#include "..\script_component.hpp" /* * Author: KoffeinFlummi * Creates the flashbang effect and knock out AI units. * * Arguments: * 0: The flashBang position ASL * * Return Value: * None * * Example: * [[0,0,0]] call ace_grenades_fnc_flashbangExplosionEH * * Public: No */ params ["_grenadePosASL"]; TRACE_1("params",_grenadePosASL); // Create flash to illuminate environment if (hasInterface) then { private _light = "#lightpoint" createVehicleLocal ASLtoAGL _grenadePosASL; _light setPosASL _grenadePosASL; _light setLightBrightness 20; _light setLightAmbient [1,1,1]; _light setLightColor [1,1,1]; _light setLightDayLight true; _light setLightAttenuation [0, 1, 5, 1000, 0, 20]; // Reduce the light after 0.1 seconds [{ params ["_light"]; _light setLightBrightness 5; // Delete the light after 0.2 more seconds [{ params ["_light"]; deleteVehicle _light; }, [_light], 0.2] call CBA_fnc_waitAndExecute; }, [_light], 0.1] call CBA_fnc_waitAndExecute; }; // Affect local AI // @todo: Affect units in static weapons, turned out, etc private _affected = (ASLtoAGL _grenadePosASL) nearEntities ["CAManBase", 20]; _affected = _affected - [ACE_player]; { if (local _x && {alive _x}) then { private _unit = _x; private _strength = 1 - (((eyePos _unit) vectorDistance _grenadePosASL) min 20) / 20; TRACE_3("FlashBangEffect Start",_unit,((getPosASL _unit) vectorDistance _grenadePosASL),_strength); [_unit, true] call EFUNC(common,disableAI); // Make AI try to look away private _dirToFlash = _unit getDir _grenadePosASL; _unit setDir (_dirToFlash + linearConversion [0.2, 1, _strength, 40, 135] * selectRandom [-1, 1]); private _flashReactionDebounce = _unit getVariable [QGVAR(flashReactionDebounce), 0]; _unit setVariable [QGVAR(flashReactionDebounce), _flashReactionDebounce max (CBA_missionTime + (7 * _strength))]; if (_flashReactionDebounce < CBA_missionTime) then { // Not used interally but could be useful for other mods _unit setVariable [QGVAR(flashStrength), _strength, true]; { _unit setSkill [_x, (_unit skill _x) / 50]; } forEach SUBSKILLS; [{ params ["_unit"]; CBA_missiontime >= _unit getVariable [QGVAR(flashReactionDebounce), 0] },{ params ["_unit"]; _unit setVariable [QGVAR(flashStrength), 0, true]; // Make sure we don't enable AI for unconscious units if !(_unit getVariable ["ace_isUnconscious", false]) then { [_unit, false] call EFUNC(common,disableAI); }; { _unit setSkill [_x, (_unit skill _x) * 50]; } forEach SUBSKILLS; }, [_unit]] call CBA_fnc_waitUntilAndExecute; }; }; } count _affected; // Affect local player, independently of distance if (hasInterface && {!isNull ACE_player} && {alive ACE_player}) then { if ((getNumber (configOf ACE_player >> "isPlayableLogic")) == 1) exitWith { TRACE_1("skipping playable logic",typeOf ACE_player); // VirtualMan_F (placeable logic zeus / spectator) }; // Do effects for player // is there line of sight to the grenade? private _eyePos = eyePos ACE_player; //PositionASL _grenadePosASL set [2, (_grenadePosASL select 2) + 0.2]; // compensate for grenade glitching into ground private _strength = 1 - ((_eyePos vectorDistance _grenadePosASL) min 20) / 20; // Check for line of sight (check 4 points in case grenade is stuck in an object or underground) private _losCoefficient = 1; private _losCount = { !lineIntersects [_grenadePosASL vectorAdd _x, _eyePos, ACE_player] } count [[0,0,0], [0,0,0.2], [0.1, 0.1, 0.1], [-0.1, -0.1, 0.1]]; TRACE_1("Line of sight count (out of 4)",_losCount); if (_losCount <= 1) then { _losCoefficient = 0.1; }; _strength = _strength * _losCoefficient; // Add ace_hearing ear ringing sound effect if (["ACE_Hearing"] call EFUNC(common,isModLoaded) && {_strength > 0 && {EGVAR(hearing,damageCoefficent) > 0.25}}) then { private _earringingStrength = 40 * _strength; [_earringingStrength] call EFUNC(hearing,earRinging); TRACE_1("Earringing Strength",_earringingStrength); }; // add ace_medical pain effect: if (["ACE_Medical"] call EFUNC(common,isModLoaded) && {_strength > 0.1}) then { [ACE_player, _strength / 2] call EFUNC(medical,adjustPainLevel); }; // Effect on vision has a wider range, with a higher falloff _strength = 1 - (((_eyePos vectorDistance _grenadePosASL) min 25) / 25) ^ 0.4; _strength = _strength * _losCoefficient; // Account for people looking away by slightly reducing the effect for visual effects. private _eyeDir = ((AGLtoASL positionCameraToWorld [0,0,1]) vectorDiff (AGLtoASL positionCameraToWorld [0,0,0])); private _dirToUnitVector = _eyePos vectorFromTo _grenadePosASL; private _angleDiff = acos (_eyeDir vectorDotProduct _dirToUnitVector); TRACE_2("",_angleDiff,((1 - (_angleDiff - 45) / (120 - 45)) max 0)); // from 0-45deg, full effect if (_angleDiff > 45) then { _strength = _strength * ((1 - (_angleDiff - 45) / (120 - 45)) max 0); }; // Blind player if (_strength > 0.1) then { private _blend = [[1,1,1,0], [0.3,0.3,0.3,1]] select EGVAR(common,epilepsyFriendlyMode); GVAR(flashbangPPEffectCC) ppEffectEnable true; GVAR(flashbangPPEffectCC) ppEffectAdjust [1, 1, (0.8 + _strength) min 1, _blend, [0,0,0,1], [0,0,0,0]]; GVAR(flashbangPPEffectCC) ppEffectCommit 0.01; //PARTIALRECOVERY - start decreasing effect over time [{ params ["_strength"]; GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]]; GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength); }, [_strength], 7 * _strength] call CBA_fnc_waitAndExecute; //FULLRECOVERY - end effect [{ GVAR(flashbangPPEffectCC) ppEffectEnable false; }, [], 17 * _strength] call CBA_fnc_waitAndExecute; }; // Make player flinch if (_strength <= 0.2) exitWith {}; private _minFlinch = linearConversion [0.2, 1, _strength, 0, 60, true]; private _maxFlinch = linearConversion [0.2, 1, _strength, 0, 95, true]; private _flinch = (_minFlinch + random (_maxFlinch - _minFlinch)) * selectRandom [-1, 1]; ACE_player setDir (getDir ACE_player + _flinch); }; true