;
|
||||
|
||||
if (_jet) then {
|
||||
private _particlePosition = (_obj selectionPosition _fireSelection) vectorAdd [-0.1 + random 0.2, -0.1 + random 0.2, 0];
|
||||
private _particlePosition = (_vehicle selectionPosition _fireSelection) vectorAdd [-0.1 + random 0.2, -0.1 + random 0.2, 0];
|
||||
|
||||
drop [
|
||||
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 2, 32],
|
||||
"",
|
||||
"Billboard",
|
||||
1,
|
||||
(0.1 + (random 0.2)) * _factor,
|
||||
(0.1 + random 0.2) * _factor,
|
||||
_particlePosition,
|
||||
[0, 0, 15 * (_factor / 2)],
|
||||
0,
|
||||
@ -87,69 +116,64 @@ if (isServer) then {
|
||||
0,
|
||||
"",
|
||||
"",
|
||||
_obj
|
||||
_vehicle
|
||||
];
|
||||
|
||||
// make flame push object into ground to make effect seem more "alive"
|
||||
if (!isGamePaused && { local _obj }) then {
|
||||
private _force = [0, 0, _factor * -(0.5 min random 1.5) * (0.3 min random 1)] vectorMultiply getMass _obj;
|
||||
_obj addForce [_force, vectorUpVisual _obj];
|
||||
};
|
||||
};
|
||||
|
||||
if (_ring) then {
|
||||
private _ringOrigin = (_obj selectionPosition _fireSelection) vectorAdd [-0.1 + random 0.2, -0.1 + random 0.2, -1];
|
||||
private _ringOrigin = (_vehicle selectionPosition _fireSelection) vectorAdd [-0.1 + random 0.2, -0.1 + random 0.2, -1];
|
||||
|
||||
drop [
|
||||
["\A3\data_f\ParticleEffects\Universal\Universal",16,2,32],
|
||||
"", "Billboard", 1, (0.1 + (random 0.2)) * _factor,
|
||||
"", "Billboard", 1, (0.1 + random 0.2) * _factor,
|
||||
_ringOrigin,
|
||||
[0, 20 * (_factor / 2), 0],
|
||||
0, 10, 7.9, 0.075,
|
||||
[1.25 * _factor, _flameSize * _factor],
|
||||
[1.25 * _factor, FLAME_SIZE * _factor],
|
||||
[[1, 1, 1, -2], [1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
|
||||
[2 + random 1], 1, 0, "", "", _obj
|
||||
[2 + random 1], 1, 0, "", "", _vehicle
|
||||
];
|
||||
drop [
|
||||
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 2, 32],
|
||||
"", "Billboard", 1, (0.1 + (random 0.2)) * _factor,
|
||||
"", "Billboard", 1, (0.1 + random 0.2) * _factor,
|
||||
_ringOrigin,
|
||||
[0, -20 * (_factor / 2), 0],
|
||||
0, 10, 7.9, 0.075,
|
||||
[1.25 * _factor, _flameSize * _factor],
|
||||
[1.25 * _factor, FLAME_SIZE * _factor],
|
||||
[[1, 1, 1, -2], [1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
|
||||
[2 + random 1], 1, 0, "", "", _obj
|
||||
[2 + random 1], 1, 0, "", "", _vehicle
|
||||
];
|
||||
drop [
|
||||
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 2, 32],
|
||||
"", "Billboard", 1, (0.1 + (random 0.2)) * _factor,
|
||||
"", "Billboard", 1, (0.1 + random 0.2) * _factor,
|
||||
_ringOrigin,
|
||||
[20 * (_factor / 2), 0, 0],
|
||||
0, 10, 7.9, 0.075,
|
||||
[1.25 * _factor, _flameSize * _factor],
|
||||
[1.25 * _factor, FLAME_SIZE * _factor],
|
||||
[[1, 1, 1, -2], [1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
|
||||
[2 + random 1], 1, 0, "", "", _obj
|
||||
[2 + random 1], 1, 0, "", "", _vehicle
|
||||
];
|
||||
drop [
|
||||
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 2, 32],
|
||||
"", "Billboard", 1, (0.1 + (random 0.2)) * _factor,
|
||||
"", "Billboard", 1, (0.1 + random 0.2) * _factor,
|
||||
[-0.1 + random 0.2, -0.1 + random 0.2, -1],
|
||||
[-20 * (_factor / 2), 0, 0],
|
||||
0, 10, 7.9, 0.075,
|
||||
[1.25 * _factor, _flameSize * _factor],
|
||||
[1.25 * _factor, FLAME_SIZE * _factor],
|
||||
[[1, 1, 1, -2], [1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
|
||||
[2 + random 1], 1, 0, "", "", _obj
|
||||
[2 + random 1], 1, 0, "", "", _vehicle
|
||||
];
|
||||
|
||||
private _dir = 20 * (_factor / 2);
|
||||
drop [
|
||||
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 2, 32],
|
||||
"", "Billboard", 1, (0.1 + (random 0.2)) * _factor,
|
||||
"", "Billboard", 1, (0.1 + random 0.2) * _factor,
|
||||
_ringOrigin,
|
||||
[_dir, _dir, 0],
|
||||
0, 10, 7.9, 0.075,
|
||||
[1.25 * _factor, _flameSize * _factor],
|
||||
[1.25 * _factor, FLAME_SIZE * _factor],
|
||||
[[1, 1, 1, -2],[1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
|
||||
[2 + random 1], 1, 0, "", "", _obj
|
||||
[2 + random 1], 1, 0, "", "", _vehicle
|
||||
];
|
||||
|
||||
_dir = -20 * (_factor / 2);
|
||||
@ -159,9 +183,9 @@ if (isServer) then {
|
||||
_ringOrigin,
|
||||
[_dir, _dir, 0],
|
||||
0, 10, 7.9, 0.075,
|
||||
[1.25 * _factor, _flameSize * _factor],
|
||||
[1.25 * _factor, FLAME_SIZE * _factor],
|
||||
[[1, 1, 1, -2],[1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
|
||||
[2 + random 1], 1, 0, "", "", _obj
|
||||
[2 + random 1], 1, 0, "", "", _vehicle
|
||||
];
|
||||
|
||||
_dir = 20 * (_factor / 2);
|
||||
@ -171,31 +195,30 @@ if (isServer) then {
|
||||
_ringOrigin,
|
||||
[_dir, -_dir, 0],
|
||||
0, 10, 7.9, 0.075,
|
||||
[1.25 * _factor, _flameSize * _factor],
|
||||
[1.25 * _factor, FLAME_SIZE * _factor],
|
||||
[[1, 1, 1, -2], [1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
|
||||
[2 + random 1], 1, 0, "", "", _obj
|
||||
[2 + random 1], 1, 0, "", "", _vehicle
|
||||
];
|
||||
|
||||
_dir = 20 * (_factor / 2);
|
||||
drop [
|
||||
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 2, 32],
|
||||
"", "Billboard", 1, (0.1 + (random 0.2)) * _factor,
|
||||
"", "Billboard", 1, (0.1 + random 0.2) * _factor,
|
||||
_ringOrigin,
|
||||
[-_dir, _dir, 0],
|
||||
0, 10, 7.9, 0.075,
|
||||
[1.25 * _factor, _flameSize * _factor],
|
||||
[1.25 * _factor, FLAME_SIZE * _factor],
|
||||
[[1, 1, 1, -2], [1, 1, 1, -2], [1, 1, 1, -1], [1, 1, 1, -0]],
|
||||
[2 + random 1], 1, 0, "", "", _obj
|
||||
[2 + random 1], 1, 0, "", "", _vehicle
|
||||
];
|
||||
};
|
||||
|
||||
(getVehicleTIPars _obj) params ["_tiEngine", "_tiWheels", "_tiWeapon"];
|
||||
_obj setVehicleTIPars [
|
||||
// formula is designed to have the temperature ramp up quickly and then level out
|
||||
(_tiEngine + (_intensity * 0.01))/1.005,
|
||||
(_tiWheels + (_intensity * 0.004))/1.002, // wheels//tracks are further away from burning parts
|
||||
(_tiWeapon + (_intensity * 0.01))/1.005
|
||||
(getVehicleTIPars _vehicle) params ["_tiEngine", "_tiWheels", "_tiWeapon"];
|
||||
|
||||
// Formula is designed to have the temperature ramp up quickly and then level out
|
||||
_vehicle setVehicleTIPars [
|
||||
(_tiEngine + _intensity * 0.01) / 1.005,
|
||||
(_tiWheels + _intensity * 0.004) / 1.002, // wheels//tracks are further away from burning parts
|
||||
(_tiWeapon + _intensity * 0.01) / 1.005
|
||||
];
|
||||
|
||||
}, 0, [_obj, _jet, _ring, _time, CBA_missionTime, _light, _fireSelection, _sound, _intensity]] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
}, 0, [_vehicle, _jet, _ring, _duration, CBA_missionTime, _light, _fireSelection, _sound, _intensity, _fireKey]] call CBA_fnc_addPerFrameHandler;
|
||||
|
@ -1,135 +1,174 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Glowbal
|
||||
* Detonates ammunition from a vehicle until no ammo left
|
||||
* Detonates ammunition from an object (e.g. vehicle or crate) until no ammo is left.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: vehicle <OBJECT>
|
||||
* 1: Ammo Array <ARRAY>
|
||||
* - 0: Magazine Classname <STRING>
|
||||
* - 1: Ammo Count <NUMBER>
|
||||
* 2: Total Ammo Count <NUMBER>
|
||||
* 0: Object <OBJECT>
|
||||
* 1: Magazine array <ARRAY>
|
||||
* - 0: Magazine classname <STRING>
|
||||
* - 1: Ammo count <NUMBER>
|
||||
* 2: Total ammo count <NUMBER>
|
||||
* 3: Destroy when finished <BOOL> (default: false)
|
||||
* 4: Killer <OBJECT> (default: objNull)
|
||||
* 5: Instigator <OBJECT> (default: objNull)
|
||||
* 6: Initial delay <NUMBER> (default: 0)
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
* Nothing Useful
|
||||
*
|
||||
* Example:
|
||||
* [_vehicle, magazinesAmmo _vehicle] call ace_cookoff_fnc_detonateAmmunition
|
||||
* [cursorObject, magazinesAmmo vehicle player, 1000] call ace_cookoff_fnc_detonateAmmunition
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_vehicle", "_magazines", "_totalAmmo"];
|
||||
if (!isServer) exitWith {};
|
||||
|
||||
if (GVAR(enable) == 0) exitWith {};
|
||||
if !(GVAR(enableAmmoCookoff)) exitWith {};
|
||||
params ["_object", "_magazines", "_totalAmmo", ["_destroyWhenFinished", false], ["_killer", objNull], ["_instigator", objNull], ["_initialDelay", 0]];
|
||||
|
||||
if (isNull _vehicle) exitWith {}; // vehicle got deleted
|
||||
if (_magazines isEqualTo []) exitWith {}; // nothing to detonate anymore
|
||||
if (underwater _vehicle) exitWith {};
|
||||
if (isNull _object) exitWith {};
|
||||
|
||||
private _magazineIndex = floor random(count _magazines);
|
||||
// If the cook-off has finished, clean up the effects and destroy the object
|
||||
if (_magazines isEqualTo [] || {_totalAmmo <= 0}) exitWith {
|
||||
[QGVAR(cleanupEffects), _object] call CBA_fnc_globalEvent;
|
||||
|
||||
if (_destroyWhenFinished) then {
|
||||
_object setDamage [1, true, _killer, _instigator];
|
||||
};
|
||||
};
|
||||
|
||||
// If the cook-off is interrupted or disabled, clean up the effects
|
||||
if (underwater _object || {
|
||||
if (GVAR(ammoCookoffDuration) == 0) exitWith {true};
|
||||
|
||||
if (_object isKindOf "ReammoBox_F") exitWith {
|
||||
!(GVAR(enableAmmobox) && {_object getVariable [QGVAR(enableAmmoCookoff), true]})
|
||||
};
|
||||
|
||||
!(GVAR(enableAmmoCookoff) && {_object getVariable [QGVAR(enableAmmoCookoff), true]})
|
||||
}) exitWith {
|
||||
[QGVAR(cleanupEffects), _object] call CBA_fnc_globalEvent;
|
||||
};
|
||||
|
||||
// Initial delay allows for a delay for the first time this function runs in its cycle
|
||||
if (_initialDelay > 0) exitWith {
|
||||
[FUNC(detonateAmmunition), [_object, _magazines, _totalAmmo, _destroyWhenFinished, _killer, _instigator], _initialDelay] call CBA_fnc_waitAndExecute;
|
||||
};
|
||||
|
||||
private _magazineIndex = floor random (count _magazines);
|
||||
private _magazine = _magazines select _magazineIndex;
|
||||
_magazine params ["_magazineClassname", "_amountOfMagazines"];
|
||||
_magazine params ["_magazineClassname", "_ammoCount"];
|
||||
|
||||
if (_amountOfMagazines > 0) exitWith {
|
||||
private _removed = _amountOfMagazines min floor(1 + random(6 / GVAR(ammoCookoffDuration)));
|
||||
// Make sure ammo is at least 0
|
||||
_ammoCount = _ammoCount max 0;
|
||||
|
||||
_amountOfMagazines = _amountOfMagazines - _removed;
|
||||
if (_amountOfMagazines <= 0) then {
|
||||
_magazines deleteAt _magazineIndex;
|
||||
// Remove some ammo, which will be detonated
|
||||
private _removed = _ammoCount min floor (1 + random (6 / GVAR(ammoCookoffDuration)));
|
||||
|
||||
_ammoCount = _ammoCount - _removed;
|
||||
|
||||
if (_ammoCount <= 0) then {
|
||||
_magazines deleteAt _magazineIndex;
|
||||
} else {
|
||||
_magazine set [1, _ammoCount]; // remove ammo that was detonated
|
||||
};
|
||||
|
||||
private _timeBetweenAmmoDetonation = ((random 10 / sqrt _totalAmmo) min MAX_TIME_BETWEEN_AMMO_DET) max 0.1;
|
||||
TRACE_2("",_totalAmmo,_timeBetweenAmmoDetonation);
|
||||
_totalAmmo = _totalAmmo - _removed;
|
||||
|
||||
// Detonate the remaining ammo after a delay
|
||||
[FUNC(detonateAmmunition), [_object, _magazines, _totalAmmo, _destroyWhenFinished, _killer, _instigator], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;
|
||||
|
||||
// Get magazine info, which is used to spawn projectiles
|
||||
private _configMagazine = configFile >> "CfgMagazines" >> _magazineClassname;
|
||||
private _ammo = getText (_configMagazine >> "ammo");
|
||||
private _configAmmo = configFile >> "CfgAmmo" >> _ammo;
|
||||
|
||||
private _simType = toLower getText (_configAmmo >> "simulation");
|
||||
private _speed = random (getNumber (_configMagazine >> "initSpeed") / 10) max 1;
|
||||
|
||||
private _effect2pos = _object selectionPosition "destructionEffect2";
|
||||
|
||||
// Spawns the projectiles, making them either fly in random directions or explode
|
||||
private _fnc_spawnProjectile = {
|
||||
params ["_object", "_ammo", "_speed", "_flyAway"];
|
||||
|
||||
private _spawnPos = _object modelToWorld [-0.2 + random 0.4, -0.2 + random 0.4, random 3];
|
||||
|
||||
if (_spawnPos select 2 < 0) then {
|
||||
_spawnPos set [2, 0];
|
||||
};
|
||||
|
||||
private _projectile = createVehicle [_ammo, _spawnPos, [], 0, "CAN_COLLIDE"];
|
||||
|
||||
if (_flyAway) then {
|
||||
private _vectorAmmo = [-1 + random 2, -1 + random 2, -0.2 + random 1];
|
||||
private _vectorVelocity = _vectorAmmo vectorMultiply _speed;
|
||||
|
||||
_projectile setVectorDir _vectorVelocity;
|
||||
_projectile setVelocity _vectorVelocity;
|
||||
} else {
|
||||
_magazine set [1, _amountOfMagazines]; // clear out the magazine
|
||||
_projectile setDamage 1;
|
||||
};
|
||||
private _timeBetweenAmmoDetonation = (((random 10) / (sqrt _totalAmmo)) min MAX_TIME_BETWEEN_AMMO_DET) max 0.1;
|
||||
TRACE_2("",_totalAmmo,_timeBetweenAmmoDetonation);
|
||||
_totalAmmo = _totalAmmo - _removed;
|
||||
};
|
||||
|
||||
private _ammo = getText (configFile >> "CfgMagazines" >> _magazineClassname >> "ammo");
|
||||
private _ammoCfg = configFile >> "CfgAmmo" >> _ammo;
|
||||
|
||||
private _speedOfAmmo = getNumber (configFile >> "CfgMagazines" >> _magazineClassname >> "initSpeed");
|
||||
private _simType = getText (_ammoCfg >> "simulation");
|
||||
|
||||
private _effect2pos = _vehicle selectionPosition "destructionEffect2";
|
||||
|
||||
private _spawnProjectile = {
|
||||
params ["_vehicle", "_ammo", "_speed", "_flyAway"];
|
||||
|
||||
private _spawnPos = _vehicle modelToWorld [-0.2 + (random 0.4), -0.2 + (random 0.4), random 3];
|
||||
if (_spawnPos select 2 < 0) then {
|
||||
_spawnPos set [2, 0];
|
||||
};
|
||||
|
||||
private _projectile = createVehicle [_ammo, _spawnPos, [], 0, "CAN_COLLIDE"];
|
||||
if (_flyAway) then {
|
||||
private _vectorAmmo = [(-1 + (random 2)), (-1 + (random 2)), -0.2 + (random 1)];
|
||||
private _velVec = _vectorAmmo vectorMultiply _speed;
|
||||
_projectile setVectorDir _velVec;
|
||||
_projectile setVelocity _velVec;
|
||||
} else {
|
||||
_projectile setDamage 1;
|
||||
};
|
||||
|
||||
_projectile;
|
||||
};
|
||||
|
||||
private _speed = random (_speedOfAmmo / 10) max 1;
|
||||
|
||||
if (toLower _simType == "shotbullet") then {
|
||||
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))];
|
||||
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1250];
|
||||
switch (_simType) do {
|
||||
case "shotbullet": {
|
||||
private _sound = selectRandom [QPATHTO_R(sounds\light_crack_close.wss), QPATHTO_R(sounds\light_crack_close_filtered.wss), QPATHTO_R(sounds\heavy_crack_close.wss), QPATHTO_R(sounds\heavy_crack_close_filtered.wss)];
|
||||
playSound3D [_sound, objNull, false, getPosASL _object, 2, 1, 1250];
|
||||
|
||||
if (random 1 < 0.6) then {
|
||||
[_vehicle, _ammo, _speed, true] call _spawnProjectile;
|
||||
[_object, _ammo, _speed, true] call _fnc_spawnProjectile;
|
||||
};
|
||||
};
|
||||
if (toLower _simType == "shotshell") then {
|
||||
private _sound = selectRandom [QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))];
|
||||
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1300];
|
||||
case "shotshell": {
|
||||
private _sound = selectRandom [QPATHTO_R(sounds\heavy_crack_close.wss), QPATHTO_R(sounds\heavy_crack_close_filtered.wss)];
|
||||
playSound3D [_sound, objNull, false, getPosASL _object, 2, 1, 1300];
|
||||
|
||||
if (random 1 < 0.15) then {
|
||||
[_vehicle, _ammo, _speed, true] call _spawnProjectile;
|
||||
[_object, _ammo, _speed, true] call _fnc_spawnProjectile;
|
||||
};
|
||||
};
|
||||
if (toLower _simType == "shotgrenade") then {
|
||||
case "shotgrenade": {
|
||||
if (random 1 < 0.9) then {
|
||||
_speed = 0;
|
||||
};
|
||||
[_vehicle, _ammo, _speed, random 1 < 0.5] call _spawnProjectile;
|
||||
};
|
||||
if (toLower _simType in ["shotrocket", "shotmissile", "shotsubmunitions"]) then {
|
||||
if (random 1 < 0.1) then {
|
||||
private _sound = selectRandom [QUOTE(PATHTO_R(sounds\cannon_crack_close.wss)), QUOTE(PATHTO_R(sounds\cannon_crack_close_filtered.wss))];
|
||||
playSound3D [_sound, objNull, false, (getPosASL _vehicle), 3, 1, 1600];
|
||||
|
||||
[_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
|
||||
[_object, _ammo, _speed, random 1 < 0.5] call _fnc_spawnProjectile;
|
||||
};
|
||||
case "shotrocket";
|
||||
case "shotmissile";
|
||||
case "shotsubmunitions": {
|
||||
if (random 1 < 0.1) then {
|
||||
private _sound = selectRandom [QPATHTO_R(sounds\cannon_crack_close.wss), QPATHTO_R(sounds\cannon_crack_close_filtered.wss)];
|
||||
playSound3D [_sound, objNull, false, getPosASL _object, 3, 1, 1600];
|
||||
|
||||
[_object, _ammo, _speed, random 1 < 0.3] call _fnc_spawnProjectile;
|
||||
} else {
|
||||
createvehicle ["ACE_ammoExplosionLarge", (_vehicle modelToWorld _effect2pos), [], 0 , "CAN_COLLIDE"];
|
||||
createVehicle ["ACE_ammoExplosionLarge", _object modelToWorld _effect2pos, [], 0 , "CAN_COLLIDE"];
|
||||
};
|
||||
};
|
||||
if (toLower _simType in ["shotdirectionalbomb", "shotmine"]) then {
|
||||
case "shotdirectionalbomb";
|
||||
case "shotmine": {
|
||||
if (random 1 < 0.5) then {
|
||||
// Not all explosives detonate on destruction, some have scripted alternatives
|
||||
private _scripted = getNumber (_ammoCfg >> "triggerWhenDestroyed") == 1;
|
||||
if !(_scripted) then {
|
||||
_ammo = getText (_ammoCfg >> "ace_explosives_Explosive");
|
||||
if (getNumber (_configAmmo >> "triggerWhenDestroyed") != 1) then {
|
||||
_ammo = getText (_configAmmo >> QEGVAR(explosives,explosive));
|
||||
};
|
||||
|
||||
// If a scripted alternative doesn't exist use generic explosion
|
||||
if (_ammo != "") then {
|
||||
[_vehicle, _ammo, 0, false] call _spawnProjectile;
|
||||
[_object, _ammo, 0, false] call _fnc_spawnProjectile;
|
||||
} else {
|
||||
createvehicle ["SmallSecondary", (_vehicle modelToWorld _effect2pos), [], 0 , "CAN_COLLIDE"];
|
||||
createVehicle ["SmallSecondary", _object modelToWorld _effect2pos, [], 0 , "CAN_COLLIDE"];
|
||||
};
|
||||
};
|
||||
};
|
||||
if (toLower _simType == "shotilluminating") then {
|
||||
case "shotilluminating": {
|
||||
if (random 1 < 0.15) then {
|
||||
[_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
|
||||
[_object, _ammo, _speed, random 1 < 0.3] call _fnc_spawnProjectile;
|
||||
};
|
||||
};
|
||||
|
||||
[FUNC(detonateAmmunition), [_vehicle, _magazines, _totalAmmo], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;
|
||||
};
|
||||
ERROR_1("mag with no ammo - %1", _magazine);
|
||||
|
@ -4,48 +4,28 @@
|
||||
* Start fire in engine block of a car.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Vehicle <Object>
|
||||
* 0: Vehicle <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* (vehicle player) call ace_cookoff_fnc_engineFire
|
||||
* cursorObject call ace_cookoff_fnc_engineFire
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
if (!isServer) exitWith {};
|
||||
|
||||
params ["_vehicle"];
|
||||
|
||||
// If already smoking, stop
|
||||
if (_vehicle getVariable [QGVAR(isEngineSmoking), false]) exitWith {};
|
||||
|
||||
_vehicle setVariable [QGVAR(isEngineSmoking), true];
|
||||
|
||||
if (local _vehicle) then {
|
||||
[QGVAR(engineFire), _vehicle] call CBA_fnc_globalEvent;
|
||||
};
|
||||
// Spawn engine fire effects on all connected machines
|
||||
private _jipID = [QGVAR(engineFireLocal), [_vehicle, CBA_missionTime + random [ENGINE_FIRE_TIME / 2, ENGINE_FIRE_TIME, ENGINE_FIRE_TIME / 2 * 3]]] call CBA_fnc_globalEventJIP;
|
||||
[_jipID, _vehicle] call CBA_fnc_removeGlobalEventJIP;
|
||||
|
||||
private _offset = getArray (_vehicle call CBA_fnc_getObjectConfig >> QGVAR(engineSmokeOffset));
|
||||
|
||||
if (_offset isEqualTo []) then {
|
||||
_offset = [0,0,0];
|
||||
};
|
||||
|
||||
private _position = [
|
||||
0,
|
||||
(boundingBoxReal _vehicle select 1 select 1) - 2,
|
||||
(boundingBoxReal _vehicle select 0 select 2) + 2
|
||||
] vectorAdd _offset;
|
||||
|
||||
private _smoke = "#particlesource" createVehicleLocal [0,0,0];
|
||||
_smoke setParticleClass "ObjectDestructionSmoke1_2Smallx";
|
||||
_smoke attachTo [_vehicle, _position];
|
||||
|
||||
[{
|
||||
(_this select 0) params ["_vehicle", "_smoke", "_time"];
|
||||
|
||||
if (isNull _vehicle || {!alive _vehicle} || {_vehicle getHitPointDamage "HitEngine" < 0.9} || {CBA_missionTime > _time}) then {
|
||||
deleteVehicle _smoke;
|
||||
_vehicle setVariable [QGVAR(isEngineSmoking), false];
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
}, 5, [_vehicle, _smoke, CBA_missionTime + 240]] call CBA_fnc_addPerFrameHandler;
|
||||
_vehicle setVariable [QGVAR(engineFireJipID), _jipID];
|
||||
|
61
addons/cookoff/functions/fnc_engineFireLocal.sqf
Normal file
61
addons/cookoff/functions/fnc_engineFireLocal.sqf
Normal file
@ -0,0 +1,61 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: KoffeinFlummi, commy2
|
||||
* Start fire in engine block of a car.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Vehicle <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* cursorObject call ace_cookoff_fnc_engineFireLocal
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_vehicle", "_endTime"];
|
||||
|
||||
// For JIP players and if the time wasn't set properly
|
||||
if (_endTime < CBA_missionTime) exitWith {};
|
||||
|
||||
private _smoke = objNull;
|
||||
|
||||
if (hasInterface) then {
|
||||
// Get offset for engine smoke if there is one
|
||||
private _offset = getArray (configOf _vehicle >> QGVAR(engineSmokeOffset));
|
||||
|
||||
if (_offset isEqualTo []) then {
|
||||
_offset = [0, 0, 0];
|
||||
};
|
||||
|
||||
private _position = [
|
||||
0,
|
||||
(boundingBoxReal _vehicle select 1 select 1) - 2,
|
||||
(boundingBoxReal _vehicle select 0 select 2) + 2
|
||||
] vectorAdd _offset;
|
||||
|
||||
// Spawn smoke
|
||||
_smoke = "#particlesource" createVehicleLocal [0, 0, 0];
|
||||
_smoke setParticleClass "ObjectDestructionSmoke1_2Smallx";
|
||||
_smoke attachTo [_vehicle, _position];
|
||||
};
|
||||
|
||||
[{
|
||||
(_this select 0) params ["_vehicle", "_smoke", "_endTime"];
|
||||
|
||||
if (!alive _vehicle || {_vehicle getHitPointDamage "HitEngine" < 0.9} || {CBA_missionTime >= _endTime}) exitWith {
|
||||
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
||||
|
||||
deleteVehicle _smoke;
|
||||
|
||||
if (isNull _vehicle) exitWith {};
|
||||
|
||||
if (isServer) then {
|
||||
(_vehicle getVariable [QGVAR(engineFireJipID), ""]) call CBA_fnc_removeGlobalEventJIP;
|
||||
};
|
||||
|
||||
_vehicle setVariable [QGVAR(isEngineSmoking), false];
|
||||
};
|
||||
}, 5, [_vehicle, _smoke, _endTime]] call CBA_fnc_addPerFrameHandler;
|
@ -4,16 +4,16 @@
|
||||
* Gets all magazines inside of a vehicle.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Vehicle <Object>
|
||||
* 0: Vehicle <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* 0: Ammo Array <ARRAY>
|
||||
* - 0: Magazine Classname <STRING>
|
||||
* - 1: Ammo Count <NUMBER>
|
||||
* 1: Total Ammo Count <NUMBER>
|
||||
* 0: Ammo array <ARRAY>
|
||||
* - 0: Magazine classname <STRING>
|
||||
* - 1: Ammo count <NUMBER>
|
||||
* 1: Total ammo count <NUMBER>
|
||||
*
|
||||
* Example:
|
||||
* [vehicle player] call ace_cookoff_fnc_getVehicleAmmo
|
||||
* cursorObject call ace_cookoff_fnc_getVehicleAmmo
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
@ -23,42 +23,52 @@ TRACE_1("getVehicleAmmo",_vehicle);
|
||||
|
||||
private _ammoToDetonate = [];
|
||||
private _totalAmmo = 0;
|
||||
private _cfgMagazines = configFile >> "CfgMagazines";
|
||||
private _cfgAmmo = configFile >> "CfgAmmo";
|
||||
private _ammo = "";
|
||||
|
||||
// Get ammo from turrets
|
||||
{
|
||||
_x params ["_mag", "_turret", "_count"];
|
||||
// if the turret is an FFV seat, it takes magazines from the soldier
|
||||
if (_count > 0) then {
|
||||
if (_mag call FUNC(isMagazineFlare)) then {continue};
|
||||
private _ammo = getText (configFile >> "CfgMagazines" >> _mag >> "ammo");
|
||||
private _model = getText (configFile >> "CfgAmmo" >> _ammo >> "model");
|
||||
if (_model == "\A3\weapons_f\empty") exitWith {TRACE_3("skipping",_mag,_ammo,_model);};
|
||||
_ammoToDetonate pushBack [_mag, _count];
|
||||
// If the turret is an FFV seat, it takes magazines from the soldier
|
||||
_x params ["_magazine", "", "_count"];
|
||||
|
||||
if (_count > 0 && {!(_magazine call FUNC(isMagazineFlare))}) then {
|
||||
_ammo = getText (_cfgMagazines >> _magazine >> "ammo");
|
||||
|
||||
if (getText (_cfgAmmo >> _ammo >> "model") == "\A3\weapons_f\empty") then {
|
||||
TRACE_2("skipping",_magazine,_ammo);
|
||||
|
||||
continue;
|
||||
};
|
||||
|
||||
_ammoToDetonate pushBack [_magazine, _count];
|
||||
_totalAmmo = _totalAmmo + _count;
|
||||
};
|
||||
} forEach (magazinesAllTurrets [_vehicle, true]);
|
||||
|
||||
// Get ammo from cargo space
|
||||
{
|
||||
_x params ["_mag", "_count"];
|
||||
if (_count > 0) then {
|
||||
if (_mag call FUNC(isMagazineFlare)) then {continue};
|
||||
_ammoToDetonate pushBack [_mag, _count];
|
||||
_x params ["_magazine", "_count"];
|
||||
|
||||
if (_count > 0 && {!(_magazine call FUNC(isMagazineFlare))}) then {
|
||||
_ammoToDetonate pushBack [_magazine, _count];
|
||||
_totalAmmo = _totalAmmo + _count;
|
||||
};
|
||||
} forEach (magazinesAmmoCargo _vehicle);
|
||||
|
||||
// Get ammo from transportAmmo / ace_rearm
|
||||
private _vehCfg = configOf _vehicle;
|
||||
private _configVehicle = configOf _vehicle;
|
||||
private _configSupply = (getNumber (_configVehicle >> "transportAmmo")) max (getNumber (_configVehicle >> QEGVAR(rearm,defaultSupply)));
|
||||
|
||||
private _configSupply = (getNumber (_vehCfg >> "transportAmmo")) max (getNumber (_vehCfg >> QEGVAR(rearm,defaultSupply)));
|
||||
if (_vehicle getVariable [QEGVAR(rearm,isSupplyVehicle), (_configSupply > 0)]) then {
|
||||
if (_vehicle getVariable [QEGVAR(rearm,isSupplyVehicle), _configSupply > 0]) then {
|
||||
TRACE_1("transportAmmo vehicle - adding virtual ammo",typeOf _vehicle);
|
||||
|
||||
_ammoToDetonate pushBack ["2000Rnd_65x39_belt", 2000];
|
||||
_totalAmmo = _totalAmmo + 2000;
|
||||
|
||||
_ammoToDetonate pushBack ["20Rnd_105mm_HEAT_MP", 100];
|
||||
_totalAmmo = _totalAmmo + 100;
|
||||
|
||||
_ammoToDetonate pushBack ["SatchelCharge_Remote_Mag", 10];
|
||||
_totalAmmo = _totalAmmo + 10;
|
||||
};
|
||||
|
@ -1,13 +1,13 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: KoffeinFlummi, commy2
|
||||
* Handles all incoming damage for boxi
|
||||
* Handles all incoming damage for boxes.
|
||||
*
|
||||
* Arguments:
|
||||
* HandleDamage EH <ARRAY>
|
||||
*
|
||||
* Return Value:
|
||||
* Damage to be inflicted. <NUMBER>
|
||||
* Damage to be inflicted (can be nil) <NUMBER>
|
||||
*
|
||||
* Example:
|
||||
* _this call ace_cookoff_fnc_handleDamageBox
|
||||
@ -15,58 +15,60 @@
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_vehicle", "", "_damage", "_source", "_ammo", "_hitIndex", "_shooter"];
|
||||
params ["_box", "", "_damage", "_source", "_ammo", "_hitIndex", "_instigator"];
|
||||
|
||||
// it's already dead, who cares?
|
||||
if (damage _vehicle >= 1) exitWith {};
|
||||
if (!local _box) exitWith {};
|
||||
|
||||
// If cookoff is disabled exit
|
||||
if (_vehicle getVariable [QGVAR(enable), GVAR(enable)] in [0, false]) exitWith {};
|
||||
// If it's already dead, ignore
|
||||
if (damage _box >= 1) exitWith {};
|
||||
|
||||
// get hitpoint name
|
||||
// If cookoff for boxes is disabled, exit
|
||||
if (!GVAR(enableAmmobox) || {GVAR(ammoCookoffDuration) == 0}) exitWith {};
|
||||
|
||||
if !(_box getVariable [QGVAR(enableAmmoCookoff), true]) exitWith {};
|
||||
|
||||
// Get hitpoint name
|
||||
private _hitpoint = "#structural";
|
||||
|
||||
if (_hitIndex != -1) then {
|
||||
_hitpoint = toLower ((getAllHitPointsDamage _vehicle param [0, []]) select _hitIndex);
|
||||
_hitpoint = ((getAllHitPointsDamage _box) param [0, []]) select _hitIndex;
|
||||
};
|
||||
|
||||
// get change in damage
|
||||
private _oldDamage = 0;
|
||||
if !(_hitpoint == "#structural" && {_damage > 0.5}) exitWith {};
|
||||
|
||||
if (_hitpoint isEqualTo "#structural") then {
|
||||
_oldDamage = damage _vehicle;
|
||||
// Catch fire when hit by an explosive round
|
||||
if (IS_EXPLOSIVE_AMMO(_ammo)) then {
|
||||
[QGVAR(cookOffBox), [_box, _source, _instigator]] call CBA_fnc_serverEvent;
|
||||
} else {
|
||||
_oldDamage = _vehicle getHitIndex _hitIndex;
|
||||
};
|
||||
|
||||
if (_hitpoint == "#structural" && _damage > 0.5) then {
|
||||
// Almost always catch fire when hit by an explosive
|
||||
if (IS_EXPLOSIVE_AMMO(_ammo)) then {
|
||||
_vehicle call FUNC(cookOffBox);
|
||||
// Get change in damage
|
||||
private _oldDamage = if (_hitpoint == "#structural") then {
|
||||
damage _box
|
||||
} else {
|
||||
// Need magazine to check for tracers
|
||||
private _mag = "";
|
||||
if (_source == _shooter) then {
|
||||
_mag = currentMagazine _source;
|
||||
} else {
|
||||
_mag = _source currentMagazineTurret ([_shooter] call CBA_fnc_turretPath);
|
||||
};
|
||||
private _magCfg = configFile >> "CfgMagazines" >> _mag;
|
||||
|
||||
// Magazine could have changed during flight time (just ignore if so)
|
||||
if (getText (_magCfg >> "ammo") == _ammo) then {
|
||||
// If magazine's tracer density is high enough then low chance for cook off
|
||||
private _tracers = getNumber (_magCfg >> "tracersEvery");
|
||||
if (_tracers >= 1 && {_tracers <= 4}) then {
|
||||
if (random 1 < _oldDamage*0.05) then {
|
||||
_vehicle call FUNC(cookOffBox);
|
||||
};
|
||||
};
|
||||
};
|
||||
_box getHitIndex _hitIndex
|
||||
};
|
||||
|
||||
// prevent destruction, let cook-off handle it if necessary
|
||||
_damage min 0.89
|
||||
} else {
|
||||
_damage
|
||||
// There is a small chance of cooking a box off if it's shot by tracer ammo
|
||||
if !(random 1 < _oldDamage * 0.05) exitWith {};
|
||||
|
||||
// Need magazine to check for tracers
|
||||
private _magazine = if (_source == _instigator) then {
|
||||
currentMagazine _source
|
||||
} else {
|
||||
_source currentMagazineTurret (_box unitTurret _instigator)
|
||||
};
|
||||
|
||||
private _configMagazine = configFile >> "CfgMagazines" >> _magazine;
|
||||
|
||||
// Magazine could have changed during flight time (just ignore if so)
|
||||
if (getText (_configMagazine >> "ammo") == _ammo) then {
|
||||
// If magazine's tracer density is high enough then low chance for cook off
|
||||
private _tracers = getNumber (_configMagazine >> "tracersEvery");
|
||||
|
||||
if (_tracers >= 1 && {_tracers <= 4}) then {
|
||||
[QGVAR(cookOffBox), [_box, _source, _instigator]] call CBA_fnc_serverEvent;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// Prevent destruction, let cook-off handle it if necessary
|
||||
_damage min 0.89
|
||||
|
@ -1,7 +1,7 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: Cyruz
|
||||
* Checks if the magazine has ammo which is a flare
|
||||
* Checks if the magazine's ammo are flares.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Magazine <STRING>
|
||||
@ -10,15 +10,15 @@
|
||||
* 0: If magazine is type of flare <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* ["3Rnd_UGL_FlareWhite_F"] call ace_cookoff_fnc_isMagazineFlare
|
||||
* "3Rnd_UGL_FlareWhite_F" call ace_cookoff_fnc_isMagazineFlare
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_magazine"];
|
||||
|
||||
private _ammo = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo");
|
||||
private _intensity = getNumber (configFile >> "CfgAmmo" >> _ammo >> "intensity");
|
||||
private _flare = getNumber (configFile >> "CfgAmmo" >> _ammo >> QEGVAR(grenades,flare));
|
||||
private _configAmmo = configFile >> "CfgAmmo" >> getText (configFile >> "CfgMagazines" >> _magazine >> "ammo");
|
||||
private _intensity = getNumber (_configAmmo >> "intensity");
|
||||
private _flare = getNumber (_configAmmo >> QEGVAR(grenades,flare));
|
||||
|
||||
_intensity != 0 || _flare == 1
|
||||
|
@ -5,7 +5,7 @@
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Vehicle <OBJECT>
|
||||
* 1. Selections for smoke to come out of <ARRAY> (default: [])
|
||||
* 1: Selections for smoke to come out of <ARRAY> (default: [])
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
@ -18,10 +18,12 @@
|
||||
|
||||
params ["_vehicle", ["_positions", []]];
|
||||
|
||||
private _turretConfig = [_vehicle, [0]] call CBA_fnc_getTurret;
|
||||
private _positionBarrelEnd = getText (_turretConfig >> "gunBeg");
|
||||
// Make sure effects are cleaned up if vehicle is deleted
|
||||
[QGVAR(addCleanupHandlers), _vehicle] call CBA_fnc_localEvent;
|
||||
|
||||
// smoke out of cannon and hatches
|
||||
private _positionBarrelEnd = getText ([_vehicle, [0]] call CBA_fnc_getTurret >> "gunBeg");
|
||||
|
||||
// Smoke out of cannon and hatches
|
||||
private _smokeBarrel = "#particlesource" createVehicleLocal [0, 0, 0];
|
||||
_smokeBarrel setParticleClass "MediumDestructionSmoke";
|
||||
_smokeBarrel attachTo [_vehicle, [0, 0, 0], _positionBarrelEnd];
|
||||
@ -31,7 +33,7 @@ private _effects = [_smokeBarrel];
|
||||
{
|
||||
private _position = [0, -2, 0];
|
||||
|
||||
if (_x isNotEqualTo "#noselection") then {
|
||||
if (_x != "#noselection") then {
|
||||
_position = _vehicle selectionPosition _x;
|
||||
};
|
||||
|
||||
|
@ -1,69 +1,69 @@
|
||||
[
|
||||
QGVAR(enable), "LIST",
|
||||
[LSTRING(enable_hd_name), LSTRING(enable_hd_tooltip)],
|
||||
QGVAR(enable),
|
||||
"LIST",
|
||||
[LSTRING(enable_name), LSTRING(enable_tooltip)],
|
||||
LSTRING(category_displayName),
|
||||
[[0, 1, 2], ["STR_A3_OPTIONS_DISABLED", ELSTRING(common,playerOnly), ELSTRING(common,playersAndAI)], 2],
|
||||
true, // isGlobal
|
||||
{[QGVAR(enable), _this] call EFUNC(common,cbaSettings_settingChanged)},
|
||||
true // Needs mission restart
|
||||
1,
|
||||
{[QGVAR(enable), _this] call EFUNC(common,cbaSettings_settingChanged)}
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(enableFire), "CHECKBOX",
|
||||
[LSTRING(enableFire_name), LSTRING(enableFire_tooltip)],
|
||||
QGVAR(cookoffDuration),
|
||||
"SLIDER",
|
||||
[LSTRING(cookoffDuration_name), LSTRING(cookoffDuration_tooltip)],
|
||||
LSTRING(category_displayName),
|
||||
true, // default value
|
||||
true, // isGlobal
|
||||
{[QGVAR(enableFire), _this] call EFUNC(common,cbaSettings_settingChanged)},
|
||||
false // Needs mission restart
|
||||
[0, 5, 1, 1],
|
||||
1,
|
||||
{[QGVAR(cookoffDuration), _this] call EFUNC(common,cbaSettings_settingChanged)}
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(destroyVehicleAfterCookoff), "CHECKBOX",
|
||||
[LSTRING(destroyVehicleAfterCookoff_name), LSTRING(destroyVehicleAfterCookoff_tooltip)],
|
||||
LSTRING(category_displayName),
|
||||
false, // default value
|
||||
true, // isGlobal
|
||||
{[QGVAR(destroyVehicleAfterCookoff), _this] call EFUNC(common,cbaSettings_settingChanged)},
|
||||
false // Needs mission restart
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(enableAmmoCookoff), "CHECKBOX",
|
||||
[LSTRING(enableAmmoCookoff_name), LSTRING(enableAmmoCookoff_tooltip)],
|
||||
LSTRING(category_displayName),
|
||||
true, // default value
|
||||
true, // isGlobal
|
||||
{[QGVAR(enableAmmoCookoff), _this] call EFUNC(common,cbaSettings_settingChanged)},
|
||||
false // Needs mission restart
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(enableAmmobox), "CHECKBOX",
|
||||
[LSTRING(enableBoxCookoff_name), LSTRING(enableBoxCookoff_tooltip)],
|
||||
LSTRING(category_displayName),
|
||||
true, // default value
|
||||
true, // isGlobal
|
||||
{[QGVAR(enableAmmobox), _this] call EFUNC(common,cbaSettings_settingChanged)},
|
||||
true // Needs mission restart
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(ammoCookoffDuration), "SLIDER",
|
||||
[LSTRING(ammoCookoffDuration_name), LSTRING(ammoCookoffDuration_tooltip)],
|
||||
LSTRING(category_displayName),
|
||||
[0,5,1,1], // [min, max, default value, trailing decimals (-1 for whole numbers only)]
|
||||
true, // isGlobal
|
||||
{[QGVAR(ammoCookoffDuration), _this] call EFUNC(common,cbaSettings_settingChanged)},
|
||||
true // Needs mission restart
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(probabilityCoef), "SLIDER",
|
||||
QGVAR(probabilityCoef),
|
||||
"SLIDER",
|
||||
[LSTRING(probabilityCoef_name), LSTRING(probabilityCoef_tooltip)],
|
||||
LSTRING(category_displayName),
|
||||
[0,5,1,1], // [min, max, default value, trailing decimals (-1 for whole numbers only)]
|
||||
true, // isGlobal
|
||||
{[QGVAR(probabilityCoef), _this] call EFUNC(common,cbaSettings_settingChanged)},
|
||||
true // Needs mission restart
|
||||
[0, 5, 1, 1],
|
||||
1,
|
||||
{[QGVAR(probabilityCoef), _this] call EFUNC(common,cbaSettings_settingChanged)}
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(destroyVehicleAfterCookoff),
|
||||
"CHECKBOX",
|
||||
[LSTRING(destroyVehicleAfterCookoff_name), LSTRING(destroyVehicleAfterCookoff_tooltip)],
|
||||
LSTRING(category_displayName),
|
||||
false,
|
||||
1,
|
||||
{[QGVAR(destroyVehicleAfterCookoff), _this] call EFUNC(common,cbaSettings_settingChanged)}
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(enableAmmoCookoff),
|
||||
"CHECKBOX",
|
||||
[LSTRING(enableAmmoCookoff_name), LSTRING(enableAmmoCookoff_tooltip)],
|
||||
LSTRING(category_displayName),
|
||||
true,
|
||||
1,
|
||||
{[QGVAR(enableAmmoCookoff), _this] call EFUNC(common,cbaSettings_settingChanged)}
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(enableAmmobox),
|
||||
"CHECKBOX",
|
||||
[LSTRING(enableBoxCookoff_name), LSTRING(enableBoxCookoff_tooltip)],
|
||||
LSTRING(category_displayName),
|
||||
true,
|
||||
1,
|
||||
{[QGVAR(enableAmmobox), _this] call EFUNC(common,cbaSettings_settingChanged)}
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(ammoCookoffDuration),
|
||||
"SLIDER",
|
||||
[LSTRING(ammoCookoffDuration_name), LSTRING(ammoCookoffDuration_tooltip)],
|
||||
LSTRING(category_displayName),
|
||||
[0, 5, 1, 1],
|
||||
1,
|
||||
{[QGVAR(ammoCookoffDuration), _this] call EFUNC(common,cbaSettings_settingChanged)}
|
||||
] call CBA_fnc_addSetting;
|
||||
|
@ -24,6 +24,7 @@
|
||||
#define SMOKE_TIME 10.5
|
||||
#define COOKOFF_TIME 14 // Cook off time should be 20s at most due to length of sound files
|
||||
#define COOKOFF_TIME_BOX 82.5 // Cook off time for boxes should be significant to allow time for ammo to burn
|
||||
#define ENGINE_FIRE_TIME 240
|
||||
#define MIN_TIME_BETWEEN_FLAMES 5
|
||||
#define MAX_TIME_BETWEEN_FLAMES 15
|
||||
#define MAX_TIME_BETWEEN_AMMO_DET 25
|
||||
|
@ -2,7 +2,7 @@
|
||||
<Project name="ACE">
|
||||
<Package name="CookOff">
|
||||
<Key ID="STR_ACE_CookOff_category_displayName">
|
||||
<English>ACE Cook off</English>
|
||||
<English>ACE Cook-off</English>
|
||||
<Spanish>ACE Detonación inducida por calor</Spanish>
|
||||
<Italian>ACE Detonazione Munizioni</Italian>
|
||||
<Chinese>ACE 殉爆效果</Chinese>
|
||||
@ -16,38 +16,14 @@
|
||||
<Portuguese>ACE Cook off</Portuguese>
|
||||
<Czech>ACE Vznícení munice</Czech>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_CookOff_enable_hd_name">
|
||||
<English>Damage handling and turret effects</English>
|
||||
<Spanish>Daño y efectos de torreta</Spanish>
|
||||
<German>Schadensberechnung und Geschützturmeffekte</German>
|
||||
<Japanese>損傷処理と砲塔の効果</Japanese>
|
||||
<Russian>Обработка урона и эффектов срыва башни</Russian>
|
||||
<Portuguese>Manipulação de dano e efeitos de torre</Portuguese>
|
||||
<French>Dégâts et effets de tourelle</French>
|
||||
<Chinese>傷害控制及炮塔效果</Chinese>
|
||||
<Chinesesimp>损坏处理和炮塔效果</Chinesesimp>
|
||||
<Italian>Gestione danni ed effetti torretta</Italian>
|
||||
<Czech>Poškodit ovládání a efekty věže</Czech>
|
||||
<Polish>Obsługa obrażeń i efekty wieży</Polish>
|
||||
<Korean>피해량 조절 및 포탑에 효과 부여</Korean>
|
||||
<Key ID="STR_ACE_CookOff_enable_name">
|
||||
<English>Enable vehicle cook-off</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_CookOff_enable_hd_tooltip">
|
||||
<English>Changes damage handling for cook off and turret explosion effects</English>
|
||||
<Spanish>Cambia el daño de la detonación inducida por calor y los efectos de la explosión de la torreta</Spanish>
|
||||
<German>Ändert die Schadensberechnung für die Durchzündung und die Explosionseffekte des Geschützturmes</German>
|
||||
<Japanese>誘爆の損傷処理と砲塔の爆発効果を変更します。</Japanese>
|
||||
<Russian>Изменяет обработку урона для возгорания и эффекта срыва башни</Russian>
|
||||
<Portuguese>Modifica a manipulação de dano para o cozinhamento de munição e efeitos de explosão da torre</Portuguese>
|
||||
<French>Modifie la gestion des dégâts pour l'auto-inflammation et les effets d'explosion de tourelle.</French>
|
||||
<Chinese>更改殉爆以及炮塔爆炸之傷害控制</Chinese>
|
||||
<Chinesesimp>改变殉爆和炮塔爆炸的损坏处理效果</Chinesesimp>
|
||||
<Italian>Modifica la gestione dei danni per l'esplosione di munizioni e gli effetti di esplosione della torretta</Italian>
|
||||
<Czech>Změní poškození ovládání a efekty výbuchu veže</Czech>
|
||||
<Polish>Zmienia obsługę obrażeń podczas samozapłonu i eksplozji wieży</Polish>
|
||||
<Korean>쿡오프로 인해 피해량의 변화와 포탑 터짐현상을 결정합니다.</Korean>
|
||||
<Key ID="STR_ACE_CookOff_enable_tooltip">
|
||||
<English>Enables vehicle cook-off effects (fire and sound).</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_CookOff_enableBoxCookoff_name">
|
||||
<English>Enable ammo box cook off</English>
|
||||
<English>Enable ammo box cook-off</English>
|
||||
<Spanish>Habilitar detonación inducida por calor en las cajas de munición</Spanish>
|
||||
<Japanese>弾薬箱の誘爆を有効化</Japanese>
|
||||
<German>Durchzündung für Munitionskisten ermöglichen</German>
|
||||
@ -77,97 +53,31 @@
|
||||
<Czech>Zapíná vznícení munice v krabicích.</Czech>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_CookOff_enableAmmoCookoff_name">
|
||||
<English>Enable Ammunition cook off</English>
|
||||
<Spanish>Habilitar la detonación inducida por calor en la munición</Spanish>
|
||||
<Japanese>弾薬の誘爆を有効化</Japanese>
|
||||
<German>Durchzündung für Munition ermöglichen</German>
|
||||
<Korean>탄약 쿡오프 현상 활성화</Korean>
|
||||
<Polish>Aktywuj samozapłon amunicji</Polish>
|
||||
<French>Auto-inflammation des munitions</French>
|
||||
<Italian>Abilita Esplosione Munizioni</Italian>
|
||||
<Chinese>開啟彈藥殉爆效果</Chinese>
|
||||
<Chinesesimp>开启弹药殉爆效果</Chinesesimp>
|
||||
<Russian>Разрешить детонацию боекомплекта</Russian>
|
||||
<Portuguese>Permitir cozinhar munição</Portuguese>
|
||||
<Czech>Povolit vznícení munice</Czech>
|
||||
<English>Enable vehicle ammo cook-off</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_CookOff_enableAmmoCookoff_tooltip">
|
||||
<English>Enables Ammunition cook off. Fires ammunition projectiles while vehicle is on fire and has ammunition.</English>
|
||||
<Spanish>Habilita la detonación inducida por calor en la munición. Dispara proyectiles de munición mientras el vehículo está ardiendo y tiene munición</Spanish>
|
||||
<Japanese>弾薬が誘爆します。車両が燃えると、搭載している弾薬が激しく燃え上がります。</Japanese>
|
||||
<German>Ermöglicht Durchzündung von Munition. Feuert Projektile der Munition ab, solange das Fahrzeug brennt und Munition besitzt.</German>
|
||||
<Polish>Aktywuje samozapłon amunicji. Wystrzeliwuje pociski podczas gdy pojazd płonie i posiada amunicję.</Polish>
|
||||
<French>Permet l'auto-inflammation des munitions. Tire des projectiles tant que le véhicule est en feu et contient des munitions.</French>
|
||||
<Italian>Abilita l'esplosione di munizioni. Spara proiettili di munizioni quando il veicolo va a fuoco e contiene ancora munizioni.</Italian>
|
||||
<Chinese>開啟彈藥殉爆效果。當一台載有彈藥的載具起火時, 將會有殉爆的效果</Chinese>
|
||||
<Chinesesimp>开启弹药殉爆效果。当一台载有弹药的载具起火时,将会有殉爆的效果。</Chinesesimp>
|
||||
<Korean>쿡오프 현상을 활성화 합니다. 이것은 탄약에 불이 붙어 있는 동안 주변에 발사체를 발사합니다.</Korean>
|
||||
<Russian>Активирует детонацию боекомплекта в горящей технике.</Russian>
|
||||
<Portuguese>Permite que a munição cozinhe. Dispara projéteis de munição enquanto o veículo está em chamas e tem munição.</Portuguese>
|
||||
<Czech>Zapíná vznícení munice. Vystřeluje projektily po dobu kdy vozidlo hoří a má munici.</Czech>
|
||||
<English>Enables cooking off of vehicle ammunition. Fires ammunition projectiles while vehicle has ammunition remaining.</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_CookOff_cookoffDuration_name">
|
||||
<English>Vehicle cook-off duration multiplier</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_CookOff_cookoffDuration_tooltip">
|
||||
<English>Multiplier for how long vehicle cook-off lasts.\nSetting to 0 will disable cookoff.</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_CookOff_ammoCookoffDuration_name">
|
||||
<English>Ammunition cook off duration</English>
|
||||
<Spanish>Duración de la detonación inducida por calor de la munición</Spanish>
|
||||
<German>Munitionsdurchzündungsdauer</German>
|
||||
<Polish>Czas trwania samozapłonu amunicji</Polish>
|
||||
<Japanese>弾薬の誘爆持続時間</Japanese>
|
||||
<French>Durée d'auto-inflammation des munitions</French>
|
||||
<Italian>Durata Esplosione Munizioni</Italian>
|
||||
<Chinese>彈藥殉爆效果持續時間</Chinese>
|
||||
<Chinesesimp>弹药殉爆效果持续时间</Chinesesimp>
|
||||
<Korean>쿡오프 지속 시간</Korean>
|
||||
<Russian>Длительность детонации боеприпасов</Russian>
|
||||
<Portuguese>Duração do cozinhamento de munição</Portuguese>
|
||||
<Czech>Doba trvání vznícení munice</Czech>
|
||||
<English>Ammo cook-off duration multiplier</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_CookOff_ammoCookoffDuration_tooltip">
|
||||
<English>Multiplier for how long cook off lasts [Setting to 0 will disable ammo cookoff]</English>
|
||||
<Spanish>Multiplicador de cuanto dura la detonación inducida por calor [Ponerlo a cero la deshabilita]</Spanish>
|
||||
<German>Faktor für die Munitionsdurchzündungsdauer [0 zum Deaktivieren]</German>
|
||||
<French>Multiplicateur permettant de régler la durée durant laquelle les munitions continuent d'exploser [Une valeur de 0 désactive l'auto-inflammation].</French>
|
||||
<Polish>Mnożnik decydujący jak długo ma trwać samozapłon amunicji [Ustawienie na 0 spowoduje wyłącznie samozapłonu]</Polish>
|
||||
<Japanese>誘爆の持続時間を乗数で設定します。[0 に設定で誘爆を無効化]</Japanese>
|
||||
<Italian>Moltiplicatore della durata delle esplosioni di munizioni [Se impostato su 0 disabiliterà le esplosioni delle munizioni]</Italian>
|
||||
<Chinese>設定彈藥殉爆效果會持續多久時間 [輸入0來關閉殉爆效果]</Chinese>
|
||||
<Chinesesimp>设定弹药殉爆效果会持续多久时间 [输入0来关闭殉爆效果]</Chinesesimp>
|
||||
<Korean>쿡오프 지속 시간의 배수 [0 이면 비활성]</Korean>
|
||||
<Russian>Множитель длительности детонации [0 - отключает детонацию боеприпасов]</Russian>
|
||||
<Portuguese>Multiplicação da duração do cozinhamento [0 faz com que o cozinhamento seja desativado]</Portuguese>
|
||||
<Czech>Multiplikátor doby trvání vznícení munice [Nastavte 0 pro vypnutí vznícení munice]</Czech>
|
||||
<English>Multiplier for how long ammunition cook-off lasts, for both vehicles and ammo boxes.\nSetting to 0 will disable ammo cookoff.</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_CookOff_probabilityCoef_name">
|
||||
<English>Cook-off probability coefficient</English>
|
||||
<Spanish>Coeficiente de probabilidad de detonación inducida por calor</Spanish>
|
||||
<Japanese>誘爆の可能性係数</Japanese>
|
||||
<Italian>Coefficiente Probabilità Esplosione</Italian>
|
||||
<German>Faktor für Wahrscheinlichkeit der Durchzündung</German>
|
||||
<Chinese>殉爆發生機率係數</Chinese>
|
||||
<Chinesesimp>殉爆发生机率系数</Chinesesimp>
|
||||
<French>Coefficient de probabilité d'auto-inflammation</French>
|
||||
<Polish>Współczynnik prawdopodobieństwa samozapłonu</Polish>
|
||||
<Russian>Коэф. вероятности детонации</Russian>
|
||||
<Portuguese>Probabilidade de Cozinhar</Portuguese>
|
||||
<Czech>Koeficient pravděpodobnosti vznícení munice</Czech>
|
||||
<Korean>쿡오프 발생 확률 계수</Korean>
|
||||
<English>Vehicle cook-off probability multiplier</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_CookOff_probabilityCoef_tooltip">
|
||||
<English>Multiplier for cook-off probability. Higher value results in higher cook-off probability</English>
|
||||
<Spanish>Multiplicador de probabilidad de detonación inducida por calor. Valores más altos producen mayor probabilidad</Spanish>
|
||||
<Japanese>誘爆する可能性の乗数。高い値では誘爆する可能性が高まります。</Japanese>
|
||||
<Italian>Moltiplicatore per la probabilità dell'esplosione di munizioni. Un valore più alto aumenta la probabilità.</Italian>
|
||||
<German>Faktor für Wahrscheinlichkeit der Durchzündung. Ein höherer Wert führt zu höherer Durchzündungswahrscheinlichkeit.</German>
|
||||
<Chinese>調整殉爆發生機率係數。值越高代表越容易發生殉爆</Chinese>
|
||||
<Chinesesimp>调整殉爆发生机率系数。值越高代表越容易发生殉爆。</Chinesesimp>
|
||||
<French>Multiplicateur de probabilité de l'auto-inflammation. Plus la valeur est élevée, plus la probabilité de combustion est grande.</French>
|
||||
<Polish>Mnożnik prawdopodobieństwa samozapłonu. Większa wartość oznacza większe prawdopodobieństwo samozapłonu</Polish>
|
||||
<Russian>Множитель коэффициента вероятности детонации. Чем выше значение, тем выше вероятность</Russian>
|
||||
<Portuguese>Multiplicador para a chance de cozinhamento. Valores mais altos aumentam as chances de ocorrer.</Portuguese>
|
||||
<Czech>Multiplikátor pro pravděpodobnost vznícení munice. Vyšší hodnota znamená vyšší šanci vznícení munice.</Czech>
|
||||
<Korean>쿡오프가 일어날 확률에 계수를 곱합니다. 더 큰 숫자는 더 높은 확률의 쿡오프를 일으킵니다.</Korean>
|
||||
<English>Multiplier for vehicle cook-off probability. Higher value results in higher cook-off probability.\nSetting to 0 will disable cookoff.</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_CookOff_destroyVehicleAfterCookoff_name">
|
||||
<English>Destroy Vehicles After Cook-off</English>
|
||||
<English>Destroy vehicles after cook-off</English>
|
||||
<Korean>쿡오프 후 차량 파괴</Korean>
|
||||
<Chinesesimp>殉爆发生后摧毁载具</Chinesesimp>
|
||||
<Russian>Уничтожать технику после детонации</Russian>
|
||||
@ -189,31 +99,5 @@
|
||||
<French>Contrôle si les véhicules seront toujours détruits après l'auto-inflammation.</French>
|
||||
<Portuguese>Define se os veículos serão sempre destruídos após cozinhamento.</Portuguese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_CookOff_enableFire_name">
|
||||
<English>Enable Cook-Off Vehicle Fire</English>
|
||||
<Japanese>誘爆火災を有効化</Japanese>
|
||||
<French>Véhicules - Feu durant l'auto-inflammation</French>
|
||||
<Russian>Вкл. горение техники от детонации</Russian>
|
||||
<German>Aktiviert das in Brand setzen des Fahrzeugs während des Durchzündens der Munition</German>
|
||||
<Italian>Abilita incendiamento veicoli</Italian>
|
||||
<Polish>Włącz pożar pojazdu podczas samozapłonu</Polish>
|
||||
<Chinesesimp>启用殉爆载具火灾</Chinesesimp>
|
||||
<Korean>차량 쿡오프 화재 활성화</Korean>
|
||||
<Spanish>Habilitar incendio a causa de la detonación inducida por calor</Spanish>
|
||||
<Portuguese>Ativar incêndio de veículo durante cozinhamento</Portuguese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_CookOff_enableFire_tooltip">
|
||||
<English>Whether or not vehicles will catch on fire during cook-off</English>
|
||||
<Japanese>誘爆により車両が炎上するかどうかを設定します。</Japanese>
|
||||
<French>Définit si les véhicules prennent feu durant l'auto-inflammation de leurs munitions.</French>
|
||||
<Russian>Будет ли техника гореть при детонации боеприпасов</Russian>
|
||||
<German>Ob Fahrzeuge in Brand gesetzt werden, während deren Munition durchzündet.</German>
|
||||
<Italian>Determina se veicoli cominceranno a bruciare se le loro munizioni esplodono.</Italian>
|
||||
<Polish>Określa, czy pojazdy zapalą się podczas samozapłonu ich amunicji.</Polish>
|
||||
<Chinesesimp>车辆在殉爆过程中是否会起火</Chinesesimp>
|
||||
<Korean>쿡오프가 일어나면 차량에 불이 붙습니다.</Korean>
|
||||
<Spanish>Define si los vehículos salen ardiendo despues de una detonación inducida por calor.</Spanish>
|
||||
<Portuguese>Define se os veículos pegarão fogo durante o cozinhamento.</Portuguese>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -175,10 +175,12 @@ if (isServer) then {
|
||||
};
|
||||
if (_x isKindOf "ReammoBox_F") then {
|
||||
if (
|
||||
"ace_cookoff" call EFUNC(common,isModLoaded) &&
|
||||
{GETVAR(_x,EGVAR(cookoff,enableAmmoCookoff),EGVAR(cookoff,enableAmmobox))}
|
||||
(["ace_cookoff"] call EFUNC(common,isModLoaded)) &&
|
||||
{EGVAR(cookoff,enableAmmobox)} &&
|
||||
{EGVAR(cookoff,ammoCookoffDuration) != 0} &&
|
||||
{_x getVariable [QEGVAR(cookoff,enableAmmoCookoff), true]}
|
||||
) then {
|
||||
_x call EFUNC(cookoff,cookOffBox);
|
||||
[QEGVAR(cookOff,cookOffBox), [_box, objNull, objNull]] call CBA_fnc_serverEvent;
|
||||
} else {
|
||||
_x setDamage 1;
|
||||
};
|
||||
@ -232,10 +234,7 @@ private _enginePosition = _vehicle modelToWorld (_vehicle selectionPosition _eng
|
||||
if (_position distance _enginePosition < EFFECT_SIZE * 2) then {
|
||||
_vehicle setHit [_engineSelection, 1];
|
||||
|
||||
if ("ace_cookoff" call EFUNC(common,isModLoaded)) then {
|
||||
private _enabled = _vehicle getVariable [QEGVAR(cookoff,enable), EGVAR(cookoff,enable)];
|
||||
if (_enabled in [2, true] || {_enabled isEqualTo 1 && {fullCrew [_vehicle, "", false] findIf {isPlayer (_x select 0)} != -1}}) then {
|
||||
_vehicle call EFUNC(cookoff,engineFire);
|
||||
};
|
||||
if (["ace_cookoff"] call EFUNC(common,isModLoaded)) then {
|
||||
[QEGVAR(cookoff,engineFire), _vehicle] call CBA_fnc_serverEvent;
|
||||
};
|
||||
};
|
||||
|
@ -37,6 +37,6 @@ if (_hitIndex >= 0) then {
|
||||
_vehicle setHitPointDamage [_hitPoint, _damage, true];
|
||||
};
|
||||
|
||||
if (_hitPoint isEqualTo "hitengine" && { _damage > 0.9 }) then {
|
||||
_vehicle call EFUNC(cookoff,engineFire);
|
||||
if (_hitPoint == "hitengine" && {_damage > 0.9}) then {
|
||||
[QEGVAR(cookoff,engineFire), _vehicle] call CBA_fnc_serverEvent;
|
||||
};
|
||||
|
@ -23,7 +23,7 @@ if (_vehicleAmmo isEqualTo []) then {
|
||||
_vehicleAmmo = [_vehicle] call EFUNC(cookoff,getVehicleAmmo);
|
||||
};
|
||||
|
||||
([_vehicle] + _vehicleAmmo) call EFUNC(cookoff,detonateAmmunition);
|
||||
[QEGVAR(cookoff,detonateAmmunition), [_vehicle] + _vehicleAmmo] call CBA_fnc_serverEvent;
|
||||
|
||||
if ((_vehicleAmmo select 1) > 0) then {
|
||||
{
|
||||
|
@ -23,7 +23,9 @@
|
||||
|
||||
params ["_vehicle", "_chanceOfFire", "_intensity", ["_injurer", objNull], ["_hitPart", ""], ["_canRing", false], ["_canJet", true]];
|
||||
|
||||
private _alreadyCookingOff = _vehicle getVariable [QGVAR(cookingOff), false];
|
||||
private _alreadyCookingOff = _vehicle getVariable [QEGVAR(cookoff,isCookingOff), false];
|
||||
|
||||
_chanceOfFire = _chanceOfFire * EGVAR(cookoff,probabilityCoef);
|
||||
|
||||
if (!_alreadyCookingOff && { _chanceOfFire >= random 1 }) exitWith {
|
||||
private _configOf = configOf _vehicle;
|
||||
@ -45,8 +47,7 @@ if (!_alreadyCookingOff && { _chanceOfFire >= random 1 }) exitWith {
|
||||
};
|
||||
|
||||
// sending nil for _maxIntensity (9th param) to use default value in ace_cookoff_fnc_cookOff
|
||||
[QEGVAR(cookOff,cookOff), [_vehicle, _intensity, _injurer, _delayWithSmoke, _fireDetonateChance, _detonateAfterCookoff, _source, _canRing, nil, _canJet]] call CBA_fnc_localEvent;
|
||||
_vehicle setVariable [QGVAR(cookingOff), true];
|
||||
[QEGVAR(cookOff,cookOff), [_vehicle, _intensity, _injurer, _delayWithSmoke, _fireDetonateChance, _detonateAfterCookoff, _source, _canRing, nil, _canJet]] call CBA_fnc_serverEvent;
|
||||
LOG_4("Cooking-off [%1] with a chance-of-fire [%2] - Delayed Smoke | Detonate after cookoff [%3 | %4]",_vehicle,_chanceOfFire,_delayWithSmoke,_detonateAfterCookoff);
|
||||
[_vehicle] spawn FUNC(abandon);
|
||||
LOG_1("[%1] is on fire is bailing",_vehicle);
|
||||
|
@ -12,43 +12,22 @@ version:
|
||||
patch: 0
|
||||
---
|
||||
|
||||
## 1. Disabling / Enabling Cook off for individual vehicles
|
||||
## 1. Disabling cook-off for individual vehicles
|
||||
|
||||
You can dynamically enable and/or disable vehicle cook off for individual vehicles by using `setVariable`:
|
||||
Cook-off can be disabled for a specific vehicle. "Cook-off" refers to the fire effects (visual & sounds) that happen when a vehicle is cooking off:
|
||||
|
||||
```
|
||||
VEHICLE setVariable ["ace_cookoff_enable", true, true];
|
||||
_vehicle setVariable ["ace_cookoff_enable", false, true];
|
||||
```
|
||||
|
||||
The above will enable cook off for that specific vehicle, no matter the mission settings.
|
||||
Mission settings will always apply however, so you can't enable cook-off on a vehicle if the mission settings have cook-off for vehicles disabled.
|
||||
|
||||
Likewise, cook off can also be disabled for a specific vehicle:
|
||||
## 2. Disabling ammunition cook-off for individual vehicles and boxes
|
||||
|
||||
Ammunition cook-off can be disabled for a specific vehicle or box. "Ammunition cook-off" refers to the ammunition exploding in a burning vehicle:
|
||||
|
||||
```
|
||||
VEHICLE setVariable ["ace_cookoff_enable", false, true];
|
||||
_vehicleOrBox setVariable ["ace_cookoff_enableAmmoCookoff", false, true];
|
||||
```
|
||||
|
||||
## 2. Cook off probability
|
||||
|
||||
You can set the probability of cook off for individual vehicle types by changing the `ace_cookoff_probability` value in the vehicle's config:
|
||||
|
||||
```
|
||||
class MyVehicle {
|
||||
ace_cookoff_probability = 0.6;
|
||||
};
|
||||
```
|
||||
|
||||
Global cook off probability can also be adjusted with the `ace_cookoff_probabilityCoef` mission setting.
|
||||
|
||||
Higher values will make cook-off more probable, whilst lower values will make cook-off less probable.
|
||||
|
||||
## 3. Ignore damage to turret
|
||||
|
||||
For use on vehicles when damage to the main turret would not cause a vehicle cookoff.
|
||||
e.g. RCWS turrets
|
||||
|
||||
```
|
||||
class MyVehicle {
|
||||
ace_vehicle_damage_turretFireProb = 0;
|
||||
};
|
||||
```
|
||||
Mission settings will always apply however, so you can't enable ammunition cook-off on a vehicle or box if the mission settings have ammunition cook-off disabled.
|
||||
|
@ -110,9 +110,10 @@ MenuType: 0 = Interaction, 1 = Self Interaction
|
||||
|
||||
| Event Key | Parameters | Locality | Type | Description |
|
||||
|----------|---------|---------|---------|---------|---------|
|
||||
|`ace_cookoff_cookOff` | _vehicle | Global | Listen | Vehicle cook off has started
|
||||
|`ace_cookoff_cookOffBox` | _box | Global | Listen | Ammo box cook off has started
|
||||
|`ace_cookoff_engineFire` | _vehicle | Global | Listen | Engine fire has started
|
||||
|`ace_cookoff_cookOff` | [_vehicle, _intensity, _instigator, _smokeDelayEnabled, _ammoDetonationChance, _detonateAfterCookoff, _fireSource, _canRing, _maxIntensity, _canJet] | Server | Callable | Start vehicle cook-off
|
||||
|`ace_cookoff_cookOffBox` | [_box, _killer, _instigator] | Server | Callable | Start ammo box cook-off
|
||||
|`ace_cookoff_detonateAmmunition` | [_object, _magazines, _totalAmmo, _destroyWhenFinished, _killer, _instigator, _initialDelay"] | Server | Callable | Start ammo detonation
|
||||
|`ace_cookoff_engineFire` | _vehicle | Server | Callable | Start engine fire
|
||||
|
||||
|
||||
### 2.11 Attach (`ace_attach`)
|
||||
|
@ -47,7 +47,7 @@ Default: 0.5
|
||||
|
||||
#### 1.1.5 `ace_vehicle_damage_turretFireProb`
|
||||
|
||||
The probabilitiy for the vehicle to catch on fire upon its turret being penetrated
|
||||
The probability for the vehicle to catch on fire upon its turret being penetrated
|
||||
|
||||
Default: 0.2
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user