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* Added configurable flashbang detonation sound Updated documentation by filling missing information in * Update grenades-framework.md * Update grenades-framework.md
34 lines
949 B
Plaintext
34 lines
949 B
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* Waits for the flashbang grenade fuze to trigger and 'explode'
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*
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* Arguments:
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* 0: projectile - Flashbang Grenade <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [theFlashbang] call ace_grenades_fnc_flashbangThrownFuze
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*
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* Public: No
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*/
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params ["_projectile"];
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TRACE_1("params",_projectile);
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if (alive _projectile) then {
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private _sounds = getArray (_projectile call CBA_fnc_getObjectConfig >> QGVAR(flashbangExplodeSound));
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(if (_sounds isEqualTo []) then {
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[format ["A3\Sounds_F\arsenal\explosives\grenades\Explosion_HE_grenade_0%1.wss", floor (random 4) + 1], 5, 1.2, 400]
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} else {
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selectRandom _sounds
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}) params ["_file", "_volume", "_pitch", "_distance"];
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playSound3D [_file, _projectile, false, getPosASL _projectile, _volume, _pitch, _distance];
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["ace_flashbangExploded", [getPosASL _projectile]] call CBA_fnc_globalEvent;
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};
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