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https://github.com/acemod/ACE3.git
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3e25a8b4a9
* The concertina wire can now be placed in the editor * Added handleDamage EH to avoid wire destruction with bullets/grenades * Added proper detection routine of what killed the wire
136 lines
4.4 KiB
Plaintext
136 lines
4.4 KiB
Plaintext
/*
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* Author: Rocko
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*
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* Handles wire and vehicle damage
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*
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* Arguments:
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* 0: wire <OBJECT>
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* 1: killer (vehicle) <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Return value:
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* None
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*/
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#include "script_component.hpp"
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PARAMS_2(_wire,_killer);
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if (isNull _killer) then {
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_killer = _wire getVariable ["ace_concertina_wire_lastDamager", objNull];
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if (isNull _killer) then {
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_killer = nearestObject [_wire, "car"];
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};
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};
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if (isNull _killer || {_killer == _wire} || {_killer == gunner (vehicle _killer)}) exitWith {};
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private ["_type", "_mode", "_distance", "_anim", "_parts", "_selectionPart", "_selection", "_pos_w", "_dir_w", "_vehicle"];
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_type = typeOf _wire;
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_mode = switch (_type) do {
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case "ACE_ConcertinaWire": { 0 };
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case "Land_Razorwire_F": { 1 };
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default { -1 };
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};
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if (_mode == -1) exitWith {};
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// _mode = 0 = Single Coil
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// _mode = 1 = Triple Coil
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// --------------------------------
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// L M R
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// 4.54929 (4)
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// 6.13564 (6)
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//9.78744 (10)
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_distance = _wire distance _killer;
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if (_distance > 14 || {_distance < 2}) exitWith {}; // Fix if shooting wire
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_type = typeOf _wire;
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_anim = _wire animationPhase "wire_2";
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_pos_w = getPos _wire;
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_dir_w = getDir _wire;
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_vehicle = vehicle _killer;
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if (_mode == 0) then {
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private ["_x", "_y", "_found", "_wireCheckPosAr", "_no"];
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_x = _pos_w select 0;
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_y = _pos_w select 1;
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// Check if two Single coils are placed next to each other (i.e playes have built a big wire obstacle)
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_wireCheckPosAr = [
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[_x + (sin (_dir_w+90) * 1.5),_y + (cos (_dir_w+90) * 1.5)],
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[(_x-(sin _dir_w)) + (sin (_dir_w+90) * 1.5),(_y-(cos _dir_w)) + (cos (_dir_w+90) * 1.5)],
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[_x + (sin (_dir_w-90) * 1.5),_y + (cos (_dir_w-90) * 1.5)],
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[(_x-(sin _dir_w)) + (sin (_dir_w-90) * 1.5),(_y-(cos _dir_w)) + (cos (_dir_w-90) * 1.5)]
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];
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{
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_found = false;
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_no = nearestObjects [_x, [typeOf _wire], 3]; //diag_log _no; diag_log ".....";
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_no = _no - [_wire]; //diag_log _no;
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if (count _no > 0) exitWith {
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_found = true; //diag_log "found";
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};
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} foreach _wireCheckPosAr;
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// Double coil found!
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if (_found) then {
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_mode = 1;
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} else {
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// Randomly make a single coil also catch tanks, if speed is high
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if (_vehicle isKindOf "Tank" && {20 > random 100} && {speed _vehicle > 30}) then {
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_mode = 1;
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} else {
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if !(_vehicle isKindOf "Tank") then {
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_mode = 1;
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};
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};
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};
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};
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if (_mode == 1) then {
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switch (true) do {
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case (_vehicle isKindOf "Tank"): {
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_parts = ["ltrack","rtrack"];
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};
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case (_vehicle isKindOf "Wheeled_APC" || {_vehicle isKindOf "Car"}): {
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_parts = ["lfwheel","lf2wheel","lmwheel","lbwheel","rfwheel","rf2wheel","rmwheel","rbwheel"];
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};
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};
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} else {
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switch (true) do {
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case (_vehicle isKindOf "Wheeled_APC" || {_vehicle isKindOf "Car"}): {
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_parts = ["lfwheel","lf2wheel","lmwheel","lbwheel","rfwheel","rf2wheel","rmwheel","rbwheel"];
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};
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};
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};
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if (canMove _vehicle) then {
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{
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_selectionPart = "hit" + _x;
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if (isText(configFile >> "CfgVehicles" >> typeOf _vehicle >> "hitpoints" >> _selectionPart >> "name")) then {
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_selection = getText(configFile >> "CfgVehicles" >> typeOf _vehicle >> "hitpoints" >> _selectionPart >> "name");
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// TODO: Only the tires that have touched the wire should burst.
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_vehicle setHit [_selection, 1];
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};
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} forEach _parts;
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};
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if (_mode == 1) then {
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if (_vehicle isKindOf "StaticWeapon") exitWith {};
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[{
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PARAMS_2(_vehicle,_wire);
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_vehicle setVelocity ((velocity _vehicle) vectorMultiply 0.75);
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private ["_vPos", "_vDir"];
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// Set vehicle back in front of wire, since the wire will make the vehicle jump, and a wire with no geometry lod is undestructible and not recognizeable
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_vPos = getPosASL _vehicle;
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_vDir = getDir _vehicle;
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_vehicle setPosASL (_vPos vectorAdd [-0.35 * sin(_vDir), -0.35 * cos(_vDir), 0]);
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// TODO: Needs to be placed in safe distance to wire, so we do not constantly re-spawn new wires
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}, [_vehicle, _wire], 0.1, 0] call EFUNC(common,waitAndExecute);
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};
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//TODO: Create broken geoless wire (two version)
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//TODO: Make wire remains stop vehicles
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