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Not all explosives detonate on destruction, so their ammo config must be checked to see if they will. ACE_Explosives adds a property to define the associated ammo which *will* detonate on destruction, which is used if present. Otherwise a generic small explosion happens.
130 lines
5.2 KiB
Plaintext
130 lines
5.2 KiB
Plaintext
/*
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* Author: Glowbal
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* Detonates ammunition from a vehicle until no ammo left
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*
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* Arguments:
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* 0: vehicle <OBJECT>
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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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* [_vehicle, magazinesAmmo _vehicle] call ace_cookoff_fnc_detonateAmmunition
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*
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* Public: No
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*/
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#include "script_component.hpp"
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#define MAX_TIME_BETWEEN_AMMO_DET 25
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params ["_vehicle", "_magazines"];
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if (isNull _vehicle) exitWith {}; // vehicle got deleted
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if (_magazines isEqualTo []) exitWith {}; // nothing to detonate anymore
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if (underwater _vehicle) exitWith {};
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private _magazineIndex = floor random(count _magazines);
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private _magazine = _magazines select _magazineIndex;
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_magazine params ["_magazineClassname", "_amountOfMagazines"];
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if (_amountOfMagazines > 0) exitWith {
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private _newMagCount = _amountOfMagazines - floor(1 + random(6));
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if (_newMagCount <= 0) then {
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_magazines deleteAt _magazineIndex;
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} else {
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_magazine set [1, _newMagCount]; // clear out the magazine
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};
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private _timeBetweenAmmoDetonation = (random 7) * (1 / random (_amountOfMagazines)) min MAX_TIME_BETWEEN_AMMO_DET;
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_timeBetweenAmmoDetonation = _timeBetweenAmmoDetonation max 0.1;
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private _ammo = getText (configFile >> "CfgMagazines" >> _magazineClassname >> "ammo");
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private _ammoCfg = (configFile >> "CfgAmmo" >> _ammo);
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private _speedOfAmmo = getNumber (configFile >> "CfgMagazines" >> _magazineClassname >> "initSpeed");
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private _simulationTime = getNumber (_ammoCfg >> "simulation");
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private _caliber = getNumber (_ammoCfg >> "caliber");
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private _simType = getText (_ammoCfg >> "simulation");
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private _effect2pos = _vehicle selectionPosition "destructionEffect2";
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private _spawnProjectile = {
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params ["_vehicle", "_ammo", "_speed", "_flyAway"];
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private _spawnPos = _vehicle modelToWorld [-0.2 + (random 0.4), -0.2 + (random 0.4), random 3];
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if (_spawnPos select 2 < 0) then {
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_spawnPos set [2, 0];
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};
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private _projectile = _ammo createVehicle [0,0,0];
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_projectile setPos _spawnPos;
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if (_flyAway) then {
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private _vectorAmmo = [(-1 + (random 2)), (-1 + (random 2)), -0.2 + (random 1)];
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private _velVec = _vectorAmmo vectorMultiply _speed;
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_projectile setVectorDir _velVec;
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_projectile setVelocity _velVec;
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[ACE_player, _projectile, [1,0,0,1]] call EFUNC(frag,addTrack);
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} else {
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_projectile setDamage 1;
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};
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_projectile;
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};
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private _speed = random (_speedOfAmmo / 10) max 1;
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if (toLower _simType == "shotbullet") then {
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private _sound = selectRandom [QUOTE(PATHTO_R(sounds\light_crack_close.wss)), QUOTE(PATHTO_R(sounds\light_crack_close_filtered.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))];
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playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1250];
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if (random 1 < 0.6) then {
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[_vehicle, _ammo, _speed, true] call _spawnProjectile;
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};
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};
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if (toLower _simType == "shotshell") then {
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private _sound = selectRandom [QUOTE(PATHTO_R(sounds\heavy_crack_close.wss)), QUOTE(PATHTO_R(sounds\heavy_crack_close_filtered.wss))];
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playSound3D [_sound, objNull, false, (getPosASL _vehicle), 2, 1, 1300];
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if (random 1 < 0.15) then {
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[_vehicle, _ammo, _speed, random 1 < 0.15] call _spawnProjectile;
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};
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};
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if (toLower _simType == "shotgrenade") then {
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if (random 1 < 0.9) then {
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_speed = 0;
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};
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[_vehicle, _ammo, _speed, random 1 < 0.5] call _spawnProjectile;
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};
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if (toLower _simType in ["shotrocket", "shotmissile", "shotsubmunitions"]) then {
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if (random 1 < 0.1) then {
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private _sound = selectRandom [QUOTE(PATHTO_R(sounds\cannon_crack_close.wss)), QUOTE(PATHTO_R(sounds\cannon_crack_close_filtered.wss))];
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playSound3D [_sound, objNull, false, (getPosASL _vehicle), 3, 1, 1600];
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[_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
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} else {
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"ACE_ammoExplosionLarge" createvehicle (_vehicle modelToWorld _effect2pos);
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};
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};
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if (toLower _simType in ["shotdirectionalbomb", "shotmine"]) then {
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if (random 1 < 0.5) then {
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// Not all explosives detonate on destruction, some have scripted alternatives
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private _scripted = getNumber (_ammoCfg >> "triggerWhenDestroyed") == 1;
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if !(_scripted) then {
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_ammo = getText (_ammoCfg >> "ace_explosives_Explosive");
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};
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// If a scripted alternative doesn't exist use generic explosion
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if (_ammo != "") then {
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[_vehicle, _ammo, 0, false] call _spawnProjectile;
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} else {
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"SmallSecondary" createvehicle (_vehicle modelToWorld _effect2pos);
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};
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};
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};
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if (toLower _simType == "shotilluminating") then {
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if (random 1 < 0.15) then {
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[_vehicle, _ammo, _speed, random 1 < 0.3] call _spawnProjectile;
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};
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};
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[FUNC(detonateAmmunition), [_vehicle, _magazines], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;
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};
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[FUNC(detonateAmmunition), [_vehicle, _magazines], random 3] call CBA_fnc_waitAndExecute;
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