mirror of
https://github.com/acemod/ACE3.git
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3c1e912787
- Added new ammo cfg types - Added new caching functions - Added dev functions - Transfered core system to vanilla projectile EHs - Added stringtable sub categories - Reworked fragmenting and spalling to us submunitions - Frag - Implemented system around chance to hit - Switched from hitbox estimation to hitting specific HPs - Updated chance to miss method based on solid angle hit chance - Split random & targeted frag to their own subfunctions - Spall - Uses a system of estimated momentum changes to generate spall
110 lines
3.5 KiB
Plaintext
110 lines
3.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: ACE-Team
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* Dev things
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*
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* Arguments:
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* None
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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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* call ace_frag_fnc_doSpall
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*
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* Public: No
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*/
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params ["_projectile", "_hitObj", "", "_lPosASL", "_lVel", "", "", "" ,"_surfaceType"];
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if (!isNil "_hitObj" && {_hitObj isKindOf "man"}) exitWith {};
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if ((isNil "_lPosASL") || {!(_lPosASL isEqualTypeArray [0,0,0])}) exitWith {WARNING_1("Problem with hitPart data - bad pos [%1]",_lPosASL);};
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private _posASL = _lPosASL;
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private _vel = [0, 0, 0];
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private _lVelUnit = vectorNormalized _lVel;
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private _velMod = 1;
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if (alive _projectile) then {
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_vel = velocity _projectile;
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_posASL = getPosASL _projectile;
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// Dot product math
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private _diffAngle = acos (_lVelUnit vectorDotProduct vectorNormalized _vel);
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if (abs _diffAngle > 45) then {
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SUB(_velMod, (vectorMagnitude _vel) / (vectorMagnitude _lVel));
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};
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_projectile setVariable [QGVAR(lastSpallTime), diag_tickTime ];
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};
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//** start calculating where the spalling should come **//
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private _unitStep = _lVelUnit vectorMultiply 0.05;
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private _spallPos = +_lPosASL;
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// exit if we hit the ground
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if (terrainIntersectASL [_lPosASL vectorAdd _unitStep, _lPosASL]) exitWith {};
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// step through
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for "_i" from 1 to 20 do
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{
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private _nPos = _spallPos vectorAdd _unitStep;
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if (!lineIntersects [_spallPos, _nPos]) then {break};
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_spallPos = +_nPos;
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};
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#ifdef DEBUG_MODE_FULL
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[_spallPos, "orange"] call FUNC(dev_sphereDraw);
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[_lPosASL, "orange"] call FUNC(dev_sphereDraw);
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#endif
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// find last intersect with the object
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private _ammo = typeOf _projectile;
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private _explosive = getNumber (configFile >> "CfgAmmo" >> _ammo >> "explosive");
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#ifdef DEBUG_MODE_FULL
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private _dv = vectorMagnitude _lVel - vectorMagnitude _vel;
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private _caliber = getNumber (configFile >> "cfgAmmo" >> _ammo >> "caliber");
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systemChat ("dV: " + str _dv + ", caliber: " + str _caliber + ", product: " + str (_caliber*_dv));
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#endif
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if (_explosive > 0) then {
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// ACE_player sideChat format ["EXPLOSIVE!"];
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//private _warn = false;
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private _c = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ace_frag_CHARGE");
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if (_c == 0) then {_c = 1}; //; _warn = true;};
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private _m = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ace_frag_METAL");
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if (_m == 0) then {_m = 2;};// _warn = true;};
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private _k = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ace_frag_GURNEY_K");
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if (_k == 0) then {_k = 1 / 2;};// _warn = true;};
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private _gC = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ace_frag_GURNEY_C");
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if (_gC == 0) then {_gC = 2440};// _warn = true;};
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// if (_warn) then {
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// WARNING_1("Ammo class %1 lacks proper explosive properties definitions for frag!",_roundType); //TODO: turn this off when we get closer to release
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// };
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_velMod = (((_m / _c) + _k) ^ - (1 / 2)) * _gC * 0.66 * _velMod;
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};
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// diag_log text format ["SPALL POWER: %1", _spallPolar select 0];
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// range of spread 15-40
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// N rounds 5-15
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// speed from 0.75-1.5
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// range of spread 5-10
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// N rounds 3-8
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// speed from 0.75-1.5
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private _velScalar = 0.33 * _velMod;
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private _fragSpawner = QGVAR(base) createVehicleLocal [0,0,12345];
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_fragSpawner setPosASL _spallPos;
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_fragSpawner setVectorDirandUp [vectorDir _projectile, vectorUp _projectile];
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_fragSpawner setVelocity (_lVelUnit vectorMultiply _velScalar);
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#ifdef DEBUG_MODE_FULL
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_fragSpawner addEventHandler [
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"SubmunitionCreated",
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{
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params ["", "_subProj"];
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[_subProj] call FUNC(dev_addRound);
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}
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];
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#endif |