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Illumination Flares (#4506)
* Illumination Flares * add M992 IR flare * update debug script * comments
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@ -17,6 +17,21 @@ class CfgAmmo {
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intensity = 40000;
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intensity = 40000;
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flareSize = 12;
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flareSize = 12;
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};
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};
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class ACE_40mm_Flare_white: F_40mm_White {
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intensity = 1250000; // vanilla: 10000
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timeToLive = 45; // vanilla: 25, ace changes to 60 in FlareBase
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coefGravity = 0.25; // vanilla: undefined (would be 1)
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// Makes the ammo fall the ground slower (~2 m/s)
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};
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class ACE_40mm_Flare_red: ACE_40mm_Flare_white {
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lightColor[] = {0.5,0.25,0.25,0};
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};
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class ACE_40mm_Flare_green: ACE_40mm_Flare_white {
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lightColor[] = {0.25,0.5,0.25,0};
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};
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class ACE_40mm_Flare_ir: ACE_40mm_Flare_white {
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nvgOnly = 1;
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};
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class F_20mm_White: FlareBase {
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class F_20mm_White: FlareBase {
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intensity = 20000;
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intensity = 20000;
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5
addons/grenades/CfgMagazineWells.hpp
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5
addons/grenades/CfgMagazineWells.hpp
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@ -0,0 +1,5 @@
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class CfgMagazineWells {
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class CBA_40mm_M203 {
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ADDON[] = {"ACE_40mm_flare_white", "ACE_40mm_flare_red", "ACE_40mm_flare_green", "ACE_40mm_flare_ir"};
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};
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};
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@ -89,4 +89,35 @@ class CfgMagazines {
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ammo = "F_40mm_Red";
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ammo = "F_40mm_Red";
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initSpeed = 120;
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initSpeed = 120;
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};
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};
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class UGL_FlareWhite_F;
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class ACE_40mm_Flare_white: UGL_FlareWhite_F {
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author = ECSTRING(common,ACETeam);
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ammo = "ACE_40mm_Flare_white";
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displayName = CSTRING(40mm_flare_white);
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descriptionShort = CSTRING(parachute_flare_description);
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};
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class UGL_FlareRed_F;
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class ACE_40mm_Flare_red: UGL_FlareRed_F {
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author = ECSTRING(common,ACETeam);
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ammo = "ACE_40mm_Flare_red";
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displayName = CSTRING(40mm_flare_red);
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descriptionShort = CSTRING(parachute_flare_description);
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};
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class UGL_FlareGreen_F;
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class ACE_40mm_Flare_green: UGL_FlareGreen_F {
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author = ECSTRING(common,ACETeam);
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ammo = "ACE_40mm_Flare_green";
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displayName = CSTRING(40mm_flare_green);
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descriptionShort = CSTRING(parachute_flare_description);
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};
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class ACE_40mm_Flare_ir: UGL_FlareWhite_F {
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author = ECSTRING(common,ACETeam);
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ammo = "ACE_40mm_Flare_ir";
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displayName = CSTRING(40mm_flare_ir);
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descriptionShort = CSTRING(parachute_flare_ir_description);
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};
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};
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};
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@ -25,6 +25,7 @@ class CfgPatches {
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#include "CfgAmmo.hpp"
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#include "CfgAmmo.hpp"
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#include "CfgWeapons.hpp"
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#include "CfgWeapons.hpp"
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#include "CfgMagazines.hpp"
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#include "CfgMagazines.hpp"
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#include "CfgMagazineWells.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgVehicles.hpp"
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#include "Effects.hpp"
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#include "Effects.hpp"
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39
addons/grenades/dev/dev_testFlares.sqf
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39
addons/grenades/dev/dev_testFlares.sqf
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// execVM "z\ace\addons\grenades\dev\dev_testFlares.sqf";
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removeAllWeapons player;
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player addMagazine "UGL_FlareWhite_F";
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player addMagazine "UGL_FlareWhite_F";
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player addMagazine "ACE_40mm_Flare_white";
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player addMagazine "ACE_40mm_Flare_white";
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player addMagazine "ACE_40mm_Flare_green";
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player addMagazine "ACE_40mm_Flare_red";
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player addMagazine "ACE_40mm_Flare_ir";
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player linkItem "NVGoggles";
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skipTime 12;
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player addWeapon "arifle_MX_GL_ACO_F";
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["ace_firedPlayer", {
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params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"];
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systemChat str _magazine;
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[{
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params ["_args", "_pfid"];
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_args params ["_projectile", "_launchHeight", "_shotTime", "_deployedTime"];
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if (!alive _projectile) exitWith {[_pfid] call CBA_fnc_removePerFrameHandler;};
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private _out = format ["Flight time: %1\n", (time - _shotTime) toFixed 1];
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if (_deployedTime < 0) then {
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if ((vectorMagnitude velocity _projectile) < 10) then {
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_args set [3, time];
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};
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} else {
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_out = _out + format ["Deployed time: %1\n", (time - _deployedTime) toFixed 1];
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};
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_out = _out + format ["Height Above Launch: %1\n", (((getPosASL _projectile) select 2) - _launchHeight) toFixed 1];
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_out = _out + format ["Height Above Terrain: %1\n", ((getPosATL _projectile) select 2) toFixed 1];
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_out = _out + format ["Speed: %1\nVelocity:\n%2\n", (vectorMagnitude velocity _projectile) toFixed 1, (velocity _projectile) apply {_x toFixed 1}];
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hintSilent _out;
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}, 0.1, [_projectile, (getPosASL _unit) select 2, time, -1]] call CBA_fnc_addPerFrameHandler;
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}] call CBA_fnc_addEventHandler;
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@ -373,5 +373,23 @@
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<Chinesesimp>燃烧手榴弹是用来摧毁武器,弹药以及其他装备的好帮手。</Chinesesimp>
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<Chinesesimp>燃烧手榴弹是用来摧毁武器,弹药以及其他装备的好帮手。</Chinesesimp>
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<Chinese>燃燒手榴彈是用來摧毀武器,彈藥以及其他裝備的好幫手</Chinese>
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<Chinese>燃燒手榴彈是用來摧毀武器,彈藥以及其他裝備的好幫手</Chinese>
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</Key>
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</Key>
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<Key ID="STR_ACE_Grenades_parachute_flare_description">
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<English>Type: Star Parachute Flare</English>
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</Key>
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<Key ID="STR_ACE_Grenades_40mm_flare_white">
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<English>M583 Illumination Flare (White)</English>
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</Key>
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<Key ID="STR_ACE_Grenades_40mm_flare_red">
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<English>M662 Illumination Flare (Red)</English>
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</Key>
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<Key ID="STR_ACE_Grenades_40mm_flare_green">
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<English>M661 Illumination Flare (Green)</English>
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</Key>
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<Key ID="STR_ACE_Grenades_parachute_flare_ir_description">
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<English>Type: Parachute IR Flare</English>
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</Key>
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<Key ID="STR_ACE_Grenades_40mm_flare_ir">
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<English>M992 Illumination IR Flare</English>
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</Key>
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</Package>
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</Package>
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</Project>
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</Project>
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