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scripted approach to hand flares, fix #1079
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@ -28,66 +28,66 @@ class CfgAmmo {
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};
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class ACE_F_Hand_White: F_20mm_White {
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grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
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soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
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SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
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SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
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SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
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timeToLive = 60;
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};
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class F_20mm_Red;
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class ACE_F_Hand_Red: F_20mm_Red {
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grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
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soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
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SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
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SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
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SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
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timeToLive = 60;
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};
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class F_20mm_Green;
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class ACE_F_Hand_Green: F_20mm_Green {
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grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
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soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
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SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
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SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
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SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
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timeToLive = 60;
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};
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class F_20mm_Yellow;
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class ACE_F_Hand_Yellow: F_20mm_Yellow {
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grenadeBurningSound[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.25,"SmokeShellSoundHit2",0.25,"SmokeShellSoundHit3",0.5};
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soundTrigger[] = {"SmokeShellSoundLoop1",0.5,"SmokeShellSoundLoop2",0.5};
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SmokeShellSoundHit1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_1",1.25893,1,100};
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SmokeShellSoundHit2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_2",1.25893,1,100};
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SmokeShellSoundHit3[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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SmokeShellSoundLoop1[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop1",0.125893,1,70};
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SmokeShellSoundLoop2[] = {"A3\Sounds_F\weapons\smokeshell\smoke_loop2",0.125893,1,70};
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timeToLive = 60;
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};
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class SmokeShell;
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class ACE_G_Handflare_White: SmokeShell {
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GVAR(flare) = 1;
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GVAR(color)[] = {0.5,0.5,0.5,0.5};
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model = "\A3\weapons_f\ammo\flare_white";
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dangerRadiusHit = -1;
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suppressionRadiusHit = -1;
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typicalSpeed = 22;
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cost = 100;
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deflecting = 30;
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explosionTime = 3;
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timeToLive = 60;
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grenadeFireSound[] = {};
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grenadeBurningSound[] = {};
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aiAmmoUsageFlags = "4 + 2";
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smokeColor[] = {0,0,0,0};
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effectsSmoke = "ACE_HandFlareEffect";
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whistleDist = 0;
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};
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class ACE_G_Handflare_Red: ACE_G_Handflare_White {
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GVAR(color)[] = {0.5,0.25,0.25,0.5};
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model = "\A3\weapons_f\ammo\flare_red";
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};
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class ACE_G_Handflare_Green: ACE_G_Handflare_White {
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GVAR(color)[] = {0.25,0.5,0.25,0.5};
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model = "\A3\weapons_f\ammo\flare_green";
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};
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class ACE_G_Handflare_Yellow: ACE_G_Handflare_White {
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GVAR(color)[] = {0.5,0.5,0.25,0.5};
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model = "\A3\weapons_f\ammo\flare_yellow";
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};
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class ACE_G_M84: SmokeShell {
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GVAR(flashbang) = 1;
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model = PATHTOF(models\ACE_m84_thrown.p3d);
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dangerRadiusHit = -1;
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suppressionRadiusHit = 20;
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typicalSpeed = 22;
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cost = 40;
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deflecting = 15;
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explosionTime = 2.3;
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timeToLive = 6;
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fuseDistance = 2.3;
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grenadeFireSound[] = {};
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grenadeBurningSound[] = {};
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aiAmmoUsageFlags = "0";
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@ -1,3 +1,4 @@
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class CfgMagazines {
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class HandGrenade;
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class ACE_HandFlare_Base: HandGrenade {
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@ -8,55 +9,60 @@ class CfgMagazines {
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mass = 4;
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initSpeed = 22;
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};
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class ACE_HandFlare_White: ACE_HandFlare_Base {
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author = ECSTRING(common,ACETeam);
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scope = 2;
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ammo = "ACE_F_Hand_White";
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displayname = CSTRING(M127A1_White_Name);
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descriptionshort = CSTRING(M127A1_White_Description);
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displayNameShort = CSTRING(M127A1_White_NameShort);
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model = "\A3\weapons_f\ammo\flare_white";
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picture = "\A3\Weapons_F\Data\UI\gear_flare_white_ca.paa";
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ammo = "ACE_G_Handflare_White";
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};
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class ACE_HandFlare_Red: ACE_HandFlare_Base {
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author = ECSTRING(common,ACETeam);
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scope = 2;
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ammo = "ACE_F_Hand_Red";
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displayname = CSTRING(M127A1_Red_Name);
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descriptionshort = CSTRING(M127A1_Red_Description);
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displayNameShort = CSTRING(M127A1_Red_NameShort);
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model = "\A3\weapons_f\ammo\flare_red";
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picture = "\A3\Weapons_F\Data\UI\gear_flare_red_ca.paa";
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ammo = "ACE_G_Handflare_Red";
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};
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class ACE_HandFlare_Green: ACE_HandFlare_Base {
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author = ECSTRING(common,ACETeam);
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scope = 2;
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ammo = "ACE_F_Hand_Green";
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displayname = CSTRING(M127A1_Green_Name);
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descriptionshort = CSTRING(M127A1_Green_Description);
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displayNameShort = CSTRING(M127A1_Green_NameShort);
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model = "\A3\weapons_f\ammo\flare_green";
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picture = "\A3\Weapons_F\Data\UI\gear_flare_green_ca.paa";
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ammo = "ACE_G_Handflare_Green";
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};
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class ACE_HandFlare_Yellow: ACE_HandFlare_Base {
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author = ECSTRING(common,ACETeam);
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scope = 2;
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ammo = "ACE_F_Hand_Yellow";
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displayname = CSTRING(M127A1_Yellow_Name);
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descriptionshort = CSTRING(M127A1_Yellow_Description);
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displayNameShort = CSTRING(M127A1_Yellow_NameShort);
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model = "\A3\weapons_f\ammo\flare_yellow";
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picture = "\A3\Weapons_F\Data\UI\gear_flare_yellow_ca.paa";
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ammo = "ACE_G_Handflare_Yellow";
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};
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class ACE_M84: HandGrenade {
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author = ECSTRING(common,ACETeam);
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ammo = "ACE_G_M84";
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displayname = CSTRING(M84_Name);
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descriptionshort = CSTRING(M84_Description);
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displayNameShort = "M84";
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mass = 4;
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model = PATHTOF(models\ACE_m84.p3d);
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picture = PATHTOF(UI\ACE_m84_x_ca.paa);
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ammo = "ACE_G_M84";
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mass = 4;
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};
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class 3Rnd_UGL_FlareGreen_F;
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@ -65,6 +71,7 @@ class CfgMagazines {
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ammo = "F_40mm_Green";
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initSpeed = 120;
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};
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class 6Rnd_RedSignal_F: 6Rnd_GreenSignal_F {
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author = ECSTRING(common,ACETeam);
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ammo = "F_40mm_Red";
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@ -2,3 +2,7 @@
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class ACE_M84FlashbangEffect {
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// empty
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};
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class ACE_HandFlareEffect {
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// empty
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};
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@ -2,6 +2,7 @@
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ADDON = false;
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PREP(flare);
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PREP(flashbangExplosionEH);
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PREP(flashbangThrownFuze);
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PREP(nextMode);
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23
addons/grenades/functions/fnc_flare.sqf
Normal file
23
addons/grenades/functions/fnc_flare.sqf
Normal file
@ -0,0 +1,23 @@
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// by commy2
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#include "script_component.hpp"
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params ["_projectile", "_color", "_intensity", "_timeToLive"];
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private "_light";
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_light = "#lightpoint" createVehicleLocal position _projectile;
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_light setLightColor _color;
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_light setLightAmbient _color;
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_light setLightIntensity _intensity;
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_light setLightBrightness 0.8;
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_light setLightUseFlare true;
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_light setLightFlareSize 3.0;
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_light setLightFlareMaxDistance 1000;
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_light setLightDayLight true;
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_light lightAttachObject [_projectile, [0,0,0]];
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//_light attachTo [_projectile, [0,0,0]];
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[{deleteVehicle _this}, _light, _timeToLive, 1] call EFUNC(common,waitAndExecute);
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@ -21,17 +21,40 @@
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*/
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#include "script_component.hpp"
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private ["_mode", "_fuzeTime"];
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params ["_unit", "_weapon", "", "", "", "", "_projectile"];
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params ["_unit", "_weapon", "", "", "_ammo", "", "_projectile"];
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if (_unit != ACE_player) exitWith {};
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if (_weapon != "Throw") exitWith {};
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// handle speial grenades
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if (local _unit) then {
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if (getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(flashbang)) == 1) then {
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private "_fuzeTime";
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_fuzeTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "explosionTime");
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[FUNC(flashbangThrownFuze), [_projectile], _fuzeTime, 0] call EFUNC(common,waitAndExecute);
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};
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if (getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(flare)) == 1) then {
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private ["_fuzeTime", "_timeToLive", "_color", "_intensity"];
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_fuzeTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "explosionTime");
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_timeToLive = getNumber (configFile >> "CfgAmmo" >> _ammo >> "timeToLive");
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_color = getArray (configFile >> "CfgAmmo" >> _ammo >> QGVAR(color));
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_intensity = _color select 3;
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_color resize 3;
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[FUNC(flare), [_projectile, _color, _intensity, _timeToLive], _fuzeTime, 0] call EFUNC(common,waitAndExecute);
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};
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};
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// handle throw modes
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if (_unit != ACE_player) exitWith {};
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private "_mode";
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_mode = missionNamespace getVariable [QGVAR(currentThrowMode), 0];
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if (_mode != 0) then {
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private "_velocity";
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_velocity = velocity _projectile;
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switch (_mode) do {
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@ -59,9 +82,3 @@ if (_mode != 0) then {
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_projectile setVelocity _velocity;
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};
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if (typeOf _projectile == "ACE_G_M84") then {
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_fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "fuseDistance");
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// _fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "explosionTime"); //@toDo pretty sure this should be explosionTime not fuseDistance
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[FUNC(flashbangThrownFuze), [_projectile], _fuzeTime, 0] call EFUNC(common,waitAndExecute);
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};
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