ACE3/addons/overheating/functions/fnc_sendSpareBarrelsTemperaturesHint.sqf
Drofseh f83c605958
Overheating - Add cook off and rate of fire features and additional customization settings (#8064)
* 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>
2021-10-14 10:47:52 -05:00

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#include "script_component.hpp"
/*
* Author: esteldunedain
* Collect the temperature of all the spare barrels a unit has and send a hint
* to a client. Runs on the server.
*
* Arguments:
* 0: Target unit of the hint <OBJECT>
* 1: Unit that has the spare barrels <STRING>
*
* Return Value:
* None
*
* Example:
* [bob, "bob"] call ace_overheating_fnc_sendSpareBarrelsTemperaturesHint
*
*
* Public: No
*/
params ["_player","_unit"];
// Find all spare barrel the player has
TRACE_2("sendSpareBarrelsTemperatureHunt",_player,_unit);
//Get the weapon of the target unit
private _weapon = currentWeapon _player;
//Get the classname of the spare barrel of that weapon
private _weaponBarrelClass = getText (configFile >> 'CfgWeapons' >> _weapon >> QGVAR(barrelClassname));
//If the weapon has no defined classname then use the ACE one
if (_weaponBarrelClass == "") then {
_weaponBarrelClass = "ACE_SpareBarrel";
};
private _allBarrels = [_unit, _weaponBarrelClass] call CBA_fnc_getMagazineIndex;
TRACE_1("_allBarrels",_allBarrels);
if ((count _allBarrels) < 1) exitWith {};
// Determine the temp of each barrel
private _temps = [];
{
private _temp = GVAR(storedSpareBarrels) getOrDefault [_x, [0]] select 0;
_temps pushBack _temp;
} forEach _allBarrels;
TRACE_1("_temps",_temps);
// Count cool
private _countCool = {_x < 20} count _temps;
private _countWarm = {(_x >= 20) && (_x < 100)} count _temps;
private _countHot = {(_x >= 100) && (_x < 200)} count _temps;
private _countVeryHot = {(_x >= 200) && (_x < 600)} count _temps;
private _countExtremelyHot = {_x >= 600} count _temps;
private _output = ["%1 %2%3%4 %5%6%7 %8%9%10 %11%12%13 %14"];
private _size = 1.0;
if (_countCool > 0) then {
_output pushBack _countCool;
_output pushBack LSTRING(BarrelCool);
_output pushBack "<br/>";
_size = _size + 0.5;
};
if (_countWarm > 0) then {
_output pushBack _countWarm;
_output pushBack LSTRING(BarrelWarm);
_output pushBack "<br/>";
_size = _size + 0.5;
};
if (_countHot > 0) then {
_output pushBack _countHot;
_output pushBack LSTRING(BarrelHot);
_output pushBack "<br/>";
_size = _size + 0.5;
};
if (_countVeryHot > 0) then {
_output pushBack _countVeryHot;
_output pushBack LSTRING(BarrelVeryHot);
_output pushBack "<br/>";
_size = _size + 0.5;
};
if (_countExtremelyHot > 0) then {
_output pushBack _countExtremelyHot;
_output pushBack LSTRING(BarrelExtremelyHot);
_size = _size + 0.5;
};
TRACE_1("_output",_output);
[QEGVAR(common,displayTextStructured), [_output, _size, _player], [_player]] call CBA_fnc_targetEvent;