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Changed: Debug drawing now follows the actual model. hit icon corrected for ATL
Added: some notes some places.
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@ -12,13 +12,12 @@ _vehicle = _vehicleData select 0;
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_points = [];
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_points = [];
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for [{_i=0}, {_i<(count _this)-1}, {_i=_i+3}] do {
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for [{_i=0}, {_i<(count _this)-1}, {_i=_i+3}] do {
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_points pushBack (_vehicle modelToWorldVisual
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_points pushBack [ parseNumber (_this select _i),
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[ parseNumber (_this select _i),
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parseNumber (_this select (_i+2)),
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parseNumber (_this select (_i+2)),
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parseNumber (_this select (_i+1))
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parseNumber (_this select (_i+1))
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]);
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];
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};
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};
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//TRACE_1("", _points);
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//TRACE_1("", _points);
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GVAR(debug_lines) pushBack [((_points select 0)), ((_points select 1))];
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GVAR(debug_lines) pushBack [_vehicle, ((_points select 0)), ((_points select 1))];
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GVAR(debug_lines) pushBack [((_points select 1)), ((_points select 2))];
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GVAR(debug_lines) pushBack [_vehicle, ((_points select 1)), ((_points select 2))];
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GVAR(debug_lines) pushBack [((_points select 2)), ((_points select 0))];
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GVAR(debug_lines) pushBack [_vehicle, ((_points select 2)), ((_points select 0))];
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@ -1,5 +1,16 @@
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#include "script_component.hpp"
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#include "script_component.hpp"
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{
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{
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drawLine3D [(_x select 0), (_x select 1), [1,1,1,1]];
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private["_vehicle", "_fromVector", "_toVector"];
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_vehicle = _x select 0;
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_fromVector = _x select 1;
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_toVector = _x select 2;
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if(!isNil "_vehicle") then {
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if((typeName _vehicle) == "OBJECT") then {
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_toVector = _vehicle modelToWorldVisual _toVector;
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_fromVector = _vehicle modelToWorldVisual _fromVector;
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};
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};
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drawLine3D [_fromVector, _toVector, [1,1,1,1]];
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} forEach GVAR(debug_lines);
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} forEach GVAR(debug_lines);
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@ -104,7 +104,7 @@ TRACE_1("", _result);
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// Reverse the relatives
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// Reverse the relatives
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_derp = _vehicle modelToWorldVisual _relImpactPosition;
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_derp = _vehicle modelToWorldVisual _relImpactPosition;
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,0,0,1], (ASLToATL _derp), 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"];
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,0,0,1], _derp, 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"];
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}, 0,
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}, 0,
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[_vehicle, _impactPosition, _impactVelocity, _relImpactPosition, _relImpactVelocity]
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[_vehicle, _impactPosition, _impactVelocity, _relImpactPosition, _relImpactVelocity]
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] call CBA_fnc_addPerFrameHandler;
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] call CBA_fnc_addPerFrameHandler;
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2162
extensions/tests/anim_test/anim_test_universal.txt
Normal file
2162
extensions/tests/anim_test/anim_test_universal.txt
Normal file
File diff suppressed because it is too large
Load Diff
43
extras/vehicledamage/notes.txt
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43
extras/vehicledamage/notes.txt
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@ -0,0 +1,43 @@
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hit event -
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projectileType determines penetration processor
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vehicle calls penetration.process()
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projectile types damage type(s) determine damage processors
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vehicle calls damage.process(penetration.result[0], damage.results)
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vehicle calls damage.process(penetration.result[1], damage.results)
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vehicle calls damage.process(penetration.result[2], damage.results)
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vehicle sends arma3 damage.results
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Longrod penetrator hit:
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runs penetration::longrod.process()
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longrod.process() returns damage.heat, damage.pressure, damage.fragments
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damage.heat = thermal result
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selection->heat
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selection->heat
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damage.pressure = pressure result
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selection->pressure
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selection->pressure
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damage.fragments
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spawns damage.fragment
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selection->hit
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spawns penetration.fragment
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selection->kinetic
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selection->heat
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spawns damage.fragment
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selection->hit
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spawns penetration.fragment
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selection->kinetic
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selection->heat
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->
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result set:
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selection->pressure
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selection->pressure
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selection->heat
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selection->heat
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selection->kinetic
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selection->kenetic
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results roll up into an abstract array to arma with selections
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