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* 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>
223 lines
5.8 KiB
Plaintext
223 lines
5.8 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* Makes an incendiary grenade burn.
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*
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* Arguments:
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* 0: Incendiary grenade <OBJECT>
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* 1: Incendiary lifetime <OBJECT>
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* 2: Instigator's side <SIDE>
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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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* [_nade, 60] call ace_grenades_fnc_incendiary
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*
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* Public: No
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*/
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#define ALERT_NEAR_ENEMY_RANGE 60
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#define PARTICLE_LIFE_TIME 2
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#define PARTICLE_DENSITY 20
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#define PARTICLE_SIZE 1
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#define PARTICLE_SPEED 1
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#define PARTICLE_SMOKE_LIFE_TIME 5
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#define PARTICLE_SMOKE_DENSITY 5
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#define PARTICLE_SMOKE_SIZE 0.5
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#define PARTICLE_SMOKE_SPEED 1
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#define PARTICLE_SMOKE_LIFTING 1
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#define PARTICLE_SMOKE_WIND_EFFECT 1
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#define ORIENTATION 5.4
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#define EXPANSION 1
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#define DESTRUCTION_RADIUS 1.8
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#define SEARCH_RADIUS 5
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params ["_projectile", "_timeToLive", "_center"];
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if (isNull _projectile) exitWith {TRACE_1("null",_projectile);};
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private _position = position _projectile;
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// Alert nearby hostile AI
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private _nearLocalEnemies = [];
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{
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{
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if (local _x && {[_center, side group _x] call BIS_fnc_sideIsEnemy}) then { // WE WANT THE OBJECT'S SIDE HERE!
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_nearLocalEnemies pushBackUnique _x;
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};
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} forEach crew _x;
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} forEach (_position nearObjects ALERT_NEAR_ENEMY_RANGE); //@todo replace with nearEntities in 2.18
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{
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if (behaviour _x in ["SAFE", "AWARE"]) then {
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_x setBehaviour "COMBAT";
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};
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} forEach _nearLocalEnemies;
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// Fire particles
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private _fire = "#particlesource" createVehicleLocal _position;
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_fire setParticleParams [
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["\A3\data_f\ParticleEffects\Universal\Universal",16,10,32],
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"",
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"billboard",
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1,
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PARTICLE_LIFE_TIME,
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[0,0,0],
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[0, 0, 0.4 * PARTICLE_SPEED],
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0,
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0.0565,
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0.05,
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0.03,
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[0.9 * PARTICLE_SIZE, 0],
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[
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[0.5,0.5,0.5,-0],
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[0.5,0.5,0.5,-1],
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[0.5,0.5,0.5,-1],
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[0.5,0.5,0.5,-1],
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[0.5,0.5,0.5,-1],
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[0.5,0.5,0.5,0]
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],
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[1],
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0.01,
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0.02,
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"",
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"",
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_projectile,
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ORIENTATION,
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false,
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-1,
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[[3,3,3,0]]
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];
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_fire setParticleRandom [PARTICLE_LIFE_TIME / 4, [0.15 * EFFECT_SIZE, 0.15 * EFFECT_SIZE, 0], [0.2,0.2,0], 0.4, 0, [0,0,0,0], 0, 0, 0.2];
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_fire setParticleFire [1.2,1.0,0.1];
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_fire setDropInterval (1 / PARTICLE_DENSITY);
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// Smoke particles
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private _smoke = "#particlesource" createVehicleLocal _position;
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_smoke setParticleParams [
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["\A3\data_f\ParticleEffects\Universal\Universal_02",8,0,40,1],
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"",
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"billboard",
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1,
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PARTICLE_SMOKE_LIFE_TIME,
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[0,0,0],
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[0, 0, 2 * PARTICLE_SMOKE_SPEED],
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0,
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0.05,
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0.04 * PARTICLE_SMOKE_LIFTING,
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0.05 * PARTICLE_SMOKE_WIND_EFFECT,
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[1 * PARTICLE_SMOKE_SIZE + 1, 1.8 * PARTICLE_SMOKE_SIZE + 15],
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[
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[0.7,0.7,0.7,0.7],
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[0.7,0.7,0.7,0.6],
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[0.7,0.7,0.7,0.45],
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[0.84,0.84,0.84,0.28],
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[0.84,0.84,0.84,0.16],
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[0.84,0.84,0.84,0.09],
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[0.84,0.84,0.84,0.06],
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[1,1,1,0.02],
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[1,1,1,0]
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],
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[1,0.55,0.35],
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0.1,
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0.08 * EXPANSION,
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"",
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"",
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_projectile
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];
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_smoke setParticleRandom [PARTICLE_SMOKE_LIFE_TIME / 2, [0.5 * EFFECT_SIZE, 0.5 * EFFECT_SIZE, 0.2 * EFFECT_SIZE], [0.3,0.3,0.5], 1, 0, [0,0,0,0.06], 0, 0];
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_smoke setDropInterval (1 / PARTICLE_SMOKE_DENSITY);
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// Light
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private _light = "#lightpoint" createVehicleLocal (_position vectorAdd [0,0,0.5]);
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_light setLightBrightness 1.0;
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_light setLightColor [1,0.65,0.4];
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_light setLightAmbient [0.15,0.05,0];
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_light setLightIntensity (50 + 400 * ((PARTICLE_SIZE + EFFECT_SIZE) / 2));
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_light setLightAttenuation [0,0,0,1];
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_light setLightDayLight false;
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_light lightAttachObject [_projectile, [0,0,0]];
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// Sound
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private _sound = objNull;
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if (isServer) then {
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_sound = createSoundSource ["Sound_Fire", _position, [], 0];
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private _radius = 1.5 * getNumber (configOf _projectile >> "indirectHitRange");
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private _intensity = getNumber (configOf _projectile >> "hit");
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[QEGVAR(fire,addFireSource), [_projectile, _radius, _intensity, _projectile, {
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params ["_endTime", "_projectile"];
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// If incendiary no longer exists, exit
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if (isNull _projectile) exitWith {
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false // return
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};
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// Need to get the position every time, as grenade might have been moved
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private _position = position _projectile;
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{
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// Damage vehicles
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[QGVAR(damageEngineAndWheels), [_x, _position], _x] call CBA_fnc_targetEvent;
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} forEach (_position nearEntities ["Car", SEARCH_RADIUS]);
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CBA_missionTime < _endTime // return
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}, [CBA_missionTime + _timeToLive, _projectile]]] call CBA_fnc_serverEvent;
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};
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[{
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{deleteVehicle _x} forEach _this;
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}, [_fire, _smoke, _light, _sound], _timeToLive] call CBA_fnc_waitAndExecute;
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// Damage
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{
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// Inflame fireplace, barrels etc.
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_x inflame true;
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// Destroy nearby static weapons and ammo boxes
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if (_x isKindOf "StaticWeapon" || {_x isKindOf "ACE_RepairItem_Base"}) then {
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_x setDamage 1;
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continue;
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};
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if (_x isKindOf "ReammoBox_F") then {
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if (
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(["ace_cookoff"] call EFUNC(common,isModLoaded)) &&
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{EGVAR(cookoff,enableAmmobox)} &&
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{EGVAR(cookoff,ammoCookoffDuration) != 0} &&
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{_x getVariable [QEGVAR(cookoff,enableAmmoCookoff), true]}
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) then {
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[QEGVAR(cookOff,cookOffBoxServer), _box] call CBA_fnc_serverEvent;
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} else {
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_x setDamage 1;
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};
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continue;
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};
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// Delete nearby ground weapon holders
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if (_x isKindOf "WeaponHolder" || {_x isKindOf "WeaponHolderSimulated"}) then {
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deleteVehicle _x;
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};
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} forEach ((_position nearObjects DESTRUCTION_RADIUS) select {local _x && {isDamageAllowed _x}});
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{
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// Damage vehicles (locality is checked in FUNC(damageEngineAndWheels))
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[_x, _position] call FUNC(damageEngineAndWheels);
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} forEach (_position nearEntities ["Car", SEARCH_RADIUS]);
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