mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
94 lines
2.6 KiB
Plaintext
94 lines
2.6 KiB
Plaintext
/*
|
|
* Author: KoffeinFlummi
|
|
*
|
|
* Creates the flashbang effect locally/knocks out AI units.
|
|
*
|
|
* Arguments:
|
|
* 0: The unit (Object)
|
|
* 1: The grenade (Object)
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*/
|
|
|
|
_this spawn {
|
|
_unit = _this select 0;
|
|
_grenade = _this select 1;
|
|
|
|
if (damage _unit >= 1) exitWith {};
|
|
|
|
_strength = 1 - ((_unit distance _grenade) min 15) / 15;
|
|
|
|
if !(isPlayer _unit) exitWith {
|
|
_unit disableAI "MOVE";
|
|
_unit disableAI "ANIM";
|
|
_unit disableAI "AUTOTARGET";
|
|
_unit disableAI "TARGET";
|
|
_unit disableAI "FSM";
|
|
_unit setSkill (skill _unit / 50);
|
|
|
|
sleep (7 * _strength);
|
|
|
|
_unit enableAI "MOVE";
|
|
_unit enableAI "ANIM";
|
|
_unit enableAI "AUTOTARGET";
|
|
_unit enableAI "TARGET";
|
|
_unit enableAI "FSM";
|
|
_unit setSkill (skill _unit * 50);
|
|
};
|
|
|
|
// is there line of sight to the grenade?
|
|
_posGrenade = getPosASL _grenade;
|
|
_posGrenade set [2, (_posGrenade select 2) + 0.2]; // compensate for grenade glitching into ground
|
|
if (lineIntersects [_posGrenade, getPosASL _unit, _grenade, _unit]) then {
|
|
_strength = _strength / 10;
|
|
};
|
|
|
|
// beeeeeeeeeeeeeeeeeeeeeeeeeeeeep
|
|
if (isClass (configFile >> "CfgPatches" >> "AGM_Hearing") and _strength > 0) then {
|
|
[_unit, 0.5 + (_strength / 2)] call AGM_Hearing_fnc_earRinging;
|
|
};
|
|
|
|
// account for people looking away by slightly
|
|
// reducing the effect for visual effects.
|
|
_posUnit = getPos _unit;
|
|
_posGrenade = getPos _grenade;
|
|
_angleGrenade = ((_posGrenade select 0) - (_posUnit select 0)) atan2 ((_posGrenade select 1) - (_posUnit select 1));
|
|
_angleGrenade = (_angleGrenade + 360) % 360;
|
|
|
|
_angleView = (eyeDirection player select 0) atan2 (eyeDirection player select 1);
|
|
_angleView = (_angleView + 360) % 360;
|
|
|
|
_angleDiff = 180 - abs (abs (_angleGrenade - _angleView) - 180);
|
|
_angleDiff = ((_angleDiff - 45) max 0);
|
|
|
|
_strength = _strength - _strength * (_angleDiff / 135);
|
|
|
|
// create flash to illuminate environment
|
|
_light = "#lightpoint" createVehicleLocal getPos _grenade;
|
|
_light setLightBrightness 200;
|
|
_light setLightAmbient [1,1,1];
|
|
_light setLightColor [1,1,1];
|
|
_light setLightDayLight true;
|
|
|
|
// blind player
|
|
if (_strength > 0.1) then {
|
|
AGM_Flashbang_CC ppEffectEnable true;
|
|
AGM_Flashbang_CC ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
|
|
AGM_Flashbang_CC ppEffectCommit 0.01;
|
|
};
|
|
|
|
sleep 0.1;
|
|
deleteVehicle _light;
|
|
sleep (7 * _strength);
|
|
|
|
if (_strength > 0.1) then {
|
|
AGM_Flashbang_CC ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
|
|
AGM_Flashbang_CC ppEffectCommit (10 * _strength);
|
|
|
|
sleep (10 * _strength);
|
|
|
|
AGM_Flashbang_CC ppEffectEnable false;
|
|
};
|
|
};
|