#include "..\script_component.hpp" /* * Author: commy2 * Blow off turret effect. * * Arguments: * 0: Vehicle * * Return Value: * None * * Example: * cursorObject call ace_vehicle_damage_fnc_blowOffTurret * * Public: No */ // Delayed so the object is spawned after the model changes to a wreck // The sudden change in the model would cause nearby PhysX objects to get stuck [{ params ["_vehicle"]; TRACE_1("blowOffTurret",_vehicle); (getArray (configOf _vehicle >> QGVAR(turret))) params [["_model", "", [""]], ["_offset", [0, 0, 0], [[]], 3]]; if (_model isEqualTo "") exitWith {}; private _position = _vehicle modelToWorld _offset; private _turret = createVehicle [_model, _position, [], 0, "CAN_COLLIDE"]; _turret setVectorUp [random 1, random 1, 1]; _turret setVelocity [random 7, random 7, 8 + random 5]; // Add turret to all curators that already own the wreck if (["ace_zeus"] call EFUNC(common,isModLoaded)) then { [QEGVAR(zeus,addObjects), [[_turret], objectCurators _vehicle]] call CBA_fnc_serverEvent; }; }, _this, 1] call CBA_fnc_waitAndExecute;