Work on removing spawned

This commit is contained in:
PabstMirror 2015-01-14 05:07:53 -06:00
parent 19c815f779
commit 9224cd0c2a
9 changed files with 116 additions and 102 deletions

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@ -83,7 +83,7 @@ class CfgAmmo {
SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
timeToLive = 60;
fuseDistance = 2.3; //todo should this be explosionTime
model = PATHTOF(\models\ACE_m84_thrown.p3d);
fuseDistance = 2.3;
model = PATHTOF(models\ACE_m84_thrown.p3d);
};
};

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@ -44,8 +44,8 @@ class CfgMagazines {
displayname = "$STR_ACE_Grenades_M84_Name";
descriptionshort = "$STR_ACE_Grenades_M84_Description";
displayNameShort = "M84";
model = PATHTOF(\models\ACE_m84.p3d);
picture = PATHTOF(\UI\ACE_m84_x_ca.paa);
model = PATHTOF(models\ACE_m84.p3d);
picture = PATHTOF(UI\ACE_m84_x_ca.paa);
};
class 3Rnd_UGL_FlareGreen_F;

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@ -1,5 +1,9 @@
#include "script_component.hpp"
PREP(flashbangEffect);
PREP(flashbangExplosionEH);
PREP(flashbangThrownFuze);
PREP(nextMode);
PREP(throwGrenade);
[QGVAR(flashbangExplosionEvent), { _this call DFUNC(flashbangExplosionEH) }] call EFUNC(common,addNetEventHandler);

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@ -1,95 +0,0 @@
/*
* Author: KoffeinFlummi
*
* Creates the flashbang effect locally/knocks out AI units.
*
* Arguments:
* 0: The unit (Object)
* 1: The grenade (Object)
*
* Return Value:
* None
*/
#include "script_component.hpp"
_this spawn {
_unit = _this select 0;
_grenade = _this select 1;
if (damage _unit >= 1) exitWith {};
_strength = 1 - ((_unit distance _grenade) min 15) / 15;
if !(isPlayer _unit) exitWith {
_unit disableAI "MOVE";
_unit disableAI "ANIM";
_unit disableAI "AUTOTARGET";
_unit disableAI "TARGET";
_unit disableAI "FSM";
_unit setSkill (skill _unit / 50);
sleep (7 * _strength);
_unit enableAI "MOVE";
_unit enableAI "ANIM";
_unit enableAI "AUTOTARGET";
_unit enableAI "TARGET";
_unit enableAI "FSM";
_unit setSkill (skill _unit * 50);
};
// is there line of sight to the grenade?
_posGrenade = getPosASL _grenade;
_posGrenade set [2, (_posGrenade select 2) + 0.2]; // compensate for grenade glitching into ground
if (lineIntersects [_posGrenade, getPosASL _unit, _grenade, _unit]) then {
_strength = _strength / 10;
};
// beeeeeeeeeeeeeeeeeeeeeeeeeeeeep
if (isClass (configFile >> "CfgPatches" >> "ACE_Hearing") and _strength > 0) then {
[_unit, 0.5 + (_strength / 2)] call ACE_Hearing_fnc_earRinging;
};
// account for people looking away by slightly
// reducing the effect for visual effects.
_posUnit = getPos _unit;
_posGrenade = getPos _grenade;
_angleGrenade = ((_posGrenade select 0) - (_posUnit select 0)) atan2 ((_posGrenade select 1) - (_posUnit select 1));
_angleGrenade = (_angleGrenade + 360) % 360;
_angleView = (eyeDirection player select 0) atan2 (eyeDirection player select 1);
_angleView = (_angleView + 360) % 360;
_angleDiff = 180 - abs (abs (_angleGrenade - _angleView) - 180);
_angleDiff = ((_angleDiff - 45) max 0);
_strength = _strength - _strength * (_angleDiff / 135);
// create flash to illuminate environment
_light = "#lightpoint" createVehicleLocal getPos _grenade;
_light setLightBrightness 200;
_light setLightAmbient [1,1,1];
_light setLightColor [1,1,1];
_light setLightDayLight true;
// blind player
if (_strength > 0.1) then {
GVAR(flashbangPPEffectCC) ppEffectEnable true;
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
};
sleep 0.1;
deleteVehicle _light;
sleep (7 * _strength);
if (_strength > 0.1) then {
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
sleep (10 * _strength);
GVAR(flashbangPPEffectCC) ppEffectEnable false;
};
};

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@ -0,0 +1,14 @@
/*
* Author: KoffeinFlummi
*
* Creates the flashbang effect locally/knocks out AI units.
*
* Arguments:
* 0: The unit (Object)
* 1: The grenade (Object)
*
* Return Value:
* None
*/
#include "script_component.hpp"

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@ -0,0 +1,89 @@
#include "script_component.hpp"
#define EFFECT_STAGE_RESETAI 0
#define EFFECT_STAGE_DELETELIGHT 1
_unit = _this select 0;
_grenade = _this select 1;
if (!local _unit) exitWith {};
if (!alive _unit) exitWith {};
if (damage _unit >= 1) exitWith {};
_strength = 1 - ((_unit distance _grenade) min 15) / 15;
if (_unit != ACE_player) exitWith {
//must be AI
_unit disableAI "MOVE";
_unit disableAI "ANIM";
_unit disableAI "AUTOTARGET";
_unit disableAI "TARGET";
_unit disableAI "FSM";
_unit setSkill (skill _unit / 50);
sleep (7 * _strength);
_unit enableAI "MOVE";
_unit enableAI "ANIM";
_unit enableAI "AUTOTARGET";
_unit enableAI "TARGET";
_unit enableAI "FSM";
_unit setSkill (skill _unit * 50);
};
// is there line of sight to the grenade?
_posGrenade = getPosASL _grenade;
_posGrenade set [2, (_posGrenade select 2) + 0.2]; // compensate for grenade glitching into ground
if (lineIntersects [_posGrenade, getPosASL _unit, _grenade, _unit]) then {
_strength = _strength / 10;
};
// beeeeeeeeeeeeeeeeeeeeeeeeeeeeep
if (isClass (configFile >> "CfgPatches" >> "ACE_Hearing") and _strength > 0) then {
[_unit, 0.5 + (_strength / 2)] call EFUNC(hearing,earRinging);
};
// account for people looking away by slightly
// reducing the effect for visual effects.
_posUnit = getPos _unit;
_posGrenade = getPos _grenade;
_angleGrenade = ((_posGrenade select 0) - (_posUnit select 0)) atan2 ((_posGrenade select 1) - (_posUnit select 1));
_angleGrenade = (_angleGrenade + 360) % 360;
_angleView = (eyeDirection player select 0) atan2 (eyeDirection player select 1);
_angleView = (_angleView + 360) % 360;
_angleDiff = 180 - abs (abs (_angleGrenade - _angleView) - 180);
_angleDiff = ((_angleDiff - 45) max 0);
_strength = _strength - _strength * (_angleDiff / 135);
// create flash to illuminate environment
_light = "#lightpoint" createVehicleLocal getPos _grenade;
_light setLightBrightness 200;
_light setLightAmbient [1,1,1];
_light setLightColor [1,1,1];
_light setLightDayLight true;
// blind player
if (_strength > 0.1) then {
GVAR(flashbangPPEffectCC) ppEffectEnable true;
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
};
[] spawn {
sleep 0.1;
deleteVehicle _light;
};
sleep (7 * _strength);
if (_strength > 0.1) then {
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
sleep (10 * _strength);
GVAR(flashbangPPEffectCC) ppEffectEnable false;
};

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@ -1,3 +1,5 @@
//Waits for the grenade fuze to trigger and 'explode'
#include "script_component.hpp"
_projectile = (_this select 0) select 0;
@ -14,6 +16,6 @@ if (alive _projectile) then {
_affected = _projectile nearEntities ["CAManBase", 50];
{
// [[_x, _projectile], "ACE_Grenades_fnc_flashbangEffect", _x] call ACE_Core_fnc_execRemoteFnc;
// [[_x, _projectile], "ACE_Grenades_fnc_flashbangEffect", _x] call ACE_Core_fnc_execRemoteFnc;
[QGVAR(flashbangExplosionEvent), [_x, _projectile]] call EFUNC(common,globalEvent);
} forEach _affected;
};

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@ -55,7 +55,7 @@ if (_mode != 0) then {
};
if (typeOf _projectile == "ACE_G_M84") then {
// _fuzeTime = (configFile >> "CfgAmmo" >> typeOf _projectile >> "fuseDistance");
_fuzeTime = (configFile >> "CfgAmmo" >> typeOf _projectile >> "explosionTime"); //@toDo pretty sure this should be explosionTime not fuseDistance
_fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "fuseDistance");
// _fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "explosionTime"); //@toDo pretty sure this should be explosionTime not fuseDistance
[FUNC(flashbangThrownFuze), 0, [_projectile, (time + _fuzeTime)]] call CBA_fnc_addPerFrameHandler;
};