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* Add jamming coef to change or disable jamming. * change max to 5 * add setting for overheating effects distance, unjaming on barrel swap, increase rate of fire with heat - add setting for overheating effects distance - add unjaming on barrel swap, with setting - add increase rate of fire with heat, with setting - fix some formatting * little tweaks * add overheating cookoff feature - add overheating cookoff feature - add documentation - bugfixes/improvements * Update ace3-config-entries.md * Update overheating-framework.md * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_firedEH.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update docs/wiki/feature/overheating.md Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * remove extra underwater cooling, make cookoffCoef enable cookoff - add coef setting for heat generation per shot - merge cookoff setting into cookoff coef setting - remove check for water that increased cooling - change max rof increase from heat to 10% - change ammo heating to a less linear formula - change cookoffCoef to effect inginition tempurature instead of heat amount - delay cookoff shot until any firing animation is done - update strings based on feedback * Update stringtable.xml * add cookoff notification * improvements from play testing - move ammo heat loop into seperate function with a tighter loop - factor rain into cooling calculation - handle cooling while swimming - merge cookoff take event handler into fnc_handleTakeEH - fix case where cookoff could potentially come from underbarrel weapon muzzle - only add TakeEH if required by enabled settings - improve cookoff muzzle/mode handling * fix missing semi that I swear I already fixed before pushing * Update overheating-framework.md * Update fnc_updateAmmoTemperature.sqf * include wind speed in cooling calculation * cool with X - add ace interactions to allow cooling with water sources when Ace X is loaded - add documentation for cooling - move getting barrel mass to a function * documentation formatting * Add config array for weapon jam types, as not all weapon can get all types IRL. * remove variable that's not required * add some compat entries for RHS * fix merge conflict * fix a happy little accident * move to CBA settings, minor styling. * Update error message in fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Apply suggestions from code review Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
85 lines
2.6 KiB
Plaintext
85 lines
2.6 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: esteldunedain
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* Collect the temperature of all the spare barrels a unit has and send a hint
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* to a client. Runs on the server.
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*
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* Arguments:
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* 0: Target unit of the hint <OBJECT>
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* 1: Unit that has the spare barrels <STRING>
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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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* [bob, "bob"] call ace_overheating_fnc_sendSpareBarrelsTemperaturesHint
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*
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*
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* Public: No
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*/
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params ["_player","_unit"];
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// Find all spare barrel the player has
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TRACE_2("sendSpareBarrelsTemperatureHunt",_player,_unit);
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//Get the weapon of the target unit
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private _weapon = currentWeapon _player;
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//Get the classname of the spare barrel of that weapon
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private _weaponBarrelClass = getText (configFile >> 'CfgWeapons' >> _weapon >> QGVAR(barrelClassname));
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//If the weapon has no defined classname then use the ACE one
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if (_weaponBarrelClass == "") then {
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_weaponBarrelClass = "ACE_SpareBarrel";
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};
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private _allBarrels = [_unit, _weaponBarrelClass] call CBA_fnc_getMagazineIndex;
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TRACE_1("_allBarrels",_allBarrels);
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if ((count _allBarrels) < 1) exitWith {};
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// Determine the temp of each barrel
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private _temps = [];
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{
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private _temp = GVAR(storedSpareBarrels) getOrDefault [_x, [0]] select 0;
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_temps pushBack _temp;
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} forEach _allBarrels;
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TRACE_1("_temps",_temps);
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// Count cool
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private _countCool = {_x < 20} count _temps;
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private _countWarm = {(_x >= 20) && (_x < 100)} count _temps;
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private _countHot = {(_x >= 100) && (_x < 200)} count _temps;
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private _countVeryHot = {(_x >= 200) && (_x < 600)} count _temps;
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private _countExtremelyHot = {_x >= 600} count _temps;
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private _output = ["%1 %2%3%4 %5%6%7 %8%9%10 %11%12%13 %14"];
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private _size = 1.0;
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if (_countCool > 0) then {
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_output pushBack _countCool;
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_output pushBack LSTRING(BarrelCool);
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_output pushBack "<br/>";
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_size = _size + 0.5;
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};
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if (_countWarm > 0) then {
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_output pushBack _countWarm;
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_output pushBack LSTRING(BarrelWarm);
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_output pushBack "<br/>";
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_size = _size + 0.5;
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};
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if (_countHot > 0) then {
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_output pushBack _countHot;
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_output pushBack LSTRING(BarrelHot);
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_output pushBack "<br/>";
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_size = _size + 0.5;
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};
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if (_countVeryHot > 0) then {
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_output pushBack _countVeryHot;
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_output pushBack LSTRING(BarrelVeryHot);
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_output pushBack "<br/>";
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_size = _size + 0.5;
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};
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if (_countExtremelyHot > 0) then {
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_output pushBack _countExtremelyHot;
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_output pushBack LSTRING(BarrelExtremelyHot);
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_size = _size + 0.5;
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};
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TRACE_1("_output",_output);
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[QEGVAR(common,displayTextStructured), [_output, _size, _player], [_player]] call CBA_fnc_targetEvent;
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