Implement new cook off SFX (#5179)

* Implement new cook off SFX with variants
* Add hybrid V to authors
This commit is contained in:
SilentSpike 2017-06-02 22:20:36 +01:00 committed by GitHub
parent 5b9c70a738
commit ae69118fba
9 changed files with 28 additions and 11 deletions

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@ -1,4 +1,4 @@
# ACE3 CONTRIBUTOR LIST # ACE3 CONTRIBUTOR LIST
# If you contributed, but are not listed here, contact me: # If you contributed, but are not listed here, contact me:
# koffeinflummi@gmail.com # koffeinflummi@gmail.com
# #
@ -84,6 +84,7 @@ Harakhti <shadowdragonphd@gmail.com>
havena <silveredenis@gmail.com> havena <silveredenis@gmail.com>
Hawkins Hawkins
Head <brobergsebastian@gmail.com> Head <brobergsebastian@gmail.com>
Hybrid V
Karneck <dschultz26@hotmail.com> Karneck <dschultz26@hotmail.com>
Kavinsky <nmunozfernandez@gmail.com> Kavinsky <nmunozfernandez@gmail.com>
Kllrt <kllrtik@gmail.com> Kllrt <kllrtik@gmail.com>

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@ -2,8 +2,12 @@
class CfgSFX { class CfgSFX {
class GVAR(CookOff) { class GVAR(CookOff) {
name = QGVAR(cookoff); name = QGVAR(cookoff);
sounds[] = {QGVAR(cookoff)}; // Index 4 is percentage chance to play, in theory high pressure is way more likely
GVAR(cookoff)[] = {PATHTOF(sounds\cookoff.wss),6,1.8,400,1,0,0,0}; variant0[] = {PATHTOF(sounds\cookoff_low_pressure.ogg),6,1,400,0.1,0,0,0};
variant1[] = {PATHTOF(sounds\cookoff_mid_pressure.ogg),6,1,400,0.25,0,0,0};
variant2[] = {PATHTOF(sounds\cookoff_high_pressure.ogg),6,1,400,0.65,0,0,0};
sounds[] = {"variant0","variant1","variant2"};
titles[] = {};
empty[] = {"",0,0,0,0,0,0,0}; empty[] = {"",0,0,0,0,0,0,0};
}; };
}; };

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@ -91,6 +91,7 @@ if (local _vehicle) then {
} forEach _positions; } forEach _positions;
if (isServer) then { if (isServer) then {
// TODO - Players in the vehicle hear no sound (even after exiting the vehicle)
private _sound = createSoundSource [QGVAR(Sound), position _vehicle, [], 0]; private _sound = createSoundSource [QGVAR(Sound), position _vehicle, [], 0];
_effects pushBack _sound; _effects pushBack _sound;
@ -107,11 +108,12 @@ if (local _vehicle) then {
DEC(_counter); DEC(_counter);
if (_counter > 0) then { if (_counter > 0) then {
[_fnc_FlameEffect, [_vehicle, _fnc_FlameEffect, _counter], 0.4] call CBA_fnc_waitAndExecute [_fnc_FlameEffect, [_vehicle, _fnc_FlameEffect, _counter], FLAME_EFFECT_DELAY] call CBA_fnc_waitAndExecute
}; };
}; };
[_vehicle, _fnc_FlameEffect, 12] call _fnc_FlameEffect; // recursive function // Recursive function, occurs for duration of cookoff
[_vehicle, _fnc_FlameEffect, ceil(COOKOFF_TIME/FLAME_EFFECT_DELAY)] call _fnc_FlameEffect;
private _randomPosition = _vehicle getPos [100, random 360]; private _randomPosition = _vehicle getPos [100, random 360];
@ -132,6 +134,6 @@ if (local _vehicle) then {
if (local _vehicle) then { if (local _vehicle) then {
_vehicle setDamage 1; _vehicle setDamage 1;
}; };
}, [_vehicle, _effects], 14] call CBA_fnc_waitAndExecute; }, [_vehicle, _effects], COOKOFF_TIME] call CBA_fnc_waitAndExecute; // TODO: Randomise cook off time with locality in mind
}, [_vehicle, _effects, _positions], 10.5] call CBA_fnc_waitAndExecute; }, [_vehicle, _effects, _positions], SMOKE_TIME] call CBA_fnc_waitAndExecute;
}, _vehicle, 3] call CBA_fnc_waitAndExecute; }, _vehicle, IGNITE_TIME] call CBA_fnc_waitAndExecute;

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@ -71,6 +71,6 @@ if (local _box) then {
if (local _box) then { if (local _box) then {
_box setDamage 1; _box setDamage 1;
}; };
}, [_box, _effects], 82.5] call CBA_fnc_waitAndExecute; // Give signifcant time for ammo cookoff to occur (perhaps keep the box alive until all cooked off?) }, [_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], 10.5] call CBA_fnc_waitAndExecute; }, [_box, _effects], SMOKE_TIME] call CBA_fnc_waitAndExecute;
}, _box, 3] call CBA_fnc_waitAndExecute; }, _box, IGNITE_TIME] call CBA_fnc_waitAndExecute;

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@ -17,3 +17,13 @@
#include "\z\ace\addons\main\script_macros.hpp" #include "\z\ace\addons\main\script_macros.hpp"
#define IS_EXPLOSIVE_AMMO(ammo) (getNumber (ammo call CBA_fnc_getObjectConfig >> "explosive") > 0.5) #define IS_EXPLOSIVE_AMMO(ammo) (getNumber (ammo call CBA_fnc_getObjectConfig >> "explosive") > 0.5)
// Stages of cookoff in order (in seconds)
// Should be no un-synced randomness in these as the effects must be ran on each client
#define IGNITE_TIME 3
#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
// Delay between flame effect for players in a cooking off vehicle
#define FLAME_EFFECT_DELAY 0.4

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