/* * Author: Rocko * Handles vehicle damage from hitting wire * * Arguments: * 0: wire * 1: vehicle * * Return Value: * None * * Public: No */ #include "script_component.hpp" params ["_wire", "_vehicle"]; private ["_type", "_mode", "_anim", "_parts", "_selectionPart", "_selection", "_pos_w", "_dir_w"]; _type = typeOf _wire; _mode = switch (_type) do { case "ACE_ConcertinaWire": { 0 }; case "Land_Razorwire_F": { 1 }; default { -1 }; }; if (_mode == -1) exitWith {}; // _mode = 0 = Single Coil // _mode = 1 = Triple Coil // -------------------------------- // L M R // 4.54929 (4) // 6.13564 (6) //9.78744 (10) _type = typeOf _wire; _anim = _wire animationPhase "wire_2"; _pos_w = getPos _wire; _dir_w = getDir _wire; if (_mode == 0) then { private ["_x", "_y", "_found", "_wireCheckPosAr", "_no"]; _pos_w params ["_x","_y"]; // Check if two Single coils are placed next to each other (i.e playes have built a big wire obstacle) _wireCheckPosAr = [ [_x + (sin (_dir_w + 90) * 1.5),_y + (cos (_dir_w + 90) * 1.5)], [(_x-(sin _dir_w)) + (sin (_dir_w + 90) * 1.5),(_y-(cos _dir_w)) + (cos (_dir_w + 90) * 1.5)], [_x + (sin (_dir_w - 90) * 1.5),_y + (cos (_dir_w - 90) * 1.5)], [(_x-(sin _dir_w)) + (sin (_dir_w - 90) * 1.5),(_y-(cos _dir_w)) + (cos (_dir_w - 90) * 1.5)] ]; { _found = false; _no = nearestObjects [_x, [typeOf _wire], 3]; //diag_log _no; diag_log "....."; _no = _no - [_wire]; //diag_log _no; if (count _no > 0) exitWith { _found = true; //diag_log "found"; }; } forEach _wireCheckPosAr; // Double coil found! if (_found) then { _mode = 1; } else { // Randomly make a single coil also catch tanks, if speed is high if (_vehicle isKindOf "Tank" && {20 > random 100} && {speed _vehicle > 30}) then { _mode = 1; } else { if !(_vehicle isKindOf "Tank") then { _mode = 1; }; }; }; }; if (_mode == 1) then { switch (true) do { case (_vehicle isKindOf "Tank"): { _parts = ["ltrack","rtrack"]; }; case (_vehicle isKindOf "Wheeled_APC" || {_vehicle isKindOf "Car"}): { _parts = ["lfwheel","lf2wheel","lmwheel","lbwheel","rfwheel","rf2wheel","rmwheel","rbwheel"]; }; }; } else { switch (true) do { case (_vehicle isKindOf "Wheeled_APC" || {_vehicle isKindOf "Car"}): { _parts = ["lfwheel","lf2wheel","lmwheel","lbwheel","rfwheel","rf2wheel","rmwheel","rbwheel"]; }; }; }; if (canMove _vehicle) then { { _selectionPart = "hit" + _x; if (isText(configFile >> "CfgVehicles" >> typeOf _vehicle >> "hitpoints" >> _selectionPart >> "name")) then { _selection = getText(configFile >> "CfgVehicles" >> typeOf _vehicle >> "hitpoints" >> _selectionPart >> "name"); // TODO: Only the tires that have touched the wire should burst. _vehicle setHit [_selection, 1]; }; } forEach _parts; }; if (_mode == 1) then { if (_vehicle isKindOf "StaticWeapon") exitWith {}; [{ PARAMS_2(_vehicle,_wire); _vehicle setVelocity ((velocity _vehicle) vectorMultiply 0.75); private ["_vPos", "_vDir"]; // Set vehicle back in front of wire, since the wire will make the vehicle jump, and a wire with no geometry lod is undestructible and not recognizeable _vPos = getPosASL _vehicle; _vDir = getDir _vehicle; _vehicle setPosASL (_vPos vectorAdd [-0.35 * sin(_vDir), -0.35 * cos(_vDir), 0]); // TODO: Needs to be placed in safe distance to wire, so we do not constantly re - spawn new wires }, [_vehicle, _wire], 0.1] call CBA_fnc_waitAndExecute; }; //TODO: Create broken geoless wire (two version) //TODO: Make wire remains stop vehicles