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8fc093de8f
* Improved various aspects of grenades * Update addons/grenades/functions/fnc_flashbangExplosionEH.sqf Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> * Update addons/grenades/functions/fnc_incendiary.sqf Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> * Update addons/grenades/functions/fnc_incendiary.sqf Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> * Update fnc_flashbangExplosionEH.sqf * More cleanup * Update fnc_incendiary.sqf * Update fnc_incendiary.sqf * Update fnc_flashbangThrownFuze.sqf * Update fnc_flashbangThrownFuze.sqf * Update addons/grenades/functions/fnc_nextMode.sqf Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/grenades/functions/fnc_flashbangExplosionEH.sqf * Update addons/grenades/functions/fnc_incendiary.sqf * Removed fix that is included in another PR * Update fnc_incendiary.sqf * Messed up merge conflict resolution --------- Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
166 lines
6.2 KiB
Plaintext
166 lines
6.2 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: KoffeinFlummi
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* Creates the flashbang effect and knock out AI units.
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*
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* Arguments:
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* 0: Flashbang position ASL <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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* [[0,0,0]] call ace_grenades_fnc_flashbangExplosionEH
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*
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* Public: No
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*/
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params ["_grenadePosASL"];
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TRACE_1("params",_grenadePosASL);
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// Affect local AI (players are not local, except for ACE_player)
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// @todo: Affect units in static weapons, turned out, etc
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private _affected = ((ASLtoAGL _grenadePosASL) nearEntities ["CAManBase", 20]) - [ACE_player];
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{
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private _unit = _x;
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private _strength = 1 - (((eyePos _unit) vectorDistance _grenadePosASL) min 20) / 20;
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TRACE_3("FlashBangEffect Start",_unit,((getPosASL _unit) vectorDistance _grenadePosASL),_strength);
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[_unit, true] call EFUNC(common,disableAI);
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// Make AI try to look away
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private _dirToFlash = _unit getDir _grenadePosASL;
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_unit setDir (_dirToFlash + linearConversion [0.2, 1, _strength, 40, 135] * selectRandom [-1, 1]);
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private _flashReactionDebounce = _unit getVariable [QGVAR(flashReactionDebounce), 0];
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_unit setVariable [QGVAR(flashReactionDebounce), _flashReactionDebounce max (CBA_missionTime + (7 * _strength))];
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if (_flashReactionDebounce < CBA_missionTime) then {
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// Not used internally but could be useful for other mods
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_unit setVariable [QGVAR(flashStrength), _strength, true];
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[QGVAR(flashbangedAI), [_unit, _strength, _grenadePosASL]] call CBA_fnc_localEvent;
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{
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_unit setSkill [_x, (_unit skill _x) / 50];
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} forEach SUBSKILLS;
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[{
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CBA_missiontime >= _this getVariable [QGVAR(flashReactionDebounce), 0]
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}, {
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params ["_unit"];
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_unit setVariable [QGVAR(flashStrength), 0, true];
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// Make sure we don't enable AI for unconscious units
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if (_unit call EFUNC(common,isAwake)) then {
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[_unit, false] call EFUNC(common,disableAI);
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};
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{
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_unit setSkill [_x, (_unit skill _x) * 50];
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} forEach SUBSKILLS;
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}, _unit] call CBA_fnc_waitUntilAndExecute;
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};
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} forEach (_affected select {local _x && {_x call EFUNC(common,isAwake)}});
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if (!hasInterface) exitWith {};
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// Create flash to illuminate environment
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private _light = "#lightpoint" createVehicleLocal ASLtoAGL _grenadePosASL;
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_light setPosASL _grenadePosASL;
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_light setLightBrightness 20;
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_light setLightAmbient [1,1,1];
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_light setLightColor [1,1,1];
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_light setLightDayLight true;
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_light setLightAttenuation [0, 1, 5, 1000, 0, 20];
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// Reduce the light after 0.1 seconds
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[{
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_this setLightBrightness 5;
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// Delete the light after 0.2 more seconds
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[{deleteVehicle _this}, _this, 0.2] call CBA_fnc_waitAndExecute;
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}, _light, 0.1] call CBA_fnc_waitAndExecute;
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// Ignore dead and placeable logic (zeus / spectator)
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if (!alive ACE_player || {(getNumber (configOf ACE_player >> "isPlayableLogic")) == 1}) exitWith {};
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// Affect local player, independently of distance
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// Check for line of sight to the grenade
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private _eyePos = eyePos ACE_player; // PositionASL
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_grenadePosASL set [2, (_grenadePosASL select 2) + 0.2]; // compensate for grenade glitching into ground
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private _strength = 1 - ((_eyePos vectorDistance _grenadePosASL) min 20) / 20;
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// Check for line of sight (check 4 points in case grenade is stuck in an object or underground)
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private _losCount = {
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!lineIntersects [_grenadePosASL vectorAdd _x, _eyePos, ACE_player]
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} count [[0, 0, 0], [0, 0, 0.2], [0.1, 0.1, 0.1], [-0.1, -0.1, 0.1]];
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TRACE_1("Line of sight count (out of 4)",_losCount);
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private _losCoefficient = [1, 0.1] select (_losCount <= 1);
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_strength = _strength * _losCoefficient;
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// Add ace_hearing ear ringing sound effect
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if (["ace_hearing"] call EFUNC(common,isModLoaded) && {_strength > 0} && {EGVAR(hearing,damageCoefficent) > 0.25}) then {
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private _earringingStrength = 40 * _strength;
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[_earringingStrength] call EFUNC(hearing,earRinging);
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TRACE_1("Earringing Strength",_earringingStrength);
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};
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// Add ace_medical pain effect
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if (GETEGVAR(medical,enabled,false) && {_strength > 0.1} && {isDamageAllowed _unit} && {_unit getVariable [QEGVAR(medical,allowDamage), true]}) then {
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[ACE_player, _strength / 2] call EFUNC(medical,adjustPainLevel);
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};
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// Effect on vision has a wider range, with a higher falloff
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_strength = 1 - (((_eyePos vectorDistance _grenadePosASL) min 25) / 25) ^ 0.4;
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_strength = _strength * _losCoefficient;
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// Account for people looking away by slightly reducing the effect for visual effects.
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private _eyeDir = ((AGLtoASL positionCameraToWorld [0, 0, 1]) vectorDiff (AGLtoASL positionCameraToWorld [0, 0, 0]));
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private _dirToUnitVector = _eyePos vectorFromTo _grenadePosASL;
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private _angleDiff = acos (_eyeDir vectorDotProduct _dirToUnitVector);
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TRACE_2("",_angleDiff,((1 - (_angleDiff - 45) / (120 - 45)) max 0));
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// From 0-45deg, full effect
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if (_angleDiff > 45) then {
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_strength = _strength * ((1 - (_angleDiff - 45) / (120 - 45)) max 0);
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};
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// Blind player
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if (_strength > 0.1) then {
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private _blend = [[1, 1, 1, 0], [0.3, 0.3, 0.3, 1]] select EGVAR(common,epilepsyFriendlyMode);
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GVAR(flashbangPPEffectCC) ppEffectEnable true;
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1, 1, (0.8 + _strength) min 1, _blend, [0, 0, 0, 1], [0, 0, 0, 0]];
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GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
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// PARTIALRECOVERY - start decreasing effect over time
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[{
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params ["_strength", "_blend"];
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1, 1, 0, _blend, [0, 0, 0, 1], [0, 0, 0, 0]];
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GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
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}, [_strength, _blend], 7 * _strength] call CBA_fnc_waitAndExecute;
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// FULLRECOVERY - end effect
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[{
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GVAR(flashbangPPEffectCC) ppEffectEnable false;
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}, [], 17 * _strength] call CBA_fnc_waitAndExecute;
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};
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// Make player flinch
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if (_strength <= 0.2) exitWith {};
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private _minFlinch = linearConversion [0.2, 1, _strength, 0, 60, true];
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private _maxFlinch = linearConversion [0.2, 1, _strength, 0, 95, true];
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private _flinch = (_minFlinch + random (_maxFlinch - _minFlinch)) * selectRandom [-1, 1];
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ACE_player setDir (getDir ACE_player + _flinch);
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[QGVAR(flashbangedPlayer), [_strength, _grenadePosASL]] call CBA_fnc_localEvent;
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