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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
45 lines
1.1 KiB
Plaintext
45 lines
1.1 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: tcvm
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* Starts vehicle barrel smoke effect.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Selections for smoke to come out of <ARRAY>
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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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* [vehicle player, ["commander_turret"]] call ace_cookoff_fnc_smoke
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*
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* Public: No
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*/
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params ["_vehicle", "_selections"];
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private _positionBarrelEnd = getText ([_vehicle, [0]] call CBA_fnc_getTurret >> "gunBeg");
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// Smoke out of cannon and hatches
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private _smokeBarrel = "#particlesource" createVehicleLocal [0, 0, 0];
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_smokeBarrel setParticleClass "MediumDestructionSmoke";
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_smokeBarrel attachTo [_vehicle, [0, 0, 0], _positionBarrelEnd];
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private _effects = [_smokeBarrel];
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{
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private _position = if (_x != "#noselection") then {
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_vehicle selectionPosition _x
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} else {
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[0, -2, 0]
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};
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private _smoke = "#particlesource" createVehicleLocal [0, 0, 0];
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_smoke setParticleClass "ObjectDestructionSmoke1_2Smallx";
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_smoke attachTo [_vehicle, _position];
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_effects pushBack _smoke;
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} forEach _selections;
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_vehicle setVariable [QGVAR(effects), _effects];
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