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80b2fa9a05
* 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 * Vehicle damage fixes * Made hitpoint hash common * Update fnc_addEventHandler.sqf * Update fnc_medicalDamage.sqf * Update fnc_handleBail.sqf * Changed API * Remove `CBA_fnc_getConfigEntry` as much as possible, as it's 2x slower * More cleanup * More cleanup * Fix merging issues, remove turret tossing * Update translations * More cleanup * Reverted some logic back to original, minor tweaks & fixes * Fix undefined variable * Cleanup * Fixed bad logic * Update addons/vehicle_damage/script_macros.hpp Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/functions/fnc_handleDamage.sqf * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/XEH_postInit.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
39 lines
1.1 KiB
Plaintext
39 lines
1.1 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* Blow off turret effect.
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*
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* Arguments:
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* 0: Vehicle <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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* cursorObject call ace_vehicle_damage_fnc_blowOffTurret
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*
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* Public: No
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*/
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// Delayed so the object is spawned after the model changes to a wreck
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// The sudden change in the model would cause nearby PhysX objects to get stuck
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[{
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params ["_vehicle"];
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TRACE_1("blowOffTurret",_vehicle);
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(getArray (configOf _vehicle >> QGVAR(turret))) params [["_model", "", [""]], ["_offset", [0, 0, 0], [[]], 3]];
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if (_model isEqualTo "") exitWith {};
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private _position = _vehicle modelToWorld _offset;
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private _turret = createVehicle [_model, _position, [], 0, "CAN_COLLIDE"];
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_turret setVectorUp [random 1, random 1, 1];
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_turret setVelocity [random 7, random 7, 8 + random 5];
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// Add turret to all curators that already own the wreck
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if (["ace_zeus"] call EFUNC(common,isModLoaded)) then {
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[QEGVAR(zeus,addObjects), [[_turret], objectCurators _vehicle]] call CBA_fnc_serverEvent;
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};
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}, _this, 1] call CBA_fnc_waitAndExecute;
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