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Fire - Mini-Rewrite (#9757)
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
This commit is contained in:
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@ -18,8 +18,6 @@
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* Public: No
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*/
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#define BURN_THRESHOLD 1
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params ["_unit", "_damages"];
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TRACE_2("woundsHandlerIncendiary",_unit,_damages);
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@ -32,9 +30,7 @@ private _fireDamage = 0;
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private _intensity = linearConversion [0, 20, _fireDamage, 0, 10, true];
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TRACE_2("",_intensity,_fireDamage);
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if (_intensity > BURN_THRESHOLD) then {
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TRACE_2("Setting unit ablaze",_intensity,BURN_THRESHOLD);
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["ace_fire_burn", [_unit, _intensity]] call CBA_fnc_globalEvent;
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};
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// Let fire handle if unit is set ablaze or not
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[QEGVAR(fire,burn), [_unit, _intensity]] call CBA_fnc_localEvent;
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_this // return
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@ -18,8 +18,6 @@
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* Public: No
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*/
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#define BURN_THRESHOLD 1
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params ["_unit", "_damages"];
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TRACE_2("woundsHandlerIncendiary",_unit,_damages);
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@ -32,9 +30,7 @@ private _fireDamage = 0;
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private _intensity = linearConversion [0, 20, _fireDamage, 0, 10, true];
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TRACE_2("",_intensity,_fireDamage);
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if (_intensity > BURN_THRESHOLD) then {
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TRACE_2("Setting unit ablaze",_intensity,BURN_THRESHOLD);
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["ace_fire_burn", [_unit, _intensity]] call CBA_fnc_globalEvent;
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};
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// Let fire handle if unit is set ablaze or not
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[QEGVAR(fire,burn), [_unit, _intensity]] call CBA_fnc_localEvent;
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_this // return
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@ -175,7 +175,7 @@ if (_delayBetweenSmokeAndFire) then {
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if (["ace_fire"] call EFUNC(common,isModLoaded)) then {
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// Use current intensity, in case GVAR(cookoffDuration) is very large and only 1 flameout stage happens
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{
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[QEGVAR(fire,burn), [_x, _intensity * 1.5, _instigator]] call CBA_fnc_globalEvent;
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[QEGVAR(fire,burn), [_x, _intensity * 1.5, _instigator], _x] call CBA_fnc_targetEvent;
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} forEach (crew _vehicle);
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};
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@ -1,10 +1,10 @@
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// weird ass concatenation syntax. PBO Project complains otherwise...
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#define CONCAT(a,b) a####b
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#define CREATE_SCREAM(no)\
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class GVAR(DOUBLES(scream,no)) { \
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name = QUOTE(GVAR(CONCAT(scream,no)));\
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sound[] = {QUOTE(PATHTOF(CONCAT(sounds\scream,no).ogg)), QUOTE(db+8), 1};\
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titles[] = {}; \
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class GVAR(DOUBLES(scream,no)) {\
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name = QGVAR(CONCAT(scream,no));\
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sound[] = {QPATHTOF(CONCAT(sounds\scream,no).ogg), QUOTE(db+8), 1};\
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titles[] = {};\
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}
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class CfgSounds {
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7
addons/fire/CfgVehicles.hpp
Normal file
7
addons/fire/CfgVehicles.hpp
Normal file
@ -0,0 +1,7 @@
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class CfgVehicles {
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class Static;
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class GVAR(logic): Static {
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scope = 1;
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displayName = "";
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};
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};
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@ -1,9 +1,10 @@
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PREP(burn);
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PREP(isBurning);
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PREP(burnEffects);
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PREP(burnIndicator);
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PREP(burnReaction);
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PREP(burnSimulation);
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PREP(fireManagerPFH);
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PREP(isBurning);
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PREP(medical_canPatDown);
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PREP(medical_progress);
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PREP(medical_success);
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PREP(medical_canPatDown);
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@ -1,37 +1,89 @@
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#include "script_component.hpp"
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[QGVAR(burn), LINKFUNC(burn)] call CBA_fnc_addEventHandler;
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[QGVAR(burnEffects), LINKFUNC(burnEffects)] call CBA_fnc_addEventHandler;
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[QGVAR(burnSimulation), LINKFUNC(burnSimulation)] call CBA_fnc_addEventHandler;
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[QGVAR(playScream), {
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params ["_scream", "_source"];
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// only play sound if enabled in settings and enabled for the unit
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// Only play sound if enabled in settings and enabled for the unit
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if (GVAR(enableScreams) && {_source getVariable [QGVAR(enableScreams), true]}) then {
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_source say3D _scream;
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};
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}] call CBA_fnc_addEventHandler;
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["ace_settingsInitialized", {
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if (!isServer) exitWith {};
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["CBA_settingsInitialized", {
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TRACE_1("settingsInit",GVAR(enabled));
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if (!GVAR(enabled)) exitWith {};
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if (isServer) then {
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[QGVAR(addFireSource), {
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params ["_source", "_radius", "_intensity", "_key", ["_condition", { true }], ["_conditionArgs", []]];
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private _fireLogic = createVehicle ["ACE_LogicDummy", [0, 0, 0], [], 0, "NONE"];
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if (_source isEqualType objNull) then {
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_fireLogic attachTo [_source];
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} else {
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_fireLogic setPosASL _source;
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};
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GVAR(fireSources) = createHashMap;
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[GVAR(fireSources), _key, [_fireLogic, _radius, _intensity, _condition, _conditionArgs]] call CBA_fnc_hashSet;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(addFireSource), {
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params [
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["_source", objNull, [objNull, []]],
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["_radius", 0, [0]],
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["_intensity", 0, [0]],
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["_key", ""],
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["_condition", {true}, [{}]],
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["_conditionArgs", []]
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];
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[QGVAR(removeFireSource), {
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params ["_key"];
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[GVAR(fireSources), _key] call CBA_fnc_hashRem;
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}] call CBA_fnc_addEventHandler;
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private _isObject = _source isEqualType objNull;
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[LINKFUNC(fireManagerPFH), FIRE_MANAGER_PFH_DELAY, []] call CBA_fnc_addPerFrameHandler;
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GVAR(fireSources) = [[], nil] call CBA_fnc_hashCreate;
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};
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// Check if the source is valid
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if !(_isObject || {_source isEqualTypeParams [0, 0, 0]}) exitWith {};
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if (_isObject && {isNull _source}) exitWith {};
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if (_radius == 0 || _intensity == 0) exitWith {};
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if (_key isEqualTo "") exitWith {}; // key can be many types
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// hashValue supports more types than hashmaps do by default, but not all (e.g. locations)
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private _hashedKey = hashValue _key;
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if (isNil "_hashedKey") exitWith {
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ERROR_2("Unsupported key type used: %1 - %2",_key,typeName _key);
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};
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// If a position is passed, create a static object at said position
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private _sourcePos = if (_isObject) then {
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getPosATL _source
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} else {
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ASLToATL _source
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};
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private _fireLogic = createVehicle [QGVAR(logic), _sourcePos, [], 0, "CAN_COLLIDE"];
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// If an object was passed, attach logic to the object
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if (_isObject) then {
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_fireLogic attachTo [_source];
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};
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// To avoid issues, remove existing entries first before overwriting
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if (_hashedKey in GVAR(fireSources)) then {
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[QGVAR(removeFireSource), _key] call CBA_fnc_localEvent;
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};
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GVAR(fireSources) set [_hashedKey, [_fireLogic, _radius, _intensity, _condition, _conditionArgs]];
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}] call CBA_fnc_addEventHandler;
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[QGVAR(removeFireSource), {
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params ["_key"];
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private _hashedKey = hashValue _key;
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if (isNil "_hashedKey") exitWith {
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ERROR_2("Unsupported key type used: %1 - %2",_key,typeName _key);
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};
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(GVAR(fireSources) deleteAt _hashedKey) params [["_fireLogic", objNull]];
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detach _fireLogic;
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deleteVehicle _fireLogic;
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}] call CBA_fnc_addEventHandler;
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[LINKFUNC(fireManagerPFH), FIRE_MANAGER_PFH_DELAY, []] call CBA_fnc_addPerFrameHandler;
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}] call CBA_fnc_addEventHandler;
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@ -24,6 +24,7 @@ class CfgPatches {
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#include "CfgEventHandlers.hpp"
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#include "CfgSounds.hpp"
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#include "CfgVehicles.hpp"
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#include "ACE_Medical_Treatment_Actions.hpp"
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#include "RscTitles.hpp"
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@ -1,13 +1,12 @@
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#include "..\script_component.hpp"
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/*
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* Author: tcvm
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* Makes object catch fire. Only call from events. Local effects only.
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* Arbitrary values to ignite people. Assumed maximum is "10".
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* Author: johnb43
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* Makes a unit catch fire. Only call from targeted events, is applied globally.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Intensity of fire <NUMBER>
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* 2: Instigator of fire <OBJECT> (default: objNull)
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* 0: Unit <OBJECT>
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* 1: Fire intensity <NUMBER>
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* 2: Fire instigator <OBJECT> (default: objNull)
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*
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* Return Value:
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* None
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@ -18,322 +17,62 @@
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* Public: No
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*/
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#define INTENSITY_LOSS 0.03
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#define INTENSITY_UPDATE 3
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#define BURN_PROPOGATE_UPDATE 1
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#define BURN_PROPOGATE_DISTANCE 2
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#define BURN_PROPOGATE_COUNTER_MAX 5
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params ["_unit", "_intensity", ["_instigator", objNull]];
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if (!EGVAR(common,settingsInitFinished)) exitWith {
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EGVAR(common,runAtSettingsInitialized) pushBack [LINKFUNC(burn), _this];
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};
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if (!GVAR(enabled)) exitWith {};
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private _isBurning = [_unit] call FUNC(isBurning);
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if (_isBurning) exitWith {};
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params ["_unit", "_intensity", ["_instigator", objNull]];
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TRACE_3("burn",_unit,_intensity,_instigator);
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[{
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// looped function
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(_this getVariable "params") params ["_unit", "", "_instigator"];
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private _unitPos = getPosASL _unit;
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if (BURN_MIN_INTENSITY > _intensity) exitWith {
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TRACE_3("intensity is too low",_unit,_intensity,BURN_MIN_INTENSITY);
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};
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_intensity = _unit getVariable [QGVAR(intensity), 0];
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// Check if unit is remote (objNull is remote)
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if (!local _unit) exitWith {
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TRACE_1("unit is null or not local",_unit);
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};
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if (surfaceIsWater _unitPos && {(_unitPos#2) < 1}) then {
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_intensity = 0;
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// Check if the unit can burn (takes care of spectators and curators)
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if (getNumber (configOf _unit >> "isPlayableLogic") == 1 || {!(_unit isKindOf "CAManBase")}) exitWith {
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TRACE_1("unit is virtual or not a man",_unit);
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};
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// If unit is invulnerable, don't burn the unit
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if !(isDamageAllowed _unit && {_unit getVariable [QEGVAR(medical,allowDamage), true]}) exitWith {
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TRACE_1("unit is invulnerable",_unit);
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};
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private _eyePos = eyePos _unit;
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// Check if unit is mostly submerged in water
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if (surfaceIsWater _eyePos && {(_eyePos select 2) < 0.1}) exitWith {
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TRACE_1("unit is in water",_unit);
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};
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// If unit is already burning, update intensity, but don't add another PFH
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if (_unit call FUNC(isBurning)) exitWith {
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// Only allow intensity to be increased
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if (_intensity <= (_unit getVariable [QGVAR(intensity), 0])) exitWith {
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TRACE_2("unit already burning, no intensity update",_unit,_intensity);
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};
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_fireParticle setDropInterval (0.01 max linearConversion [BURN_MAX_INTENSITY, BURN_MIN_INTENSITY, _intensity, 0.03, 0.1, false]);
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_fireParticle setParticleParams [
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["\A3\data_f\ParticleEffects\Universal\Universal", 16, 10, 32], // sprite sheet values
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"", // animation name
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"Billboard", // particle type
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1, // timer period
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0.7, // lifetime
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"destructionEffect2", // position
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[0, 0, 1], // move velocity
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0, // rotation velocity
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10, // weight
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7.9, // volume
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1, // rubbing
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[0.3, 0.3], // size
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[
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[1, 1, 1, -0],
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[1, 1, 1, -1],
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[1, 1, 1, -1],
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[1, 1, 1, -1],
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[1, 1, 1, -0]
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], // colour
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[0.5, 1], // animation speed
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1, // random dir period
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0, // random dir intensity
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"", // on timer script
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"", // before destroy script
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_unit, // particle source
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0,
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false,
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0,
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[[0.8, 0.6, 0.2, 1]] // emissive color
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];
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_fireParticle setParticleRandom [
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0.04 * _intensity, // life time
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[0.05, 0.05, 2], // position
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[0.05 * _intensity, 0.05 * _intensity, 0.05 * _intensity], // move velocity
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0, // rotation velocity
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0.06 * _intensity, // size
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[0, 0, 0, 0], // color
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0, // random direction period
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0 // random direction intensity
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];
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TRACE_2("unit already burning, updating intensity",_unit,_intensity);
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_smokeParticle setParticleCircle [0, [0, 0, 0]];
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_smokeParticle setParticleRandom [
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0, // life time
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[0.25, 0.25, 0], // position
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[0.2, 0.2, 0], // move velocity
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0, // rotation velocity
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0.25, // size
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[0, 0, 0, 0.1], // color
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0, // random direction period
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0 // random direction intensity
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];
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_smokeParticle setParticleParams [
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["\A3\data_f\ParticleEffects\Universal\Universal", 16, 7, 48], // sprite sheet values
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"", // animation name
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"Billboard", // particle type
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1, // timer period
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8, // lifetime
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[0, 0, 1.1], // position
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[0, 0, 1], // move velocity
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0, // rotation velocity
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10, // weight
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7.9, // volume
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0.066, // rubbing
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[1, 3, 6], // size
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[
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[0.5, 0.5, 0.5, 0.15],
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[0.75, 0.75, 0.75, 0.075],
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[1, 1, 1, 0]
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], // colour
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[0.125], // animation speed
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1, // random dir period
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0, // random dir intensity
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"", // on timer script
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"", // before destroy script
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_unit // particle source
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];
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_smokeParticle setDropInterval 0.15;
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_unit setVariable [QGVAR(intensity), _intensity, true];
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};
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_fireLight setLightBrightness ((_intensity * 3) / 10);
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_lightFlare setLightBrightness (_intensity / 30);
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TRACE_2("setting unit ablaze",_unit,_intensity);
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private _distanceToUnit = (_unit distance ace_player);
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_fireLight setLightAttenuation [1, 10 max (5 min (10 - _intensity)), 0, 15];
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_lightFlare setLightFlareSize (_intensity * (3 / 4)) * FLARE_SIZE_MODIFIER;
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_unit setVariable [QGVAR(intensity), _intensity, true];
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if (!GVAR(enableFlare)) then {
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_lightFlare setLightFlareSize 0;
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};
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// Fire simulation (fire sources are handled differently)
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[QGVAR(burnSimulation), [_unit, _instigator], _unit] call CBA_fnc_targetEvent;
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// always keep flare visible to perceiving unit as long as it isnt the player
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if (_unit isNotEqualTo ace_player) then {
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private _relativeAttachPoint = [0, 0, 0.3];
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if (_distanceToUnit > 1.5) then {
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_relativeAttachPoint = (vectorNormalized (_unit worldToModelVisual (getPos ace_player))) vectorMultiply linearConversion [5, 30, _distanceToUnit, 0.5, 1.5];
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_relativeAttachPoint set [2, 0.3 + ((_unit selectionPosition "pelvis") select 2)];
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};
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_lightFlare attachTo [_unit, _relativeAttachPoint];
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};
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// Spawn effects for unit
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private _burnEffectsJipID = [QGVAR(burnEffects), _unit] call CBA_fnc_globalEventJIP;
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[_burnEffectsJipID, _unit] call CBA_fnc_removeGlobalEventJIP;
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if (!isGamePaused) then {
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// If the unit goes to spectator alive _unit == true and they will be on fire and still take damage
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// Only workaround I could think of, kinda clunky
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if (_isThisUnitAlive) then {
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_isThisUnitAlive = (alive _unit) && { getNumber ((configOf _unit) >> "isPlayableLogic") != 1 };
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};
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// propagate fire
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if ((CBA_missionTime - _lastPropogateUpdate) >= BURN_PROPOGATE_UPDATE) then {
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_lastPropogateUpdate = CBA_missionTime;
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if !([ace_player] call FUNC(isBurning)) then {
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if ((vehicle _unit) isEqualTo (vehicle ace_player)) then {
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if (0.5 > random 1) then {
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[QGVAR(burn), [ace_player, _intensity * (7 / 8), _instigator]] call CBA_fnc_globalEvent;
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};
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} else {
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if ((ace_player isKindOf "Man") && {_unit isNotEqualTo ace_player} && {isDamageAllowed ace_player && {ace_player getVariable [QEGVAR(medical,allowDamage), true]}}) then {
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private _burnCounter = _unit getVariable [QGVAR(burnCounter), 0];
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if (_distanceToUnit < BURN_PROPOGATE_DISTANCE) then {
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if (_burnCounter < BURN_PROPOGATE_COUNTER_MAX) then {
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_burnCounter = _burnCounter + 1;
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} else {
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[QGVAR(burn), [ace_player, _intensity * (3 / 4), _instigator]] call CBA_fnc_globalEvent;
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};
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||||
} else {
|
||||
_burnCounter = 0;
|
||||
};
|
||||
_unit setVariable [QGVAR(burnCounter), _burnCounter];
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// update intensity/fire reactions
|
||||
if ((CBA_missionTime - _lastIntensityUpdate) >= INTENSITY_UPDATE) then {
|
||||
_lastIntensityUpdate = CBA_missionTime;
|
||||
_intensity = _intensity - INTENSITY_LOSS - (rain / 10);
|
||||
if (local _unit) then {
|
||||
if (_isThisUnitAlive) then {
|
||||
if !(IS_UNCONSCIOUS(_unit)) then {
|
||||
if !(isPlayer _unit) then {
|
||||
private _sdr = _unit getVariable [QGVAR(stopDropRoll), false];
|
||||
if ((_unit isEqualTo vehicle _unit) && (_sdr || ({ 0.05 > random 1 }))) then {
|
||||
_unit setVariable [QGVAR(stopDropRoll), true];
|
||||
if !(_sdr) then {
|
||||
TRACE_1("stop,drop,roll!",_unit);
|
||||
_unit setUnitPos "DOWN";
|
||||
doStop _unit;
|
||||
};
|
||||
// queue up a bunch of animations
|
||||
for "_i" from 0 to 2 do {
|
||||
[_unit, selectRandom ["amovppnemstpsnonwnondnon_amovppnemevasnonwnondl", "amovppnemstpsnonwnondnon_amovppnemevasnonwnondr"], 0] call EFUNC(common,doAnimation);
|
||||
};
|
||||
_intensity = _intensity - (1 / _intensity);
|
||||
} else {
|
||||
private _group = (group _unit);
|
||||
private _vehicle = vehicle _unit;
|
||||
|
||||
if (_vehicle != _unit) then {
|
||||
TRACE_1("Ejecting",_unit);
|
||||
_unit leaveVehicle _vehicle;
|
||||
unassignVehicle _unit;
|
||||
_unit action ["eject",_vehicle];
|
||||
};
|
||||
_unit disableAI "TARGET";
|
||||
_unit disableAI "AUTOTARGET";
|
||||
|
||||
// Run away
|
||||
if (leader _group != _unit) then {
|
||||
[_unit] join grpNull;
|
||||
};
|
||||
_unit doMove ((getPosATL _unit) getPos [20 + random 35, floor (random 360)]);
|
||||
_unit setSpeedMode "FULL";
|
||||
_unit setSuppression 1;
|
||||
};
|
||||
} else {
|
||||
if ((animationState _unit) in PRONE_ROLLING_ANIMS) then {
|
||||
// decrease intensity of burn
|
||||
_intensity = _intensity * INTENSITY_DECREASE_MULT_ROLLING;
|
||||
};
|
||||
};
|
||||
|
||||
[_unit] call FUNC(burnReaction);
|
||||
};
|
||||
|
||||
// Common burn areas are the hands and face https://www.ncbi.nlm.nih.gov/pubmed/16899341/
|
||||
private _woundSelection = ["Head", "Body", "LeftArm", "RightArm", "LeftLeg", "RightLeg"] selectRandomWeighted [0.77, 0.5, 0.8, 0.8, 0.3, 0.3];
|
||||
if (GET_PAIN_PERCEIVED(_unit) < (PAIN_UNCONSCIOUS + random 0.2)) then {
|
||||
// keep pain around unconciousness limit to allow for more fun interactions
|
||||
[_unit, _intensity / BURN_MAX_INTENSITY, _woundSelection, "burn", _instigator] call EFUNC(medical,addDamageToUnit);
|
||||
} else {
|
||||
[_unit, 0.15, _woundSelection, "burn", _instigator] call EFUNC(medical,addDamageToUnit);
|
||||
};
|
||||
};
|
||||
_unit setVariable [QGVAR(intensity), _intensity, true]; // globally sync intensity across all clients to make sure simulation is deterministic
|
||||
};
|
||||
};
|
||||
|
||||
private _burnIndicatorPFH = _unit getVariable [QGVAR(burnUIPFH), -1];
|
||||
if (_unit isEqualTo ace_player && { _isThisUnitAlive } && { _burnIndicatorPFH < 0 }) then {
|
||||
_burnIndicatorPFH = [LINKFUNC(burnIndicator), 1, _unit] call CBA_fnc_addPerFrameHandler;
|
||||
_unit setVariable [QGVAR(burnUIPFH), _burnIndicatorPFH];
|
||||
};
|
||||
};
|
||||
}, 0, [_unit, _intensity, _instigator], {
|
||||
TRACE_1("burn init",GVAR(enableFlare));
|
||||
// init function
|
||||
private _params = _this getVariable "params";
|
||||
_params params ["_unit", "_startingIntensity"];
|
||||
|
||||
_intensity = _startingIntensity;
|
||||
private _unitPos = getPos _unit;
|
||||
|
||||
_fireParticle = "#particlesource" createVehicleLocal _unitPos;
|
||||
_fireParticle attachTo [_unit, [0, 0, 0]];
|
||||
_fireParticle setDropInterval 0.03;
|
||||
|
||||
_smokeParticle = "#particlesource" createVehicleLocal _unitPos;
|
||||
|
||||
_fireLight = "#lightpoint" createVehicleLocal _unitPos;
|
||||
_fireLight setLightIntensity 0;
|
||||
_fireLight setLightAmbient [0.8, 0.6, 0.2];
|
||||
_fireLight setLightColor [1, 0.5, 0.4];
|
||||
_fireLight attachTo [_unit, [0, 0, 0]];
|
||||
_fireLight setLightDayLight false;
|
||||
|
||||
_lightFlare = "#lightpoint" createVehicleLocal _unitPos;
|
||||
_lightFlare setLightIntensity 0;
|
||||
_lightFlare setLightColor [1, 0.8, 0.8];
|
||||
_lightFlare setLightUseFlare true;
|
||||
_lightFlare setLightFlareMaxDistance 100;
|
||||
_lightFlare setLightFlareSize 0;
|
||||
|
||||
if (_unit isNotEqualTo ace_player) then {
|
||||
private _relativeAttachPoint = (vectorNormalized (_unit worldToModelVisual (getPos ace_player))) vectorMultiply 1;
|
||||
_relativeAttachPoint set [2, 0.5];
|
||||
_lightFlare attachTo [_unit, _relativeAttachPoint];
|
||||
} else {
|
||||
_lightFlare attachTo [_unit, [0, 0, 0.3]];
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
_fireSound = createSoundSource ["Sound_Fire", _unitPos, [], 0];
|
||||
_fireSound attachTo [_unit, [0, 0, 0], "Head"];
|
||||
};
|
||||
|
||||
_unit setVariable [QGVAR(burning), true];
|
||||
_unit setVariable [QGVAR(intensity), _intensity];
|
||||
_unit setVariable [QGVAR(burnUIPFH), -1];
|
||||
|
||||
if (local _unit) then {
|
||||
if (_unit isEqualTo ace_player) then {
|
||||
private _burnIndicatorPFH = [LINKFUNC(burnIndicator), 1, _unit] call CBA_fnc_addPerFrameHandler;
|
||||
_unit setVariable [QGVAR(burnUIPFH), _burnIndicatorPFH];
|
||||
};
|
||||
|
||||
[_unit, false] call FUNC(burnReaction);
|
||||
};
|
||||
|
||||
_lastIntensityUpdate = 0;
|
||||
_lastPropogateUpdate = 0;
|
||||
|
||||
_isThisUnitAlive = true;
|
||||
}, {
|
||||
(_this getVariable "params") params ["_unit"];
|
||||
|
||||
// deinit function
|
||||
deleteVehicle _fireParticle;
|
||||
deleteVehicle _smokeParticle;
|
||||
deleteVehicle _fireLight;
|
||||
deleteVehicle _lightFlare;
|
||||
deleteVehicle _fireSound;
|
||||
|
||||
if (local _unit) then {
|
||||
if (!isPlayer _unit) then {
|
||||
_unit setUnitPos "AUTO";
|
||||
_unit setVariable [QGVAR(stopDropRoll), false];
|
||||
};
|
||||
};
|
||||
_unit setVariable [QGVAR(burning), false];
|
||||
_unit setVariable [QGVAR(burnCounter), 0];
|
||||
}, {
|
||||
// run condition
|
||||
true
|
||||
}, {
|
||||
// exit condition
|
||||
(_this getVariable "params") params ["_unit"];
|
||||
|
||||
private _unitAlive = (alive _unit) && { getNumber ((configOf _unit) >> "isPlayableLogic") != 1 };
|
||||
private _unitIsUnit = { (_unit != vehicle _unit) && { isNull vehicle _unit } };
|
||||
|
||||
!_unitAlive || _unitIsUnit || { _intensity <= BURN_MIN_INTENSITY } || { !([_unit] call FUNC(isBurning)) }
|
||||
}, ["_intensity", "_fireParticle", "_smokeParticle", "_fireLight", "_fireSound", "_lightFlare", "_lastIntensityUpdate", "_lastPropogateUpdate", "_isThisUnitAlive"]] call CBA_fnc_createPerFrameHandlerObject;
|
||||
_unit setVariable [QGVAR(jipID), _burnEffectsJipID, true];
|
||||
|
191
addons/fire/functions/fnc_burnEffects.sqf
Normal file
191
addons/fire/functions/fnc_burnEffects.sqf
Normal file
@ -0,0 +1,191 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: tcvm, johnb43
|
||||
* Spawns particle effects for a burning unit.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* player call ace_fire_fnc_burnEffects
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_unit"];
|
||||
|
||||
// Spawn particles
|
||||
private _unitPos = getPos _unit;
|
||||
private _fireParticle = objNull;
|
||||
private _smokeParticle = objNull;
|
||||
private _fireLight = objNull;
|
||||
private _lightFlare = objNull;
|
||||
|
||||
if (hasInterface) then {
|
||||
_fireParticle = createVehicleLocal ["#particlesource", _unitPos, [], 0, "CAN_COLLIDE"];
|
||||
_fireParticle attachTo [_unit];
|
||||
_fireParticle setDropInterval 0.03;
|
||||
|
||||
_smokeParticle = createVehicleLocal ["#particlesource", _unitPos, [], 0, "CAN_COLLIDE"];
|
||||
|
||||
_fireLight = createVehicleLocal ["#lightpoint", _unitPos, [], 0, "CAN_COLLIDE"];
|
||||
_fireLight setLightIntensity 0;
|
||||
_fireLight setLightAmbient [0.8, 0.6, 0.2];
|
||||
_fireLight setLightColor [1, 0.5, 0.4];
|
||||
_fireLight attachTo [_unit];
|
||||
_fireLight setLightDayLight false;
|
||||
|
||||
_lightFlare = createVehicleLocal ["#lightpoint", _unitPos, [], 0, "CAN_COLLIDE"];
|
||||
_lightFlare setLightIntensity 0;
|
||||
_lightFlare setLightColor [1, 0.8, 0.8];
|
||||
_lightFlare setLightUseFlare true;
|
||||
_lightFlare setLightFlareMaxDistance 100;
|
||||
_lightFlare setLightFlareSize 0;
|
||||
|
||||
if (_unit != ACE_player) then {
|
||||
private _relativeAttachPoint = vectorNormalized (_unit worldToModelVisual (getPos ACE_player));
|
||||
_relativeAttachPoint set [2, 0.5];
|
||||
_lightFlare attachTo [_unit, _relativeAttachPoint];
|
||||
} else {
|
||||
_lightFlare attachTo [_unit, [0, 0, 0.3]];
|
||||
};
|
||||
};
|
||||
|
||||
private _fireSound = objNull;
|
||||
|
||||
if (isServer) then {
|
||||
_fireSound = createSoundSource ["Sound_Fire", _unitPos, [], 0];
|
||||
_fireSound attachTo [_unit, [0, 0, 0], "Head"];
|
||||
};
|
||||
|
||||
[{
|
||||
params ["_args", "_pfhID"];
|
||||
_args params ["_unit", "_fireParticle", "_smokeParticle", "_fireLight", "_lightFlare", "_fireSound"];
|
||||
|
||||
if (isNull _unit || {!(_unit call FUNC(isBurning))}) exitWith {
|
||||
_pfhID call CBA_fnc_removePerFrameHandler;
|
||||
|
||||
deleteVehicle _fireParticle;
|
||||
deleteVehicle _smokeParticle;
|
||||
deleteVehicle _fireLight;
|
||||
deleteVehicle _lightFlare;
|
||||
deleteVehicle _fireSound;
|
||||
};
|
||||
|
||||
// Display burn indicators
|
||||
if (_unit == ACE_player && {alive _unit} && {isNil {_unit getVariable QGVAR(burnUIPFH)}}) then { // This accounts for player remote controlled a new unit
|
||||
private _burnIndicatorPFH = [LINKFUNC(burnIndicator), 1, _unit] call CBA_fnc_addPerFrameHandler;
|
||||
_unit setVariable [QGVAR(burnUIPFH), _burnIndicatorPFH];
|
||||
};
|
||||
|
||||
if (!hasInterface) exitWith {};
|
||||
|
||||
private _intensity = _unit getVariable [QGVAR(intensity), 0];
|
||||
|
||||
_fireParticle setDropInterval (0.01 max linearConversion [BURN_MAX_INTENSITY, BURN_MIN_INTENSITY, _intensity, 0.03, 0.1, false]);
|
||||
_fireParticle setParticleParams [
|
||||
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 10, 32], // sprite sheet values
|
||||
"", // animation name
|
||||
"Billboard", // particle type
|
||||
1, // timer period
|
||||
0.7, // lifetime
|
||||
"destructionEffect2", // position
|
||||
[0, 0, 1], // move velocity
|
||||
0, // rotation velocity
|
||||
10, // weight
|
||||
7.9, // volume
|
||||
1, // rubbing
|
||||
[0.3, 0.3], // size
|
||||
[
|
||||
[1, 1, 1, -0],
|
||||
[1, 1, 1, -1],
|
||||
[1, 1, 1, -1],
|
||||
[1, 1, 1, -1],
|
||||
[1, 1, 1, -0]
|
||||
], // colour
|
||||
[0.5, 1], // animation speed
|
||||
1, // random dir period
|
||||
0, // random dir intensity
|
||||
"", // on timer script
|
||||
"", // before destroy script
|
||||
_unit, // particle source
|
||||
0,
|
||||
false,
|
||||
0,
|
||||
[[0.8, 0.6, 0.2, 1]] // emissive color
|
||||
];
|
||||
_fireParticle setParticleRandom [
|
||||
0.04 * _intensity, // life time
|
||||
[0.05, 0.05, 2], // position
|
||||
[0.05, 0.05, 0.05] vectorMultiply _intensity, // move velocity
|
||||
0, // rotation velocity
|
||||
0.06 * _intensity, // size
|
||||
[0, 0, 0, 0], // color
|
||||
0, // random direction period
|
||||
0 // random direction intensity
|
||||
];
|
||||
|
||||
_smokeParticle setDropInterval 0.15;
|
||||
_smokeParticle setParticleCircle [0, [0, 0, 0]];
|
||||
_smokeParticle setParticleParams [
|
||||
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 7, 48], // sprite sheet values
|
||||
"", // animation name
|
||||
"Billboard", // particle type
|
||||
1, // timer period
|
||||
8, // lifetime
|
||||
[0, 0, 1.1], // position
|
||||
[0, 0, 1], // move velocity
|
||||
0, // rotation velocity
|
||||
10, // weight
|
||||
7.9, // volume
|
||||
0.066, // rubbing
|
||||
[1, 3, 6], // size
|
||||
[
|
||||
[0.5, 0.5, 0.5, 0.15],
|
||||
[0.75, 0.75, 0.75, 0.075],
|
||||
[1, 1, 1, 0]
|
||||
], // colour
|
||||
[0.125], // animation speed
|
||||
1, // random dir period
|
||||
0, // random dir intensity
|
||||
"", // on timer script
|
||||
"", // before destroy script
|
||||
_unit // particle source
|
||||
];
|
||||
_smokeParticle setParticleRandom [
|
||||
0, // life time
|
||||
[0.25, 0.25, 0], // position
|
||||
[0.2, 0.2, 0], // move velocity
|
||||
0, // rotation velocity
|
||||
0.25, // size
|
||||
[0, 0, 0, 0.1], // color
|
||||
0, // random direction period
|
||||
0 // random direction intensity
|
||||
];
|
||||
|
||||
_fireLight setLightBrightness ((_intensity * 3) / 10);
|
||||
_fireLight setLightAttenuation [1, 10 max (5 min (10 - _intensity)), 0, 15];
|
||||
|
||||
_lightFlare setLightBrightness (_intensity / 30);
|
||||
_lightFlare setLightFlareSize (_intensity * (3 / 4)) * FLARE_SIZE_MODIFIER;
|
||||
|
||||
if (!GVAR(enableFlare)) then {
|
||||
_lightFlare setLightFlareSize 0;
|
||||
};
|
||||
|
||||
// Always keep flare visible to perceiving unit as long as it isn't the player
|
||||
if (_unit != ACE_player) then {
|
||||
private _distanceToUnit = _unit distance ACE_player;
|
||||
private _relativeAttachPoint = [0, 0, 0.3];
|
||||
|
||||
if (_distanceToUnit > 1.5) then {
|
||||
_relativeAttachPoint = (vectorNormalized (_unit worldToModelVisual (getPos ACE_player))) vectorMultiply linearConversion [5, 30, _distanceToUnit, 0.5, 1.5];
|
||||
_relativeAttachPoint set [2, 0.3 + ((_unit selectionPosition "pelvis") select 2)];
|
||||
};
|
||||
|
||||
_lightFlare attachTo [_unit, _relativeAttachPoint];
|
||||
};
|
||||
}, 0, [_unit, _fireParticle, _smokeParticle, _fireLight, _lightFlare, _fireSound]] call CBA_fnc_addPerFrameHandler;
|
@ -11,26 +11,30 @@
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [player, 4] call ace_fire_fnc_burnIndicator
|
||||
* [player, _pfhID] call ace_fire_fnc_burnIndicator
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_unit", "_pfhHandle"];
|
||||
params ["_unit", "_pfhID"];
|
||||
|
||||
if !(IS_UNCONSCIOUS(_unit)) then {
|
||||
private _iteration = _unit getVariable [QGVAR(indicatorIteration), 0];
|
||||
if (_iteration == 0) then {
|
||||
QGVAR(indicatorLayer) cutRsc [QGVAR(onFire1), "PLAIN"];
|
||||
_iteration = 1;
|
||||
} else {
|
||||
QGVAR(indicatorLayer) cutRsc [QGVAR(onFire2), "PLAIN"];
|
||||
_iteration = 0;
|
||||
};
|
||||
_unit setVariable [QGVAR(indicatorIteration), _iteration];
|
||||
if (!alive _unit || {!(_unit call FUNC(isBurning))}) exitWith {
|
||||
_pfhID call CBA_fnc_removePerFrameHandler;
|
||||
|
||||
_unit setVariable [QGVAR(burnUIPFH), nil];
|
||||
};
|
||||
|
||||
if (!([_unit] call FUNC(isBurning)) || {!alive _unit}) then {
|
||||
[_pfhHandle] call CBA_fnc_removePerFrameHandler;
|
||||
_unit setVariable [QGVAR(burnUIPFH), -1];
|
||||
// Don't show burn overlay if unconscious or dead
|
||||
if !(_unit call EFUNC(common,isAwake)) exitWith {};
|
||||
|
||||
private _iteration = _unit getVariable [QGVAR(indicatorIteration), 0];
|
||||
|
||||
if (_iteration == 0) then {
|
||||
QGVAR(indicatorLayer) cutRsc [QGVAR(onFire1), "PLAIN"];
|
||||
_iteration = 1;
|
||||
} else {
|
||||
QGVAR(indicatorLayer) cutRsc [QGVAR(onFire2), "PLAIN"];
|
||||
_iteration = 0;
|
||||
};
|
||||
|
||||
_unit setVariable [QGVAR(indicatorIteration), _iteration];
|
||||
|
@ -5,7 +5,6 @@
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: Should unit throw its current weapon <BOOL>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
@ -13,19 +12,15 @@
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_unit", ["_throwWeapon", true]];
|
||||
params ["_unit"];
|
||||
|
||||
if (
|
||||
_throwWeapon
|
||||
&& {GVAR(dropWeapon) > 0}
|
||||
&& {_unit in _unit && {(currentWeapon _unit) isNotEqualTo ""}}
|
||||
&& {!isPlayer _unit || GVAR(dropWeapon) >= 2}
|
||||
GVAR(dropWeapon) > 0 &&
|
||||
{isNull objectParent _unit} &&
|
||||
{(currentWeapon _unit) != ""} &&
|
||||
{!isPlayer _unit || GVAR(dropWeapon) == 2}
|
||||
) then {
|
||||
[_unit] call EFUNC(common,throwWeapon);
|
||||
_unit call EFUNC(common,throwWeapon);
|
||||
};
|
||||
|
||||
if (_unit isKindOf "CAManBase") then {
|
||||
private _soundID = floor (1 + random 15);
|
||||
private _sound = format [QGVAR(scream_%1), _soundID];
|
||||
[QGVAR(playScream), [_sound, _unit]] call CBA_fnc_globalEvent;
|
||||
};
|
||||
[QGVAR(playScream), [format [QGVAR(scream_%1), floor (1 + random 15)], _unit]] call CBA_fnc_globalEvent;
|
||||
|
167
addons/fire/functions/fnc_burnSimulation.sqf
Normal file
167
addons/fire/functions/fnc_burnSimulation.sqf
Normal file
@ -0,0 +1,167 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: tcvm, johnb43
|
||||
* Simulates fire intensity over time on burning units.
|
||||
* Arbitrary values to ignite people. Assumed maximum is "10".
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: Instigator <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [player, player] call ace_fire_fnc_burnSimulation
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_unit", "_instigator"];
|
||||
|
||||
[{
|
||||
params ["_args", "_pfhID"];
|
||||
_args params ["_unit", "_instigator"];
|
||||
|
||||
if (isNull _unit) exitWith {
|
||||
TRACE_1("unit is null",_unit);
|
||||
|
||||
_pfhID call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
// Locality has changed
|
||||
if (!local _unit) exitWith {
|
||||
TRACE_1("unit is no longer local",_unit);
|
||||
|
||||
_pfhID call CBA_fnc_removePerFrameHandler;
|
||||
|
||||
[QGVAR(burnSimulation), [_unit, _instigator], _unit] call CBA_fnc_targetEvent;
|
||||
};
|
||||
|
||||
// If the unit is invulnerable, in water or if the fire has died out, stop burning the unit
|
||||
if (
|
||||
!(_unit call FUNC(isBurning)) ||
|
||||
{!(isDamageAllowed _unit && {_unit getVariable [QEGVAR(medical,allowDamage), true]})} ||
|
||||
{private _eyePos = eyePos _unit; surfaceIsWater _eyePos && {(_eyePos select 2) < 0.1}}
|
||||
) exitWith {
|
||||
TRACE_3("unit is no longer burning, invulnerable or in water",_unit,_unit call FUNC(isBurning),isDamageAllowed _unit && {_unit getVariable [ARR_2(QEGVAR(medical,allowDamage),true)]});
|
||||
|
||||
// Remove global effects
|
||||
(_unit getVariable [QGVAR(jipID), ""]) call CBA_fnc_removeGlobalEventJIP;
|
||||
|
||||
// Update globally that the unit isn't burning anymore
|
||||
_unit setVariable [QGVAR(intensity), nil, true];
|
||||
|
||||
_pfhID call CBA_fnc_removePerFrameHandler;
|
||||
|
||||
if (!isNil {_unit getVariable QGVAR(stopDropRoll)} && {!isPlayer _unit}) then {
|
||||
_unit setUnitPos "AUTO";
|
||||
|
||||
_unit setVariable [QGVAR(stopDropRoll), nil, true];
|
||||
};
|
||||
};
|
||||
|
||||
if (isGamePaused) exitWith {};
|
||||
|
||||
private _intensity = _unit getVariable [QGVAR(intensity), 0];
|
||||
|
||||
// Propagate fire to other units (alive or dead) if it's intense
|
||||
if (_intensity >= BURN_THRESHOLD_INTENSE) then {
|
||||
TRACE_2("check for other units",_unit,_intensity);
|
||||
|
||||
{
|
||||
private _distancePercent = 1 - ((_unit distance _x) / BURN_PROPAGATE_DISTANCE);
|
||||
private _adjustedIntensity = _intensity * _distancePercent;
|
||||
|
||||
// Don't burn if intensity is too low or already burning with higher intensity
|
||||
if (BURN_MIN_INTENSITY > _adjustedIntensity || {(_x getVariable [QGVAR(intensity), 0]) > _adjustedIntensity}) then {
|
||||
continue;
|
||||
};
|
||||
|
||||
[QGVAR(burn), [_x, _adjustedIntensity, _instigator], _x] call CBA_fnc_targetEvent;
|
||||
|
||||
TRACE_3("propagate fire",_x,_intensity,_adjustedIntensity);
|
||||
} forEach nearestObjects [_unit, ["CAManBase"], BURN_PROPAGATE_DISTANCE];
|
||||
};
|
||||
|
||||
// Update intensity/fire reactions
|
||||
if (CBA_missionTime >= _unit getVariable [QGVAR(intensityUpdate), 0]) then {
|
||||
TRACE_2("update intensity",_unit,_intensity);
|
||||
|
||||
_unit setVariable [QGVAR(intensityUpdate), CBA_missionTime + INTENSITY_UPDATE];
|
||||
|
||||
_intensity = _intensity - INTENSITY_LOSS - (rain / 10);
|
||||
|
||||
if (_unit call EFUNC(common,isAwake)) then {
|
||||
if (_unit call EFUNC(common,isPlayer)) then {
|
||||
// Decrease intensity of burn if rolling around
|
||||
if ((animationState _unit) in PRONE_ROLLING_ANIMS) then {
|
||||
_intensity = _intensity * INTENSITY_DECREASE_MULT_ROLLING;
|
||||
};
|
||||
} else {
|
||||
private _sdr = _unit getVariable [QGVAR(stopDropRoll), false];
|
||||
|
||||
private _vehicle = objectParent _unit;
|
||||
|
||||
if (isNull _vehicle && {_sdr || {0.05 > random 1}}) then {
|
||||
_unit setVariable [QGVAR(stopDropRoll), true, true];
|
||||
|
||||
if (!_sdr) then {
|
||||
TRACE_1("stop, drop, roll!",_unit);
|
||||
|
||||
_unit setUnitPos "DOWN";
|
||||
doStop _unit;
|
||||
};
|
||||
|
||||
// Queue up a bunch of animations
|
||||
for "_i" from 0 to 2 do {
|
||||
[_unit, selectRandom ["amovppnemstpsnonwnondnon_amovppnemevasnonwnondl", "amovppnemstpsnonwnondnon_amovppnemevasnonwnondr"], 0] call EFUNC(common,doAnimation);
|
||||
};
|
||||
|
||||
_intensity = _intensity - (1 / _intensity);
|
||||
} else {
|
||||
// Make the unit leave the vehicle
|
||||
if (_vehicle != _unit) then {
|
||||
TRACE_1("Ejecting",_unit);
|
||||
|
||||
_unit leaveVehicle _vehicle;
|
||||
unassignVehicle _unit;
|
||||
|
||||
_unit action ["Eject", _vehicle];
|
||||
};
|
||||
|
||||
_unit disableAI "TARGET";
|
||||
_unit disableAI "AUTOTARGET";
|
||||
|
||||
// Run away, erraticly
|
||||
if (leader group _unit != _unit) then {
|
||||
[_unit] join grpNull;
|
||||
};
|
||||
|
||||
_unit doMove ((getPosATL _unit) getPos [20 + random 35, floor (random 360)]);
|
||||
_unit setSpeedMode "FULL";
|
||||
_unit setSuppression 1;
|
||||
};
|
||||
};
|
||||
|
||||
// Play screams and throw weapon (if enabled)
|
||||
_unit call FUNC(burnReaction);
|
||||
};
|
||||
|
||||
if (!isNull _instigator) then {
|
||||
_unit setVariable [QEGVAR(medical,lastDamageSource), _instigator];
|
||||
_unit setVariable [QEGVAR(medical,lastInstigator), _instigator];
|
||||
};
|
||||
|
||||
// Common burn areas are the hands and face https://www.ncbi.nlm.nih.gov/pubmed/16899341/
|
||||
private _bodyPart = ["Head", "Body", "LeftArm", "RightArm", "LeftLeg", "RightLeg"] selectRandomWeighted [0.77, 0.5, 0.8, 0.8, 0.3, 0.3];
|
||||
|
||||
// Keep pain around unconciousness limit to allow for more fun interactions
|
||||
private _damageToAdd = [0.15, _intensity / BURN_MAX_INTENSITY] select (!alive _unit || {GET_PAIN_PERCEIVED(_unit) < (PAIN_UNCONSCIOUS + random 0.2)});
|
||||
|
||||
// Use event directly, as ace_medical_fnc_addDamageToUnit requires unit to be alive
|
||||
[QEGVAR(medical,woundReceived), [_unit, [[_damageToAdd, _bodyPart, _damageToAdd]], _instigator, "burn"]] call CBA_fnc_localEvent;
|
||||
|
||||
_unit setVariable [QGVAR(intensity), _intensity, true]; // Globally sync intensity across all clients to make sure simulation is deterministic
|
||||
};
|
||||
}, BURN_PROPAGATE_UPDATE, [_unit, _instigator]] call CBA_fnc_addPerFrameHandler;
|
@ -1,43 +1,48 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: tcvm
|
||||
* Handles various fire objects and determines if local units deserves to get burned.
|
||||
* Used to handle external burning objects, not used internally because internal methods are more performant.
|
||||
* Author: tcvm, johnb43
|
||||
* Handles various objects on fire and determines if units close to objects deserve to get burned.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit on fire <OBJECT>
|
||||
* 1: PFH Handle <NUMBER>
|
||||
* None
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [ace_fire_fnc_fireManagerPFH, 0.25, [_unit]] call CBA_fnc_addPerFrameHandler
|
||||
* ace_fire_fnc_fireManagerPFH call CBA_fnc_addPerFrameHandler
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_args", "_handle"];
|
||||
{
|
||||
_y params ["_fireLogic", "_radius", "_intensity", "_condition", "_conditionArgs"];
|
||||
TRACE_2("fireManagerPFH loop",_x,_y);
|
||||
|
||||
[GVAR(fireSources), {
|
||||
_value params ["", "", "", "_condition", "_conditionArgs"];
|
||||
_conditionArgs call _condition;
|
||||
}] call CBA_fnc_hashFilter;
|
||||
// Remove when condition is no longer valid
|
||||
if !(_conditionArgs call _condition) then {
|
||||
TRACE_2("condition no longer valid, deleting",_x,_y);
|
||||
|
||||
[GVAR(fireSources), {
|
||||
_value params ["_source", "_radius", "_intensity"];
|
||||
private _attachedObject = attachedTo _source;
|
||||
private _sourcePos = getPosATL _source;
|
||||
if (_attachedObject isNotEqualTo objNull) then {
|
||||
_sourcePos = getPosATL _attachedObject;
|
||||
detach _fireLogic;
|
||||
deleteVehicle _fireLogic;
|
||||
|
||||
GVAR(fireSources) deleteAt _x;
|
||||
|
||||
continue;
|
||||
};
|
||||
|
||||
private _nearEntities = _sourcePos nearEntities ["Man", _radius];
|
||||
// Burn units (alive or dead) close to the fire
|
||||
{
|
||||
private _burning = [_x] call FUNC(isBurning);
|
||||
if !(_burning) then {
|
||||
private _distancePercent = 1 - ((_sourcePos distance _x) / _radius);
|
||||
[QGVAR(burn), [_x, _intensity * _distancePercent]] call CBA_fnc_globalEvent;
|
||||
private _distancePercent = 1 - ((_fireLogic distance _x) / _radius);
|
||||
private _adjustedIntensity = _intensity * _distancePercent;
|
||||
|
||||
// Don't burn if intensity is too low or already burning with higher intensity
|
||||
if (BURN_MIN_INTENSITY > _adjustedIntensity || {(_x getVariable [QGVAR(intensity), 0]) > _adjustedIntensity}) then {
|
||||
continue;
|
||||
};
|
||||
} forEach _nearEntities;
|
||||
}] call CBA_fnc_hashEachPair;
|
||||
|
||||
[QGVAR(burn), [_x, _adjustedIntensity], _x] call CBA_fnc_targetEvent;
|
||||
|
||||
TRACE_3("propagate fire",_x,_intensity,_adjustedIntensity);
|
||||
} forEach nearestObjects [_fireLogic, ["CAManBase"], _radius];
|
||||
} forEach GVAR(fireSources);
|
||||
|
@ -1,10 +1,10 @@
|
||||
#include "..\script_component.hpp"
|
||||
/*
|
||||
* Author: commy2
|
||||
* Check if object is burning.
|
||||
* Check if an object is burning.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Vehicle <OBJECT>
|
||||
* 0: Object <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
@ -15,6 +15,6 @@
|
||||
* Public: Yes
|
||||
*/
|
||||
|
||||
params [["_unit", objNull, [objNull]]];
|
||||
params [["_object", objNull, [objNull]]];
|
||||
|
||||
_unit getVariable [QGVAR(burning), false]
|
||||
(_object getVariable [QGVAR(intensity), 0]) > BURN_MIN_INTENSITY
|
||||
|
@ -18,4 +18,4 @@
|
||||
|
||||
params ["", "_patient"];
|
||||
|
||||
[_patient] call FUNC(isBurning)
|
||||
_patient call FUNC(isBurning)
|
||||
|
@ -5,8 +5,8 @@
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Arguments <ARRAY>
|
||||
* 0: Medic <OBJECT>
|
||||
* 1: Patient <OBJECT>
|
||||
* - 0: Medic (not used) <OBJECT>
|
||||
* - 1: Patient <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Continue pat down <BOOL>
|
||||
@ -18,6 +18,6 @@
|
||||
*/
|
||||
|
||||
params ["_args"];
|
||||
_args params ["_medic", "_patient"];
|
||||
_args params ["", "_patient"];
|
||||
|
||||
[_patient] call FUNC(isBurning)
|
||||
_patient call FUNC(isBurning)
|
||||
|
@ -2,10 +2,13 @@
|
||||
/*
|
||||
* Author: tcvm
|
||||
* Decreases burning intensity on successful medical action.
|
||||
* The medical action is looped until the user stops the interaction or the unit is no longer burning.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Medic <OBJECT>
|
||||
* 1: Patient <OBJECT>
|
||||
* 2: Body Part <STRING>
|
||||
* 3: Treatment <STRING>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
@ -20,17 +23,21 @@ params ["_medic", "_patient", "_bodyPart", "_classname"];
|
||||
|
||||
private _intensity = _patient getVariable [QGVAR(intensity), 0];
|
||||
_intensity = _intensity * INTENSITY_DECREASE_MULT_PAT_DOWN;
|
||||
|
||||
_patient setVariable [QGVAR(intensity), _intensity, true];
|
||||
|
||||
if (_intensity > BURN_MIN_INTENSITY) then {
|
||||
TRACE_1("patient still burning, looping",_this);
|
||||
|
||||
if (EGVAR(medical_gui,pendingReopen)) then {
|
||||
LOG("temporarily blocking medical menu reopen");
|
||||
|
||||
EGVAR(medical_gui,pendingReopen) = false;
|
||||
[{EGVAR(medical_gui,pendingReopen) = true}] call CBA_fnc_execNextFrame;
|
||||
};
|
||||
|
||||
[_medic, _patient, _bodyPart, _classname] call EFUNC(medical_treatment,treatment);
|
||||
// If the unit is still burning, loop the medical action
|
||||
if !(_patient call FUNC(isBurning)) exitWith {
|
||||
TRACE_1("patient no longer burning, quitting",_this);
|
||||
};
|
||||
|
||||
TRACE_1("patient still burning, looping",_this);
|
||||
|
||||
if (EGVAR(medical_gui,pendingReopen)) then {
|
||||
TRACE_1("temporarily blocking medical menu reopen",_this);
|
||||
|
||||
EGVAR(medical_gui,pendingReopen) = false;
|
||||
[{EGVAR(medical_gui,pendingReopen) = true}] call CBA_fnc_execNextFrame;
|
||||
};
|
||||
|
||||
[_medic, _patient, _bodyPart, _classname] call EFUNC(medical_treatment,treatment);
|
||||
|
@ -1,40 +1,40 @@
|
||||
[
|
||||
QGVAR(enabled), "CHECKBOX",
|
||||
QGVAR(enabled),
|
||||
"CHECKBOX",
|
||||
[ELSTRING(common,Enabled), LSTRING(Setting_Description)],
|
||||
LSTRING(Category_DisplayName),
|
||||
true, // default value
|
||||
true, // isGlobal
|
||||
true,
|
||||
1,
|
||||
{[QGVAR(fireEnabled), _this] call EFUNC(common,cbaSettings_settingChanged)},
|
||||
true // Needs mission restart
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(enableFlare), "CHECKBOX",
|
||||
QGVAR(enableFlare),
|
||||
"CHECKBOX",
|
||||
[LSTRING(Setting_FlareEnable), LSTRING(Setting_FlareDescription)],
|
||||
LSTRING(Category_DisplayName),
|
||||
false, // default value
|
||||
true, // isGlobal
|
||||
{[QGVAR(flareEnabled), _this] call EFUNC(common,cbaSettings_settingChanged)},
|
||||
true // Needs mission restart
|
||||
false,
|
||||
1
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(dropWeapon), "LIST",
|
||||
QGVAR(dropWeapon),
|
||||
"LIST",
|
||||
[LSTRING(Setting_DropWeapon), LSTRING(Setting_DropWeapon_Description)],
|
||||
LSTRING(Category_DisplayName),
|
||||
[
|
||||
[0,1,2],
|
||||
[localize "STR_A3_OPTIONS_DISABLED", ELSTRING(common,aiOnly), ELSTRING(common,playersAndAI)],
|
||||
[0, 1, 2],
|
||||
["STR_A3_OPTIONS_DISABLED", ELSTRING(common,aiOnly), ELSTRING(common,playersAndAI)],
|
||||
1
|
||||
],
|
||||
true // isGlobal
|
||||
1
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
[
|
||||
QGVAR(enableScreams), "CHECKBOX",
|
||||
QGVAR(enableScreams),
|
||||
"CHECKBOX",
|
||||
[LSTRING(Setting_EnableScreams), LSTRING(Setting_EnableScreams_Description)],
|
||||
LSTRING(Category_DisplayName),
|
||||
true,
|
||||
false // isGlobal
|
||||
true
|
||||
] call CBA_fnc_addSetting;
|
||||
|
||||
|
@ -31,9 +31,14 @@
|
||||
"amovppnemstpsoptwbindnon_amovppnemevasoptwbindr"\
|
||||
]
|
||||
|
||||
|
||||
#define BURN_MAX_INTENSITY 10
|
||||
#define BURN_MIN_INTENSITY 1
|
||||
|
||||
#define INTENSITY_DECREASE_MULT_PAT_DOWN 0.8
|
||||
#define INTENSITY_DECREASE_MULT_ROLLING INTENSITY_DECREASE_MULT_PAT_DOWN
|
||||
|
||||
#define INTENSITY_LOSS 0.02
|
||||
#define INTENSITY_UPDATE 2
|
||||
#define BURN_PROPAGATE_UPDATE 1
|
||||
#define BURN_PROPAGATE_DISTANCE 2
|
||||
#define BURN_THRESHOLD_INTENSE 3
|
||||
|
@ -17,26 +17,22 @@
|
||||
|
||||
params ["_logic"];
|
||||
|
||||
if !(local _logic) exitWith {};
|
||||
if (!local _logic) exitWith {};
|
||||
|
||||
private _unit = attachedTo _logic;
|
||||
deleteVehicle _logic;
|
||||
|
||||
switch (false) do {
|
||||
case !(isNull _unit): {
|
||||
case (!isNull _unit): {
|
||||
[LSTRING(NothingSelected)] call FUNC(showMessage);
|
||||
};
|
||||
case (_unit isKindOf "CAManBase"): {
|
||||
case (_unit isKindOf "CAManBase" && {getNumber (configOf _unit >> "isPlayableLogic") == 0}): {
|
||||
[LSTRING(OnlyInfantry)] call FUNC(showMessage);
|
||||
};
|
||||
case (alive _unit): {
|
||||
[LSTRING(OnlyAlive)] call FUNC(showMessage);
|
||||
};
|
||||
case (["ace_fire"] call EFUNC(common,isModLoaded)): {
|
||||
[LSTRING(RequiresAddon)] call FUNC(showMessage);
|
||||
};
|
||||
default {
|
||||
[QEGVAR(fire,burn), [_unit, 5]] call CBA_fnc_globalEvent;
|
||||
[QEGVAR(fire,burn), [_unit, 5], _unit] call CBA_fnc_targetEvent;
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -26,8 +26,8 @@ Use `CBA_fnc_serverEvent` to use the following features. Events are defined only
|
||||
| 0 | Source of flame | Object/Position ASL | Required |
|
||||
| 1 | Radius of fire | Number | Required |
|
||||
| 2 | Intensity of fire (1, 10] | Number | Required |
|
||||
| 3 | Fire source ID | Any | Required |
|
||||
| 4 | Condition to stop fire | Code | Optional (default: `{ true }`) |
|
||||
| 3 | Fire source ID | Array/Boolean/Code/Config/Group/Namespace/NaN/Number/Object/Side/String | Required |
|
||||
| 4 | Condition to stop fire | Code | Optional (default: `{true}`) |
|
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| 5 | Arguments to pass to condition | Any | Optional (default: `[]`) |
|
||||
|
||||
### 1.2 Removing fire source
|
||||
@ -36,8 +36,7 @@ Use `CBA_fnc_serverEvent` to use the following features. Events are defined only
|
||||
|
||||
| | Arguments | Type | Optional (default value) |
|
||||
|----| --------- | ---- | ------------------------ |
|
||||
| 0 | Fire source ID | Any | Required |
|
||||
|
||||
| 0 | Fire source ID | Array/Boolean/Code/Config/Group/Namespace/NaN/Number/Object/Side/String | Required |
|
||||
|
||||
## 2. Variables
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user