#include "script_component.hpp" /* * Author: commy2 * Blow off turret effect. * * Arguments: * 0: Vehicle * * Return Value: * None * * Example: * (vehicle player) 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"]; private _config = _vehicle call CBA_fnc_getObjectConfig; getArray (_config >> 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 [QGVAR(addTurretToEditable), [_vehicle, _turret]] call CBA_fnc_serverEvent; }, _this, 1] call CBA_fnc_waitAndExecute;