#include "..\script_component.hpp" /* * Author: Bohemia Interactive * Module function for spawning projectiles * Used by Curator artillery modules etc * Edited to remove radio warning and add ballistics support * * Arguments: * 0: The module logic * 1: units * 2: activated * * Return Value: * None * * Example: * [LOGIC, [bob, kevin], true] call ace_zeus_fnc_bi_moduleProjectile * * Public: No */ _logic = _this select 0; _units = _this select 1; _activated = _this select 2; if ({local _x} count (objectcurators _logic) > 0) then { //--- Reveal the circle to curators _logic hideobject false; _logic setpos position _logic; }; if !(isserver) exitwith {}; if (_activated) then { _ammo = _logic getvariable ["type",gettext (configOf _logic >> "ammo")]; if (_ammo != "") then { _cfgAmmo = configfile >> "cfgammo" >> _ammo; //if !(isclass _cfgAmmo) exitwith {["CfgAmmo class '%1' not found.",_ammo] call bis_fnc_error;}; // It seems BI broke this part... // _dirVar = _fnc_scriptname + typeof _logic; // _logic setdir (missionnamespace getvariable [_dirVar,direction _logic]); //--- Restore custom direction _pos = getposatl _logic; _posAmmo = +_pos; _posAmmo set [2,0]; _dir = direction _logic; _simulation = toLowerANSI gettext (configfile >> "cfgammo" >> _ammo >> "simulation"); _altitude = 0; _velocity = []; _attach = false; _radio = ""; _delay = 60; _sound = ""; _soundSourceClass = ""; _hint = []; _shakeStrength = 0; _shakeRadius = 0; switch (_simulation) do { case "shotshell": { _altitude = 1000; _velocity = [0,0,-100]; _radio = "SentGenIncoming"; _sounds = if (getnumber (_cfgAmmo >> "hit") < 200) then {["mortar1","mortar2"]} else {["shell1","shell2","shell3","shell4"]}; _sound = selectRandom _sounds; _hint = ["Curator","PlaceOrdnance"]; _shakeStrength = 0.01; _shakeRadius = 300; }; case "shotsubmunitions": { _posAmmo = [_posAmmo,500,_dir + 180] call bis_fnc_relpos; _altitude = 1000 - ((getterrainheightasl _posAmmo) - (getterrainheightasl _pos)); _posAmmo set [2,_altitude]; _velocity = [sin _dir * 68,cos _dir * 68,-100]; _radio = "SentGenIncoming"; _hint = ["Curator","PlaceOrdnance"]; _shakeStrength = 0.02; _shakeRadius = 500; }; case "shotilluminating": { _altitude = 66; _velocity = [wind select 0,wind select 1,30]; _sound = "SN_Flare_Fired_4"; _soundSourceClass = "SoundFlareLoop_F"; }; case "shotnvgmarker"; case "shotsmokex": { _altitude = 0; _velocity = [0,0,0]; _attach = true; }; default {["Ammo simulation '%1' is not supported",_simulation] call bis_fnc_error;}; }; _fnc_playRadio = { if (_radio != "") then { _sides = []; { if (_x distance2D _logic < 100) then { _side = side group _x; if (_side in [east,west,resistance,civilian]) then { //--- Play radio (only if it wasn't played recently) if (CBA_missionTime > _x getVariable ["BIS_fnc_moduleProjectile_radio",-_delay]) then { [[_side,_radio,"side"],"bis_fnc_sayMessage",_x] call bis_fnc_mp; _x setVariable ["BIS_fnc_moduleProjectile_radio",CBA_missionTime + _delay]; }; }; }; } foreach allPlayers; }; }; if (count _hint > 0 && {count objectcurators _logic > 0}) then { [[_hint,nil,nil,nil,nil,nil,nil,true],"bis_fnc_advHint",objectcurators _logic] call bis_fnc_mp; }; if (count _velocity == 3) then { _altitude = (_logic getvariable ["altitude",_altitude]) call BIS_fnc_parseNumberSafe; _radio = _logic getvariable ["radio",_radio]; //--- Create projectile _posAmmo set [2,_altitude]; _projectile = createvehicle [_ammo,_posAmmo,[],0,"none"]; _projectile setpos _posAmmo; _projectile setvelocity _velocity; if (_attach) then {_projectile attachto [_logic,[0,0,_altitude]];}; // Added by ace_zeus for ace_frag compatibility if (!isNil QEFUNC(frag,addPfhRound)) then { [objNull, _ammo, _projectile, true] call EFUNC(frag,addPfhRound); }; //--- Play sound if (_sound != "") then {[[_logic,_sound,"say3D"],"bis_fnc_sayMessage"] call bis_fnc_mp;}; //--- Create sound source _soundSource = if (_soundSourceClass != "") then {createSoundSource [_soundSourceClass,_pos,[],0]} else {objnull}; // Added by ace_zeus to toggle ordnance radio message if (GVAR(radioOrdnance)) then { //--- Play radio warning [] call _fnc_playRadio; }; //--- Update if (_attach) then { waituntil { _soundSource setposatl getposatl _projectile; sleep 1; isnull _projectile || isnull _logic }; } else { waituntil { _soundSource setposatl getposatl _projectile; if (getposatl _logic distance _pos > 0 || direction _logic != _dir) then { _posNew = getposasl _logic; _dirDiff = direction _logic - _dir; _posNew = [_posNew,[getposasl _projectile,_pos] call bis_fnc_distance2d,direction _logic + 180] call bis_fnc_relpos; _posNew set [2,getposasl _projectile select 2]; _projectile setvelocity ([velocity _projectile,-_dirDiff] call bis_fnc_rotatevector2d); _projectile setposasl _posNew; _pos = getposatl _logic; _dir = direction _logic; //missionnamespace setvariable [_dirVar,_dir]; See L37 }; sleep 0.1; isnull _projectile || isnull _logic }; }; deletevehicle _projectile; deletevehicle _soundSource; if (count objectcurators _logic > 0) then { //--- Delete curator spawned logic if (_shakeStrength > 0) then { if (_simulation == "shotsubmunitions") then {sleep 0.5;}; [[_shakeStrength,0.7,[position _logic,_shakeRadius]],"bis_fnc_shakeCuratorCamera"] call bis_fnc_mp; }; deletevehicle _logic; } else { //--- Repeat to achieve permanent effect _repeat = _logic getvariable ["repeat",0] > 0; if (_repeat) then { [_logic,_units,_activated] call bis_fnc_moduleprojectile; } else { deletevehicle _logic; }; }; } else { deletevehicle _logic; }; } else { ["Cannot create projectile, 'ammo' config attribute is missing in %1",typeof _logic] call bis_fnc_error; }; };