#include "..\script_component.hpp" /* * Author: Jaynus, NouberNou, Lambda.Tiger, * This function creates the requested spalling submunition spawner at a speed and direction. * The function is intended to create the spalling on a server via an event call by * ace_frag_fnc_doSpallLocal. The "local" version determines whether an event has occured * and triggers this event if it has. * * Arguments: * 0: Class name of the spall spawner * 1: Normalized 3D vector direction of the spall spawner * 2: "Up" vector for the projectile, required for the spawner to aim out of the 2D plane * 3: The change in velocity that spalling projectile experienced * 4: Shot parents array for the projectile that creates spall * * Return Value: * None * * Example: * [QGVAR(rock_spall_tiny), [1,0,0], [0,0,1], 300, [objNull, ace_player]] call ace_frag_fnc_doSpallServer * * Public: No */ params ["_spallSpawnerName", "_lastVelocityNorm", "_vectorUp", "_speedChange", "_shotParents"]; private _spallSpawner = createVehicle [ _spallSpawnerName, ASLToATL _spallPosASL, [], 0, "CAN_COLLIDE" ]; _spallSpawner setVectorDirandUp [_lastVelocityNorm, _vectorUp]; _spallSpawner setVelocityModelSpace [0, _speedChange * ACE_FRAG_SPALL_VELOCITY_INHERIT_COEFF, 0]; _spallSpawner setShotParents _shotParents; #ifdef DEBUG_MODE_DRAW _spallSpawner addEventHandler [ "SubmunitionCreated", { params ["", "_submunitionProjectile"]; _submunitionProjectile call FUNC(dev_addRound); } ]; #endif