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https://github.com/acemod/ACE3.git
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Modernize code
This commit is contained in:
parent
3020023f58
commit
e587a6e6e3
@ -3,7 +3,20 @@ class ACE_Settings {
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typeName = "BOOL";
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isClientSettable = 1;
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value = 1;
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displayName = CSTRING(SettingDisplayTextName);
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description = CSTRING(SettingDisplayTextDesc);
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displayName = CSTRING(DisplayTextOnJam_displayName);
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description = CSTRING(DisplayTextOnJam_description);
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};
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class GVAR(showParticleEffects) {
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typeName = "BOOL";
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isClientSettable = 1;
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value = 0;
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displayName = CSTRING(showParticleEffects_displayName);
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description = CSTRING(showParticleEffects_description);
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};
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class GVAR(overheatingDispersion) {
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typeName = "BOOL";
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value = 1;
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displayName = CSTRING(overheatingDispersion_displayName);
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description = CSTRING(overheatingDispersion_description);
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};
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};
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@ -21,7 +21,7 @@ class Extended_FiredBIS_EventHandlers {
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class Extended_Take_EventHandlers {
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class CAManBase {
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class GVAR(UnjamReload) {
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clientTake = QUOTE( if (_this select 0 == ACE_player && {(_this select 1) in [ARR_3(uniformContainer (_this select 0), vestContainer (_this select 0), backpackContainer (_this select 0))]} && {_this select 2 == currentMagazine (_this select 0)}) then {_vehicle = vehicle (_this select 0); [ARR_3(_vehicle, currentWeapon _vehicle, true)] call FUNC(clearJam)}; );
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clientTake = QUOTE( _this call FUNC(handleTakeEH) );
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};
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};
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};
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@ -13,137 +13,15 @@ class CfgWeapons {
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};
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};
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class Rifle;
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class Rifle_Base_F : Rifle {
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ACE_MRBS = 3000;
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ACE_Dispersion = 0;
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class RifleCore;
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class Rifle: RifleCore {
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//Mean Rounds Between Stoppages (this will be scaled based on the barrel temp)
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ACE_MRBS = 3000;
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//Dispersion Factor (this will be scaled based on the barrel temp)
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ACE_Dispersion = 1;
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//Slowdown Factor (this will be scaled based on the barrel temp)
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ACE_SlowdownFactor = 1;
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// Dispersion, SlowdownFactor and JamChance arrays have 4 values for different temperatures, which are interpolated between.
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// These values correspond to temperatures Converted to real life values: 0: 0°C, 1: 333°C, 2: 666°C, 3: 1000°C.
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// Dispersion in radians. First value is for temp. 0, second for temp. 1 and so on. Values inbetween get interpolated. Negative values get ignored and can be used to move the starting point to hotter temperatures.
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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// How much the projectile gets slowed down before leaving the barrel. 0.9 means the bullet will lose 10% velocity. Values inbetween get interpolated. Numbers greater 1 increase the velocity, smaller 1 decrease it.
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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// Chance to jam the weapon. 0.0003 means 3 malfunctions on 10,000 rounds fired at this temperature. Values inbetween get interpolated. Negative values get ignored and can be used to move the starting point to hotter temperatures.
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// When no reliable data exists for temperature vs. jam chance except MRBS, the following uniform criteria was adopted: [0, 1/MRBS, 5/MRBS, 25/MRBS].
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class Rifle_Long_Base_F : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class arifle_MX_Base_F : Rifle_Base_F {
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ACE_clearJamAction = "GestureReloadMX"; // Custom jam clearing action. Default uses reload animation.
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ACE_checkTemperatureAction = "Gear"; // Custom check temperature action. Default uses gear animation.
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class MMG_02_base_F: Rifle_Long_Base_F {
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ACE_Overheating_allowSwapBarrel = 1;
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class MMG_01_base_F: Rifle_Long_Base_F {
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ACE_Overheating_allowSwapBarrel = 1;
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class arifle_MX_SW_F : arifle_MX_Base_F {
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ACE_clearJamAction = ""; // Custom jam clearing action. Use empty string to undefine.
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ACE_Overheating_allowSwapBarrel = 1; // 1 to enable barrel swap. 0 to disable. Meant for machine guns where you can easily swap the barrel without dismantling the whole weapon.
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class arifle_Katiba_Base_F : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class mk20_base_F : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class Tavor_base_F : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class SDAR_base_F : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class EBR_base_F : Rifle_Long_Base_F {
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class DMR_01_base_F : Rifle_Long_Base_F {
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class GM6_base_F : Rifle_Long_Base_F {
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class LRR_base_F : Rifle_Long_Base_F {
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class LMG_Mk200_F : Rifle_Long_Base_F {
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ACE_Overheating_allowSwapBarrel = 1;
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class LMG_Zafir_F : Rifle_Long_Base_F {
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ACE_Overheating_allowSwapBarrel = 1;
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class SMG_01_Base : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class SMG_02_base_F : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class pdw2000_base_F : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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};
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@ -1,8 +1,8 @@
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// by CAA-Picard
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// by esteldunedain
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#include "script_component.hpp"
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GVAR(pseudoRandomList) = [];
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if (isServer) then {
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GVAR(pseudoRandomList) = [];
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// Construct a list of pseudo random 2D vectors
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for "_i" from 0 to 30 do {
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GVAR(pseudoRandomList) pushBack [-1 + random 2, -1 + random 2];
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@ -14,22 +14,18 @@ if (isServer) then {
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if !(hasInterface) exitWith {};
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// Add keybinds
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["ACE3",
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localize "STR_ACE_Overheating_UnjamWeapon",
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{
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// Conditions: canInteract
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_exceptions = [];
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if !(_exceptions call EGVAR(common,canInteract)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call EFUNC(common,canUseWeapon) &&
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{currentWeapon ACE_player in (ACE_player getVariable [QGVAR(jammedWeapons), []])}
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) exitWith {false};
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["ACE3 Weapons", QGVAR(unjamWeapon), localize LSTRING(UnjamWeapon),
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{
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call EFUNC(common,canUseWeapon) &&
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{currentWeapon ACE_player in (ACE_player getVariable [QGVAR(jammedWeapons), []])}
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) exitWith {false};
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// Statement
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[ACE_player, currentMuzzle ACE_player, false] call FUNC(clearJam);
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true
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},
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[19, [true, false, false]],
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false,
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"keydown"
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] call cba_fnc_registerKeybind;
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// Statement
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[ACE_player, currentMuzzle ACE_player, false] call FUNC(clearJam);
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true
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},
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{false},
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[19, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + R Key
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@ -6,6 +6,7 @@ PREP(checkTemperature);
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PREP(clearJam);
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PREP(displayTemperature);
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PREP(firedEH);
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PREP(handleTakeEH);
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PREP(jamWeapon);
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PREP(overheat);
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PREP(swapBarrel);
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@ -20,17 +20,5 @@ class CfgPatches {
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#include "CfgWeapons.hpp"
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class ACE_Settings {
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class GVAR(DisplayTextOnJam) {
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typeName = "BOOL";
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isClientSettable = 1;
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value = 1;
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displayName = "$STR_ACE_overheating_SettingDisplayTextName";
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description = "$STR_ACE_overheating_SettingDisplayTextDesc";
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};
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class GVAR(enableRefractEffect) {
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typeName = "BOOL";
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value = 0;
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};
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};
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#include "ACE_Settings.hpp"
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@ -10,24 +10,23 @@
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* None
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*
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* Example:
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* None
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* [player, currentWeapon player] call ace_overheating_fnc_checkTemperature
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*
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* Public: No
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*/
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#include "\z\ace\addons\overheating\script_component.hpp"
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#include "script_component.hpp"
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EXPLODE_2_PVT(_this,_player,_weapon);
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private ["_action"];
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params ["_player", "_weapon"];
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TRACE_2("params",_player,_weapon);
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// Play animation and report temperature
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_action = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_checkTemperatureAction");
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private _action = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_checkTemperatureAction");
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if (_action == "") then {
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_action = "Gear";
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_action = "Gear";
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};
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_player playActionNow _action;
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// Launch a PFH that waits a sec before displaying the temperature
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[FUNC(displayTemperature), [_player, _weapon], 1.0, 0] call EFUNC(common,waitAndExecute);
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// Waits a sec before displaying the temperature
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[FUNC(displayTemperature), [_player, _weapon], 1.0] call EFUNC(common,waitAndExecute);
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@ -10,48 +10,48 @@
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* Return Value:
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* None
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*
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* Example:
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* [player, currentWeapon player, false] call ace_overheating_fnc_clearJam
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*
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* Public: No
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*/
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#include "\z\ace\addons\overheating\script_component.hpp"
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#include "script_component.hpp"
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EXPLODE_3_PVT(_this,_unit,_weapon,_skipAnim);
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params ["_unit", "_weapon", "_skipAnim"];
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TRACE_3("params",_unit,_weapon,_skipAnim);
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private ["_jammedWeapons"];
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_jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
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private _jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
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if (_weapon in _jammedWeapons) then {
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_jammedWeapons = _jammedWeapons - [_weapon];
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_jammedWeapons = _jammedWeapons - [_weapon];
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_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
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_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
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if (count _jammedWeapons == 0) then {
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private "_id";
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_id = _unit getVariable [QGVAR(JammingActionID), -1];
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[_unit, "DefaultAction", _id] call EFUNC(common,removeActionEventHandler);
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_unit setVariable [QGVAR(JammingActionID), -1];
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};
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if !(_skipAnim) then {
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private "_clearJamAction";
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_clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_clearJamAction");
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if (_clearJamAction == "") then {
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_clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
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if (_jammedWeapons isEqualTo []) then {
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private _id = _unit getVariable [QGVAR(JammingActionID), -1];
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[_unit, "DefaultAction", _id] call EFUNC(common,removeActionEventHandler);
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_unit setVariable [QGVAR(JammingActionID), -1];
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};
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_unit playActionNow _clearJamAction;
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if (_weapon == primaryWeapon _unit) then {
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playSound QGVAR(fixing_rifle);
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} else {
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if (_weapon == secondaryWeapon _unit) then {
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playSound QGVAR(fixing_pistol);
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};
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};
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};
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if !(_skipAnim) then {
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if (GVAR(DisplayTextOnJam)) then {
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[localize LSTRING(WeaponUnjammed)] call EFUNC(common,displayTextStructured);
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};
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private _clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_clearJamAction");
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if (_clearJamAction == "") then {
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_clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
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};
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_unit playActionNow _clearJamAction;
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if (_weapon == primaryWeapon _unit) then {
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playSound QGVAR(fixing_rifle);
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} else {
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if (_weapon == secondaryWeapon _unit) then {
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playSound QGVAR(fixing_pistol);
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};
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};
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};
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if (GVAR(DisplayTextOnJam)) then {
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[localize LSTRING(WeaponUnjammed)] call EFUNC(common,displayTextStructured);
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};
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};
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@ -1,48 +0,0 @@
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/*
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* Author: esteldunedain
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* Calculate cooling down of the weapon.
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*
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* Argument:
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* 0: Last temperature <NUMBER>
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* 1: Barrel mass <NUMBER>
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* 2: Time <NUMBER>
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*
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* Return value:
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* New temperature <NUMBER>
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*
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* Public: No
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*/
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#include "\z\ace\addons\overheating\script_component.hpp"
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EXPLODE_3_PVT(_this,_temperature,_barrelMass,_totalTime);
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// If a long time passed since the last shot, there's no need to calculate anything; the weapon should be cool
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if (_totalTime > 1800) exitWith {0};
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private ["_barrelSurface", "_time", "_deltaTime"];
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_barrelSurface = _barrelMass / 7850 / 0.003;
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_time = 0;
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while {true} do {
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_deltaTime = (_totalTime - _time) min 20;
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_temperature = _temperature - (
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// Convective cooling
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25 * _barrelSurface * _temperature
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// Radiative cooling
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+ 0.4 * 5.67e-8 * _barrelSurface *
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( (_temperature + 273.15)*(_temperature + 273.15)
|
||||
* (_temperature + 273.15)*(_temperature + 273.15)
|
||||
- 273.15 * 273.15 * 273.15 *273.15 )
|
||||
) * _deltaTime / (_barrelMass * 466);
|
||||
|
||||
if (_temperature < 1) exitWith {0};
|
||||
|
||||
if (isNil "_temperature") exitWith {
|
||||
ACE_LOGERROR_3("_totalTime = %1; _time = %2; _deltaTime = %3;",_totalTime,_time,_deltaTime);
|
||||
0
|
||||
};
|
||||
|
||||
_time = _time + _deltaTime;
|
||||
if (_time >= _totalTime) exitWith { _temperature max 0 };
|
||||
};
|
@ -9,41 +9,40 @@
|
||||
* Return Values:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [player, currentWeapon player] call ace_overheating_fnc_displayTemperature
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "\z\ace\addons\overheating\script_component.hpp"
|
||||
#include "script_component.hpp"
|
||||
|
||||
EXPLODE_2_PVT(_this,_player,_weapon);
|
||||
|
||||
private ["_temperature", "_scaledTemperature", "_color", "_count", "_string", "_text", "_picture"];
|
||||
params ["_player", "_weapon"];
|
||||
TRACE_2("params",_player,_weapon);
|
||||
|
||||
// Calculate cool down of weapon since last shot
|
||||
_temperature = [_player, _weapon, 0] call FUNC(updateTemperature);
|
||||
_scaledTemperature = (_temperature / 1000) min 1;
|
||||
private _temperature = [_player, _weapon, 0] call FUNC(updateTemperature);
|
||||
private _scaledTemperature = (_temperature / 1000) min 1;
|
||||
|
||||
_color = [
|
||||
private _color = [
|
||||
2 * (_scaledTemperature * 2 min 1) min 1,
|
||||
2 * (1 - (_scaledTemperature * 2 min 1)) min 1,
|
||||
00
|
||||
];
|
||||
|
||||
_count = round (12 * _scaledTemperature);
|
||||
_string = "";
|
||||
private _count = round (12 * _scaledTemperature);
|
||||
private _string = "";
|
||||
for "_a" from 1 to _count do {
|
||||
_string = _string + "|";
|
||||
};
|
||||
_text = [_string, _color] call EFUNC(common,stringToColoredText);
|
||||
private _text = [_string, _color] call EFUNC(common,stringToColoredText);
|
||||
|
||||
_string = "";
|
||||
for "_a" from (_count + 1) to 12 do {
|
||||
_string = _string + "|";
|
||||
};
|
||||
|
||||
_text = composeText [
|
||||
_text,
|
||||
[_string, [0.5, 0.5, 0.5]] call EFUNC(common,stringToColoredText)
|
||||
];
|
||||
_text = composeText [_text, [_string, [0.5, 0.5, 0.5]] call EFUNC(common,stringToColoredText)];
|
||||
|
||||
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
|
||||
private _picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
|
||||
|
||||
[_text, _picture] call EFUNC(common,displayTextPicture);
|
||||
|
@ -3,29 +3,32 @@
|
||||
* Handle weapon fire
|
||||
*
|
||||
* Argument:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: Weapon <STRING>
|
||||
* 3: Muzzle <STRING>
|
||||
* 4: Ammo <STRING>
|
||||
* 5: Magazine <STRING>
|
||||
* 6: Projectile <OBJECT>
|
||||
* 0: unit - Object the event handler is assigned to <OBJECT>
|
||||
* 1: weapon - Fired weapon <STRING>
|
||||
* 2: muzzle - Muzzle that was used <STRING>
|
||||
* 3: mode - Current mode of the fired weapon <STRING>
|
||||
* 4: ammo - Ammo used <STRING>
|
||||
* 5: magazine - magazine name which was used <STRING>
|
||||
* 6: projectile - Object of the projectile that was shot <OBJECT>
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "\z\ace\addons\overheating\script_component.hpp"
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_weapon", "_ammo", "_projectile"];
|
||||
BEGIN_COUNTER(firedEH);
|
||||
|
||||
_unit = _this select 0;
|
||||
_weapon = _this select 1;
|
||||
_ammo = _this select 4;
|
||||
_projectile = _this select 6;
|
||||
params ["_unit", "_weapon", "_muzzle", "", "_ammo", "", "_projectile"];
|
||||
TRACE_5("params",_unit,_weapon,_muzzle,_ammo,_projectile);
|
||||
|
||||
// Exit if the unit isn't a player
|
||||
if !([_unit] call EFUNC(common,isPlayer)) exitWith {};
|
||||
if (((!GVAR(overheatingDispersion)) && {_unit != ACE_player}) //If no dispersion, only run when local
|
||||
|| {!([_unit] call EFUNC(common,isPlayer))} //Ignore AI
|
||||
|| {(_unit distance ACE_player) > 3000} //Ignore far away shots
|
||||
|| {(_muzzle != (primaryWeapon _unit)) && {_muzzle != (handgunWeapon _unit)}}) exitWith { // Only rifle or pistol muzzles (ignore grenades / GLs)
|
||||
END_COUNTER(firedEH);
|
||||
};
|
||||
|
||||
// Compute new temperature if the unit is the local player
|
||||
if (_unit == ACE_player) then {
|
||||
@ -33,118 +36,81 @@ if (_unit == ACE_player) then {
|
||||
};
|
||||
|
||||
// Get current temperature from the unit variable
|
||||
_variableName = format [QGVAR(%1), _weapon];
|
||||
_scaledTemperature = (((_unit getVariable [_variableName, [0,0]]) select 0) / 1000) min 1 max 0;
|
||||
|
||||
systemChat str(_scaledTemperature);
|
||||
|
||||
if (time > (_unit getVariable [QGVAR(lastDrop), -1000]) + 0.40 && _scaledTemperature > 0.1) then {
|
||||
_unit setVariable [QGVAR(lastDrop), time];
|
||||
|
||||
private ["_position", "_direction","_intensity"];
|
||||
|
||||
_direction = (_unit weaponDirection _weapon) vectorMultiply 0.25;
|
||||
_position = (position _projectile) vectorAdd (_direction vectorMultiply (4*(random 0.30)));
|
||||
|
||||
if (GVAR(enableRefractEffect)) then {
|
||||
// Refract SFX, beginning at temp 100º and maxs out at 500º
|
||||
_intensity = (_scaledTemperature - 0.10) / 0.40 min 1;
|
||||
drop [
|
||||
"\A3\data_f\ParticleEffects\Universal\Refract",
|
||||
"",
|
||||
"Billboard",
|
||||
10,
|
||||
2,
|
||||
_position,
|
||||
_direction,
|
||||
0,
|
||||
1.2,
|
||||
1.0,
|
||||
0.1,
|
||||
[0.10,0.25],
|
||||
[[0.6,0.6,0.6,0.3*_intensity],[0.2,0.2,0.2,0.05*_intensity]],
|
||||
[0,1],
|
||||
0.1,
|
||||
0.05,
|
||||
"",
|
||||
"",
|
||||
""
|
||||
];
|
||||
};
|
||||
|
||||
// Smoke SFX, beginning at temp 150º
|
||||
_intensity = (_scaledTemperature - 0.15) / 0.85;
|
||||
if (_intensity > 0) then {
|
||||
drop [
|
||||
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 1, 16],
|
||||
"",
|
||||
"Billboard",
|
||||
10,
|
||||
1.2,
|
||||
_position,
|
||||
[0,0,0.15],
|
||||
100 + random 80,
|
||||
1.275,
|
||||
1,
|
||||
0.025,
|
||||
[0.15,0.43],
|
||||
[[0.6,0.6,0.6,0.5*_intensity],[0.2,0.2,0.2,0.15*_intensity]],
|
||||
[0,1],
|
||||
1,
|
||||
0.04,
|
||||
"",
|
||||
"",
|
||||
""
|
||||
];
|
||||
};
|
||||
};
|
||||
private _variableName = format [QGVAR(%1), _weapon];
|
||||
(_unit getVariable [_variableName, [0, 0]]) params ["_temperature"];
|
||||
private _scaledTemperature = linearConversion [0, 1000, _temperature, 0, 1, true];
|
||||
|
||||
TRACE_3("",_variableName,_temperature,_scaledTemperature);
|
||||
|
||||
// Dispersion and bullet slow down
|
||||
private ["_dispersion", "_slowdownFactor", "_count"];
|
||||
if (GVAR(overheatingDispersion)) then {
|
||||
private _dispersion = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Dispersion");
|
||||
_dispersion = (_dispersion * ([[0,1,2,4], 3 * _scaledTemperature] call EFUNC(common,interpolateFromArray))) max 0;
|
||||
|
||||
_dispersion = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Dispersion");
|
||||
private _slowdownFactor = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_SlowdownFactor");
|
||||
if (_slowdownFactor == 0) then {_slowdownFactor = 1};
|
||||
_slowdownFactor = _slowdownFactor * linearConversion [0.666, 1, _scaledTemperature, 0, -0.1, true];
|
||||
|
||||
_dispersion = ([[0*_dispersion,1*_dispersion,2*_dispersion,4*_dispersion], 3 * _scaledTemperature] call EFUNC(common,interpolateFromArray)) max 0;
|
||||
// Exit if GVAR(pseudoRandomList) isn't synced yet
|
||||
if (isNil QGVAR(pseudoRandomList)) exitWith {ACE_LOGERROR("No pseudoRandomList sync");};
|
||||
|
||||
_slowdownFactor = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_SlowdownFactor");
|
||||
// Get the pseudo random values for dispersion from the remaining ammo count
|
||||
(GVAR(pseudoRandomList) select ((_unit ammo _weapon) mod (count GVAR(pseudoRandomList)))) params ["_dispersionX", "_dispersionY"];
|
||||
|
||||
if (_slowdownFactor == 0) then {_slowdownFactor = 1};
|
||||
TRACE_4("change",_dispersion,_slowdownFactor,_dispersionX,_dispersionY);
|
||||
|
||||
_slowdownFactor = ([[1*_slowdownFactor,1*_slowdownFactor,1*_slowdownFactor,0.9*_slowdownFactor], 3 * _scaledTemperature] call EFUNC(common,interpolateFromArray)) max 0;
|
||||
[_projectile, _dispersionX * _dispersion, _dispersionY * _dispersion, _slowdownFactor * vectorMagnitude (velocity _projectile)] call EFUNC(common,changeProjectileDirection);
|
||||
};
|
||||
|
||||
// ------ LOCAL PLAYER ONLY ------------
|
||||
// Only compute jamming and show Visual Effects for the local player
|
||||
if (_unit != ACE_player) exitWith {END_COUNTER(firedEH);};
|
||||
|
||||
// Exit if GVAR(pseudoRandomList) isn't synced yet
|
||||
if (count GVAR(pseudoRandomList) == 0) exitWith {};
|
||||
private _jamChance = if (isNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_MRBS")) then {
|
||||
1 / getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_MRBS");
|
||||
} else {
|
||||
1 / 3000;
|
||||
};
|
||||
_jamChance = _jamChance * ([[0.5, 1.5, 7.5, 37.5], 3 * _scaledTemperature] call EFUNC(common,interpolateFromArray));
|
||||
|
||||
// Get the pseudo random values for dispersion from the remaining ammo count
|
||||
private "_pseudoRandomPair";
|
||||
_pseudoRandomPair = GVAR(pseudoRandomList) select ((_unit ammo _weapon) mod count GVAR(pseudoRandomList));
|
||||
|
||||
[_projectile, (_pseudoRandomPair select 0) * _dispersion, (_pseudoRandomPair select 1) * _dispersion, (_slowdownFactor - 1) * vectorMagnitude (velocity _projectile)] call EFUNC(common,changeProjectileDirection);
|
||||
|
||||
|
||||
|
||||
// Only compute jamming for the local player
|
||||
if (_unit != ACE_player) exitWith {};
|
||||
|
||||
private "_jamChance";
|
||||
_jamChance = 1 / getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_MRBS"); // arma handles division by 0
|
||||
|
||||
_jamChance = [[0.5*_jamChance,1.5*_jamChance,7.5*_jamChance,37.5*_jamChance], 3 * _scaledTemperature] call EFUNC(common,interpolateFromArray);
|
||||
|
||||
// increase jam chance on dusty grounds if prone
|
||||
if (stance _unit == "PRONE") then {
|
||||
private "_surface";
|
||||
_surface = toArray (surfaceType getPosASL _unit);
|
||||
_surface deleteAt 0;
|
||||
|
||||
_surface = configFile >> "CfgSurfaces" >> toString _surface;
|
||||
// increase jam chance on dusty grounds if prone (and at ground level)
|
||||
if ((stance _unit == "PRONE") && {((getPosATL _unit) select 2) < 1}) then {
|
||||
private _surface = configFile >> "CfgSurfaces" >> ((surfaceType getPosASL _unit) select [1]);
|
||||
if (isClass _surface) then {
|
||||
TRACE_1("dust",getNumber (_surface >> "dust"));
|
||||
_jamChance = _jamChance + (getNumber (_surface >> "dust")) * _jamChance;
|
||||
};
|
||||
};
|
||||
|
||||
if (random 1 < _jamChance) then {
|
||||
TRACE_3("check for random jam",_unit,_weapon,_jamChance);
|
||||
if ((random 1) < _jamChance) then {
|
||||
[_unit, _weapon] call FUNC(jamWeapon);
|
||||
};
|
||||
|
||||
//Particle Effects:
|
||||
if (GVAR(showParticleEffects) && {(ACE_time > ((_unit getVariable [QGVAR(lastDrop), -1000]) + 0.40)) && {_scaledTemperature > 0.1}}) then {
|
||||
_unit setVariable [QGVAR(lastDrop), ACE_time];
|
||||
|
||||
private _direction = (_unit weaponDirection _weapon) vectorMultiply 0.25;
|
||||
private _position = (position _projectile) vectorAdd (_direction vectorMultiply (4*(random 0.30)));
|
||||
|
||||
// Refract SFX, beginning at temp 100º and maxs out at 500º
|
||||
private _intensity = linearConversion [0.1, 0.5, _scaledTemperature, 0, 1, true];
|
||||
TRACE_3("refract",_direction,_position,_intensity);
|
||||
if (_intensity > 0) then {
|
||||
drop [
|
||||
"\A3\data_f\ParticleEffects\Universal\Refract", "", "Billboard", 10, 2, _position, _direction, 0, 1.2, 1.0,
|
||||
0.1, [0.10,0.25], [[0.6,0.6,0.6,0.3*_intensity],[0.2,0.2,0.2,0.05*_intensity]], [0,1], 0.1, 0.05, "", "", ""];
|
||||
};
|
||||
// Smoke SFX, beginning at temp 150º
|
||||
private _intensity = linearConversion [0.15, 1, _scaledTemperature, 0, 1, true];
|
||||
TRACE_3("smoke",_direction,_position,_intensity);
|
||||
if (_intensity > 0) then {
|
||||
drop [
|
||||
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 1, 16], "", "Billboard", 10, 1.2, _position,
|
||||
[0,0,0.15], 100 + random 80, 1.275, 1, 0.025, [0.15,0.43], [[0.6,0.6,0.6,0.5*_intensity],[0.2,0.2,0.2,0.15*_intensity]],
|
||||
[0,1], 1, 0.04, "", "", ""];
|
||||
};
|
||||
};
|
||||
|
||||
END_COUNTER(firedEH);
|
||||
|
28
addons/overheating/functions/fnc_handleTakeEH.sqf
Normal file
28
addons/overheating/functions/fnc_handleTakeEH.sqf
Normal file
@ -0,0 +1,28 @@
|
||||
/*
|
||||
* Author: ??? probably CAA-Picard / Commy2
|
||||
* Handle "take" event
|
||||
* I think it fixs jams when manually dragging a new magazine in from player's inventory
|
||||
*
|
||||
* Argument:
|
||||
* 0: unit - Object the event handler is assigned to <OBJECT>
|
||||
* 1: container <OBJECT>
|
||||
* 2: item <STRING>
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_unit", "_container", "_item"];
|
||||
TRACE_3("params",_unit,_container,_item);
|
||||
|
||||
if ((_unit == ACE_player)
|
||||
&& {_container in [uniformContainer _unit, vestContainer _unit, backpackContainer _unit]}
|
||||
&& {_item == currentMagazine _unit}) then { //Todo: should this be any valid magazine for any jammed gun?
|
||||
|
||||
TRACE_1("clearing jam",currentWeapon _unit);
|
||||
[_unit, currentWeapon _unit, true] call FUNC(clearJam)
|
||||
|
||||
};
|
@ -9,74 +9,58 @@
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [player, currentWeapon player] call ace_overheating_fnc_jamWeapon
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "\z\ace\addons\overheating\script_component.hpp"
|
||||
#include "script_component.hpp"
|
||||
|
||||
EXPLODE_2_PVT(_this,_unit,_weapon);
|
||||
params ["_unit", "_weapon"];
|
||||
TRACE_2("params",_unit,_weapon);
|
||||
|
||||
// don't jam a weapon with no rounds left
|
||||
if (_unit ammo _weapon == 0) exitWith {};
|
||||
private _ammo = _unit ammo _weapon;
|
||||
if (_ammo == 0) exitWith {};
|
||||
|
||||
private ["_jammedWeapons"];
|
||||
_jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
|
||||
private _jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
|
||||
_jammedWeapons pushBack _weapon;
|
||||
|
||||
_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
|
||||
|
||||
|
||||
// this is to re-activate the 'DefaultAction', so you can jam a weapon while full auto shooting
|
||||
_fnc_stopCurrentBurst = {
|
||||
EXPLODE_2_PVT(_this,_params,_pfhId);
|
||||
EXPLODE_4_PVT(_params,_unit,_weapon,_ammo,_startFrame);
|
||||
|
||||
// Skip the first execution of the PFH
|
||||
if (diag_frameno == _startFrame) exitWith {};
|
||||
|
||||
// Remove the PFH on the second execution
|
||||
[_pfhId] call CBA_fnc_removePerFrameHandler;
|
||||
|
||||
_unit setAmmo [_weapon, _ammo];
|
||||
};
|
||||
|
||||
// Stop current burst
|
||||
_ammo = _unit ammo _weapon;
|
||||
if (_ammo > 0) then {
|
||||
_unit setAmmo [_weapon, 0];
|
||||
[_fnc_stopCurrentBurst, 0, [_unit, _weapon, _ammo, diag_frameno]] call CBA_fnc_addPerFrameHandler;
|
||||
// this is to re-activate the 'DefaultAction', so you can jam a weapon while full auto shootin
|
||||
[{
|
||||
params ["_unit", "_weapon", "_ammo"];
|
||||
_unit setAmmo [_weapon, _ammo];
|
||||
}, [_unit, _weapon, _ammo]] call EFUNC(common,execNextFrame);
|
||||
};
|
||||
|
||||
// only display the hint once, after you try to shoot an already jammed weapon
|
||||
GVAR(knowAboutJam) = false;
|
||||
|
||||
if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then {
|
||||
private ["_condition", "_statement", "_condition2", "_statement2", "_id"];
|
||||
|
||||
_condition = {
|
||||
[_this select 1] call EFUNC(common,canUseWeapon)
|
||||
&& {currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])}
|
||||
&& {!(currentMuzzle (_this select 1) in ((_this select 1) getVariable [QEGVAR(safemode,safedWeapons), []]))}
|
||||
};
|
||||
|
||||
_statement = {
|
||||
playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _this select 0];
|
||||
|
||||
if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {(_this select 1) ammo currentWeapon (_this select 1) > 0} && {GVAR(DisplayTextOnJam)}) then {
|
||||
[localize LSTRING(WeaponJammed)] call EFUNC(common,displayTextStructured);
|
||||
GVAR(knowAboutJam) = true;
|
||||
private _condition = {
|
||||
[_this select 1] call EFUNC(common,canUseWeapon)
|
||||
&& {currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])}
|
||||
&& {!(currentMuzzle (_this select 1) in ((_this select 1) getVariable [QEGVAR(safemode,safedWeapons), []]))}
|
||||
};
|
||||
};
|
||||
|
||||
_condition2 = {
|
||||
currentWeapon (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])
|
||||
};
|
||||
private _statement = {
|
||||
playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _this select 0];
|
||||
|
||||
_statement2 = {
|
||||
[_this select 1, currentWeapon (_this select 1), false] call FUNC(clearJam);
|
||||
};
|
||||
if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {(_this select 1) ammo currentWeapon (_this select 1) > 0} && {GVAR(DisplayTextOnJam)}) then {
|
||||
[localize LSTRING(WeaponJammed)] call EFUNC(common,displayTextStructured);
|
||||
GVAR(knowAboutJam) = true;
|
||||
};
|
||||
};
|
||||
|
||||
//_id = [_unit, format ["<t color=""#FFFF00"" >%1</t>", localize LSTRING(UnjamWeapon)], "DefaultAction", _condition, _statement, _condition2, _statement2, 10] call EFUNC(common,addActionMenuEventHandler);
|
||||
_id = [_unit, "DefaultAction", _condition, _statement] call EFUNC(common,addActionEventHandler);
|
||||
private _id = [_unit, "DefaultAction", _condition, _statement] call EFUNC(common,addActionEventHandler);
|
||||
|
||||
_unit setVariable [QGVAR(JammingActionID), _id];
|
||||
_unit setVariable [QGVAR(JammingActionID), _id];
|
||||
};
|
||||
|
@ -1,5 +1,5 @@
|
||||
/*
|
||||
* Author: Commy2 and CAA-Picard
|
||||
* Author: Commy2 and esteldunedain
|
||||
* Handle weapon fire, heat up the weapon
|
||||
*
|
||||
* Argument:
|
||||
@ -15,22 +15,26 @@
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "\z\ace\addons\overheating\script_component.hpp"
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_weapon", "_ammo", "_projectile"];
|
||||
_unit = _this select 0;
|
||||
_weapon = _this select 1;
|
||||
_ammo = _this select 4;
|
||||
_projectile = _this select 6;
|
||||
params ["_unit", "_weapon", "", "", "_ammo", "", "_projectile"];
|
||||
TRACE_4("params",_unit,_weapon,_ammo,_projectile);
|
||||
|
||||
private ["_bulletMass","_energyIncrement"];
|
||||
//Only do heat calculations every 3 bullets
|
||||
if (((_unit ammo _weapon) % 3) != 0) exitWith {};
|
||||
|
||||
BEGIN_COUNTER(overheat);
|
||||
|
||||
// Get physical parameters
|
||||
_bulletMass = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ACE_BulletMass");
|
||||
private _bulletMass = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ACE_BulletMass");
|
||||
if (_bulletMass == 0) then {
|
||||
// If the bullet mass is not configured, estimate it
|
||||
_bulletMass = 3.4334 + 0.5171 * (getNumber (configFile >> "CfgAmmo" >> _ammo >> "hit") + getNumber (configFile >> "CfgAmmo" >> _ammo >> "caliber"));
|
||||
// If the bullet mass is not configured, estimate it
|
||||
_bulletMass = 3.4334 + 0.5171 * (getNumber (configFile >> "CfgAmmo" >> _ammo >> "hit") + getNumber (configFile >> "CfgAmmo" >> _ammo >> "caliber"));
|
||||
};
|
||||
_energyIncrement = 0.75 * 0.0005 * _bulletMass * (vectorMagnitudeSqr velocity _projectile);
|
||||
private _energyIncrement = 3 * 0.000375 * _bulletMass * (vectorMagnitudeSqr velocity _projectile);
|
||||
|
||||
[_unit, _weapon, _energyIncrement] call FUNC(updateTemperature)
|
||||
TRACE_2("heat",_bulletMass,_energyIncrement);
|
||||
|
||||
[_unit, _weapon, _energyIncrement] call FUNC(updateTemperature);
|
||||
|
||||
END_COUNTER(overheat);
|
||||
|
@ -9,14 +9,18 @@
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [player, currentWeapon player] call ace_overheating_fnc_swapBarrel
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "\z\ace\addons\overheating\script_component.hpp"
|
||||
#include "script_component.hpp"
|
||||
|
||||
EXPLODE_2_PVT(_this,_player,_weapon);
|
||||
params ["_player", "_weapon"];
|
||||
TRACE_2("params",_player,_weapon);
|
||||
|
||||
if (stance _player != "PRONE") then {
|
||||
[_player, "amovpknlmstpsraswrfldnon", 1] call EFUNC(common,doAnimation);
|
||||
[_player, "amovpknlmstpsraswrfldnon", 1] call EFUNC(common,doAnimation);
|
||||
};
|
||||
_player playActionNow "GestureDismountMuzzle";
|
||||
_player playAction "GestureMountMuzzle";
|
||||
|
@ -9,11 +9,15 @@
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [player, currentWeapon player] call ace_overheating_fnc_swapBarrelCallback
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "\z\ace\addons\overheating\script_component.hpp"
|
||||
#include "script_component.hpp"
|
||||
|
||||
EXPLODE_2_PVT(_this,_player,_weapon);
|
||||
params ["_player", "_weapon"];
|
||||
TRACE_2("params",_player,_weapon);
|
||||
|
||||
// don't consume the barrel, but rotate through them.
|
||||
[localize LSTRING(SwappedBarrel), QUOTE(PATHTOF(UI\spare_barrel_ca.paa))] call EFUNC(common,displayTextPicture);
|
||||
|
@ -10,46 +10,46 @@
|
||||
* Return value:
|
||||
* Current temperature <NUMBER>
|
||||
*
|
||||
* Example:
|
||||
* [player, currentWeapon player, 2000] call ace_overheating_fnc_updateTemperature
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "\z\ace\addons\overheating\script_component.hpp"
|
||||
#include "script_component.hpp"
|
||||
|
||||
EXPLODE_3_PVT(_this,_unit,_weapon,_heatIncrement);
|
||||
|
||||
private ["_variableName", "_oldHeat", "_temperature", "_time", "_barrelMass"];
|
||||
params ["_unit", "_weapon", "_heatIncrement"];
|
||||
TRACE_3("params",_unit,_weapon,_heatIncrement);
|
||||
|
||||
// each weapon has it's own variable. Can't store the temperature in the weapon since they are not objects unfortunately.
|
||||
_variableName = format [QGVAR(%1), _weapon];
|
||||
private _variableName = format [QGVAR(%1), _weapon];
|
||||
|
||||
// get old values
|
||||
_oldHeat = _unit getVariable [_variableName, [0, 0]];
|
||||
_temperature = _oldHeat select 0;
|
||||
_time = _oldHeat select 1;
|
||||
(_unit getVariable [_variableName, [0, 0]]) params ["_temperature", "_time"];
|
||||
|
||||
_barrelMass = 0.50 * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "mass") / 22.0) max 1.0;
|
||||
private _barrelMass = 0.50 * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "mass") / 22.0) max 1.0;
|
||||
|
||||
_fnc_cooling = {
|
||||
EXPLODE_3_PVT(_this,_temperature,_barrelMass,_totalTime);
|
||||
params ["_temperature", "_barrelMass", "_totalTime"];
|
||||
TRACE_3("cooling",_temperature,_barrelMass,_totalTime);
|
||||
|
||||
// If a long time passed since the last shot, there's no need to calculate anything; the weapon should be cool
|
||||
if (_totalTime > 1800) exitWith {0};
|
||||
|
||||
private ["_barrelSurface", "_time", "_deltaTime"];
|
||||
_barrelSurface = _barrelMass / 7850 / 0.003;
|
||||
private _barrelSurface = _barrelMass / 7850 / 0.003;
|
||||
|
||||
_time = 0;
|
||||
private _time = 0;
|
||||
while {true} do {
|
||||
_deltaTime = (_totalTime - _time) min 20;
|
||||
private _deltaTime = (_totalTime - _time) min 20;
|
||||
|
||||
_temperature = _temperature - (
|
||||
// Convective cooling
|
||||
25 * _barrelSurface * _temperature
|
||||
// Radiative cooling
|
||||
+ 0.4 * 5.67e-8 * _barrelSurface *
|
||||
( (_temperature + 273.15)*(_temperature + 273.15)
|
||||
* (_temperature + 273.15)*(_temperature + 273.15)
|
||||
- 273.15 * 273.15 * 273.15 *273.15 )
|
||||
) * _deltaTime / (_barrelMass * 466);
|
||||
// Convective cooling
|
||||
25 * _barrelSurface * _temperature
|
||||
// Radiative cooling
|
||||
+ 0.4 * 5.67e-8 * _barrelSurface *
|
||||
( (_temperature + 273.15)*(_temperature + 273.15)
|
||||
* (_temperature + 273.15)*(_temperature + 273.15)
|
||||
- 273.15 * 273.15 * 273.15 *273.15 )
|
||||
) * _deltaTime / (_barrelMass * 466);
|
||||
|
||||
if (_temperature < 1) exitWith {0};
|
||||
|
||||
@ -64,12 +64,13 @@ _fnc_cooling = {
|
||||
};
|
||||
|
||||
// Calculate cooling
|
||||
_temperature = [_temperature, _barrelMass, time - _time] call _fnc_cooling;
|
||||
_temperature = [_temperature, _barrelMass, ACE_time - _time] call _fnc_cooling;
|
||||
TRACE_1("cooledTo",_temperature);
|
||||
// Calculate heating
|
||||
// Steel Heat Capacity = 466 J/(Kg.K)
|
||||
_temperature = _temperature + _heatIncrement / (_barrelMass * 466);
|
||||
|
||||
// Publish the variable
|
||||
[_unit, _variableName, [_temperature, time], 2.0] call EFUNC(common,setVariablePublic);
|
||||
[_unit, _variableName, [_temperature, ACE_time], 2.0] call EFUNC(common,setVariablePublic);
|
||||
|
||||
_temperature
|
||||
|
1
addons/overheating/functions/script_component.hpp
Normal file
1
addons/overheating/functions/script_component.hpp
Normal file
@ -0,0 +1 @@
|
||||
#include "\z\ace\addons\overheating\script_component.hpp"
|
@ -1,6 +1,9 @@
|
||||
#define COMPONENT overheating
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
// #define ENABLE_PERFORMANCE_COUNTERS
|
||||
// #define DEBUG_MODE_FULL
|
||||
|
||||
#ifdef DEBUG_ENABLED_OVERHEATING
|
||||
#define DEBUG_MODE_FULL
|
||||
#endif
|
||||
|
@ -1,7 +1,7 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project name="ACE">
|
||||
<Package name="Overheating">
|
||||
<Key ID="STR_ACE_Overheating_SettingDisplayTextName">
|
||||
<Key ID="STR_ACE_Overheating_DisplayTextOnJam_displayName">
|
||||
<English>Display text on jam</English>
|
||||
<German>Zeige Text bei Ladehemmung</German>
|
||||
<Spanish>Mostrar texto al encasquillarse</Spanish>
|
||||
@ -13,7 +13,7 @@
|
||||
<Portuguese>Mostrar texto quando trava acontecer</Portuguese>
|
||||
<Italian>Visualizza testo in caso di inceppamento</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Overheating_SettingDisplayTextDesc">
|
||||
<Key ID="STR_ACE_Overheating_DisplayTextOnJam_description">
|
||||
<English>Display a notification whenever your weapon gets jammed</English>
|
||||
<German>Zeige einen Hinweis, wenn die Waffe eine Ladehemmung hat.</German>
|
||||
<Spanish>Mostrar notificación cada vez que el arma se encasquille</Spanish>
|
||||
@ -25,6 +25,18 @@
|
||||
<Portuguese>Mostra uma notificação quando sua arma sofre um travamento.</Portuguese>
|
||||
<Italian>Visualizza una notifica in caso la tua arma si inceppasse</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Overheating_showParticleEffects_displayName">
|
||||
<English>Overheating Particle Effects</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Overheating_showParticleEffects_description">
|
||||
<English>Show particle effects when weapon overheats</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Overheating_overheatingDispersion_displayName">
|
||||
<English>Overheating Dispersion</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Overheating_overheatingDispersion_description">
|
||||
<English>Overheated weapons will be less accurate and have decreased muzzle velocity. Applys for all players.</English>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Overheating_SpareBarrelName">
|
||||
<English>Spare barrel</English>
|
||||
<German>Ersatzlauf</German>
|
||||
|
Loading…
Reference in New Issue
Block a user