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c4156a6888
* Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
36 lines
1.2 KiB
C++
36 lines
1.2 KiB
C++
#define COMPONENT cookoff
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#define COMPONENT_BEAUTIFIED Cook off
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#include "\z\ace\addons\main\script_mod.hpp"
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// #define DEBUG_MODE_FULL
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// #define DISABLE_COMPILE_CACHE
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// #define ENABLE_PERFORMANCE_COUNTERS
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#ifdef DEBUG_ENABLED_COOKOFF
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#define DEBUG_MODE_FULL
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#endif
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#ifdef DEBUG_SETTINGS_COOKOFF
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#define DEBUG_SETTINGS DEBUG_SETTINGS_COOKOFF
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#endif
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#include "\z\ace\addons\main\script_macros.hpp"
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#define IS_EXPLOSIVE_AMMO(ammo) (getNumber (ammo call CBA_fnc_getObjectConfig >> "explosive") > 0.5)
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// Stages of cookoff in order (in seconds)
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// Should be no un-synced randomness in these as the effects must be ran on each client
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#define IGNITE_TIME 3
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#define SMOKE_TIME 10.5
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#define COOKOFF_TIME 14 // Cook off time should be 20s at most due to length of sound files
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#define COOKOFF_TIME_BOX 82.5 // Cook off time for boxes should be significant to allow time for ammo to burn
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#define MIN_TIME_BETWEEN_FLAMES 5
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#define MAX_TIME_BETWEEN_FLAMES 15
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#define MAX_TIME_BETWEEN_AMMO_DET 25
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// Delay between flame effect for players in a cooking off vehicle
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#define FLAME_EFFECT_DELAY 0.4
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// Common commander hatch defines for default vehicles
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#define DEFAULT_COMMANDER_HATCHES ["osa_poklop_commander", "hatch_commander_axis"]
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