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c44a1e7ea7
* Cook-off improvements * More changes * Update fnc_getVehicleAmmo.sqf * Better engine fire placement * Update fnc_detonateAmmunition.sqf * Update XEH_postInit.sqf * Update fnc_getVehicleAmmo.sqf * Update events-framework.md * Various improvements * Separate effect handling * Tweaks * Update XEH_postInit.sqf * Prevent double ammo detonation * Fixed objects not being able to cook-off again * Added incendiary rounds as source of box cookoff * Converted enable setting to bool * Fixed brackets * Update fnc_cookOff.sqf * Update CfgEden.hpp * Removed GVAR(enable), added GVAR(enableFire) back * Update initSettings.inc.sqf * Update events-framework.md * Update addons/cookoff/functions/fnc_cookOffEffect.sqf * Restructured, redid API events * Fix effect for JIP, minor optimisations * Removed `cbaSettings_settingChanged` * Renamed variables, tweaked string table entries * Update fire damage #9991 * Capitalize comments again * Fix cookoff for very short durations and fix effect removal being too quick
53 lines
1.5 KiB
Plaintext
53 lines
1.5 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: KoffeinFlummi, commy2, kymckay, johnb43
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* Spawns local cook-off effects for ammo boxes.
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*
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* Arguments:
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* 0: Box <OBJECT>
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* 1: Source <OBJECT>
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* 2: Instigator <OBJECT>
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* 3: Start time of the cook-off <NUMBER>
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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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* [cursorObject, player, player, CBA_missionTime + 10] call ace_cookoff_fnc_cookOffBoxLocal
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*
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* Public: No
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*/
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params ["", "", "", "_startTime"];
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[{
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params ["_box", "_source", "_instigator"];
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// If box was deleted before smoke could be spawned, just exit
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if (isNull _box) exitWith {};
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private _boxPos = ASLToAGL getPosASL _box;
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private _effects = [];
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// Box will start smoking
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if (hasInterface) then {
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private _smoke = createVehicleLocal ["#particlesource", _boxPos, [], 0, "CAN_COLLIDE"];
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_smoke setParticleClass "AmmoSmokeParticles2";
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_smoke attachTo [_box];
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_effects pushBack _smoke;
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};
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if (isServer) then {
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private _sound = createSoundSource ["Sound_Fire", _boxPos, [], 0];
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_sound attachTo [_box];
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_effects pushBack _sound;
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// Detonate the ammunition
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[QGVAR(detonateAmmunitionServer), [_box, true, _source, _instigator, random [DETONATION_DELAY / 2, DETONATION_DELAY, DETONATION_DELAY / 2 * 3]]] call CBA_fnc_localEvent;
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};
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_box setVariable [QGVAR(effects), _effects];
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}, _this, (_startTime - CBA_missionTime) max 0] call CBA_fnc_waitAndExecute; // This delay allows for synchronisation for JIP players
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