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217ccce465
* check for variable and ai, use correct type * clean up negations Co-Authored-By: mharis001 <34453221+mharis001@users.noreply.github.com> Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
239 lines
6.3 KiB
Plaintext
239 lines
6.3 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2
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* Makes incendiary burn.
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*
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* Arguments:
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* 0: The grenade <OBJECT>
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* 1: Incendiary lifetime <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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* [_nade, 60] call ace_grenades_fnc_incendiary
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*
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* Public: No
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*/
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#define ALERT_NEAR_ENEMY_RANGE 60
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#define PARTICLE_LIFE_TIME 2
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#define PARTICLE_DENSITY 20
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#define PARTICLE_SIZE 1
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#define PARTICLE_SPEED 1
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#define PARTICLE_SMOKE_LIFE_TIME 5
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#define PARTICLE_SMOKE_DENSITY 5
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#define PARTICLE_SMOKE_SIZE 0.5
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#define PARTICLE_SMOKE_SPEED 1
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#define PARTICLE_SMOKE_LIFTING 1
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#define PARTICLE_SMOKE_WIND_EFFECT 1
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#define EFFECT_SIZE 1
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#define ORIENTATION 5.4
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#define EXPANSION 1
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#define DESTRUCTION_RADIUS 1.8
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params ["_projectile", "_timeToLive", "_center"];
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if (isNull _projectile) exitWith {TRACE_1("null",_projectile);};
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private _position = position _projectile;
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// --- AI
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private _nearLocalEnemies = [];
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{
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{
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if (local _x && {[_center, side _x] call BIS_fnc_sideIsEnemy}) then { // WE WANT THE OBJECTS SIDE HERE!
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_nearLocalEnemies pushBackUnique _x;
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};
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} forEach crew _x;
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} forEach (_position nearObjects ALERT_NEAR_ENEMY_RANGE);
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{
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if (behaviour _x in ["SAFE", "AWARE"]) then {
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_x setBehaviour "COMBAT";
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};
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} forEach _nearLocalEnemies;
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// --- fire
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private _fire = "#particlesource" createVehicleLocal _position;
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_fire setParticleParams [
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["\A3\data_f\ParticleEffects\Universal\Universal",16,10,32],
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"",
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"billboard",
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1,
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PARTICLE_LIFE_TIME,
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[0,0,0],
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[0, 0, 0.4 * PARTICLE_SPEED],
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0,
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0.0565,
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0.05,
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0.03,
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[0.9 * PARTICLE_SIZE, 0],
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[
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[0.5,0.5,0.5,-0],
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[0.5,0.5,0.5,-1],
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[0.5,0.5,0.5,-1],
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[0.5,0.5,0.5,-1],
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[0.5,0.5,0.5,-1],
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[0.5,0.5,0.5,0]
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],
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[1],
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0.01,
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0.02,
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"",
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"",
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_projectile,
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ORIENTATION,
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false,
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-1,
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[[3,3,3,0]]
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];
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_fire setParticleRandom [PARTICLE_LIFE_TIME / 4, [0.15 * EFFECT_SIZE, 0.15 * EFFECT_SIZE, 0], [0.2,0.2,0], 0.4, 0, [0,0,0,0], 0, 0, 0.2];
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_fire setParticleFire [1.2,1.0,0.1];
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_fire setDropInterval (1 / PARTICLE_DENSITY);
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// --- smoke
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private _smoke = "#particlesource" createVehicleLocal _position;
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_smoke setParticleParams [
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["\A3\data_f\ParticleEffects\Universal\Universal_02",8,0,40,1],
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"",
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"billboard",
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1,
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PARTICLE_SMOKE_LIFE_TIME,
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[0,0,0],
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[0, 0, 2 * PARTICLE_SMOKE_SPEED],
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0,
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0.05,
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0.04 * PARTICLE_SMOKE_LIFTING,
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0.05 * PARTICLE_SMOKE_WIND_EFFECT,
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[1 * PARTICLE_SMOKE_SIZE + 1, 1.8 * PARTICLE_SMOKE_SIZE + 15],
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[
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[0.7,0.7,0.7,0.7],
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[0.7,0.7,0.7,0.6],
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[0.7,0.7,0.7,0.45],
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[0.84,0.84,0.84,0.28],
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[0.84,0.84,0.84,0.16],
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[0.84,0.84,0.84,0.09],
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[0.84,0.84,0.84,0.06],
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[1,1,1,0.02],
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[1,1,1,0]
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],
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[1,0.55,0.35],
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0.1,
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0.08 * EXPANSION,
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"",
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"",
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_projectile
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];
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_smoke setParticleRandom [PARTICLE_SMOKE_LIFE_TIME / 2, [0.5 * EFFECT_SIZE, 0.5 * EFFECT_SIZE, 0.2 * EFFECT_SIZE], [0.3,0.3,0.5], 1, 0, [0,0,0,0.06], 0, 0];
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_smoke setDropInterval (1 / PARTICLE_SMOKE_DENSITY);
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// --- light
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private _light = "#lightpoint" createVehicleLocal (_position vectorAdd [0,0,0.5]);
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_light setLightBrightness 1.0;
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_light setLightColor [1,0.65,0.4];
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_light setLightAmbient [0.15,0.05,0];
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_light setLightIntensity (50 + 400 * ((PARTICLE_SIZE + EFFECT_SIZE) / 2));
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_light setLightAttenuation [0,0,0,1];
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_light setLightDayLight false;
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_light lightAttachObject [_projectile, [0,0,0]];
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// --- sound
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private _sound = objNull;
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if (isServer) then {
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_sound = createSoundSource ["Sound_Fire", _position, [], 0];
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};
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[{
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{deleteVehicle _x} forEach _this;
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}, [_fire, _smoke, _light, _sound], _timeToLive] call CBA_fnc_waitAndExecute;
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// --- damage
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{
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if (local _x) then {
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//systemChat format ["burn: %1", _x];
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// --- destroy nearby static weapons and ammo boxes
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if (_x isKindOf "StaticWeapon" || {_x isKindOf "ACE_RepairItem_Base"}) then {
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_x setDamage 1;
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};
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if (_x isKindOf "ReammoBox_F") then {
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if (
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"ace_cookoff" call EFUNC(common,isModLoaded) &&
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{GETVAR(_x,EGVAR(cookoff,enableAmmoCookoff),EGVAR(cookoff,enableAmmobox))}
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) then {
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_x call EFUNC(cookoff,cookOffBox);
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} else {
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_x setDamage 1;
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};
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};
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// --- delete nearby ground weapon holders
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if (_x isKindOf "WeaponHolder" || {_x isKindOf "WeaponHolderSimulated"}) then {
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deleteVehicle _x;
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};
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// --- inflame fireplace, barrels etc.
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_x inflame true;
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};
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} forEach (_position nearObjects DESTRUCTION_RADIUS);
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// --- damage local vehicle
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private _vehicle = _position nearestObject "Car";
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if (!local _vehicle) exitWith {};
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private _config = _vehicle call CBA_fnc_getObjectConfig;
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// --- burn tyres
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private _fnc_isWheelHitPoint = {
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params ["_selectionName"];
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// wheels must use a selection named "wheel_X_Y_steering" for PhysX to work
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_selectionName select [0, 6] == "wheel_" && {
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_selectionName select [count _selectionName - 9] == "_steering"
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} // return
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};
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{
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private _wheelSelection = getText (_config >> "HitPoints" >> _x >> "name");
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if (_wheelSelection call _fnc_isWheelHitPoint) then {
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private _wheelPosition = _vehicle modelToWorld (_vehicle selectionPosition _wheelSelection);
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if (_position distance _wheelPosition < EFFECT_SIZE * 2) then {
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_vehicle setHit [_wheelSelection, 1];
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};
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};
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} forEach (getAllHitPointsDamage _vehicle param [0, []]);
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// --- burn car engine
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if (_vehicle isKindOf "Wheeled_APC_F") exitWith {};
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private _engineSelection = getText (_config >> "HitPoints" >> "HitEngine" >> "name");
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private _enginePosition = _vehicle modelToWorld (_vehicle selectionPosition _engineSelection);
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if (_position distance _enginePosition < EFFECT_SIZE * 2) then {
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_vehicle setHit [_engineSelection, 1];
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if ("ace_cookoff" call EFUNC(common,isModLoaded)) then {
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private _enabled = _vehicle getVariable [QEGVAR(cookoff,enable), EGVAR(cookoff,enable)];
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if (_enabled in [2, true] || {_enabled isEqualTo 1 && {fullCrew [_vehicle, "", false] findIf {isPlayer (_x select 0)} != -1}}) then {
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_vehicle call EFUNC(cookoff,engineFire);
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};
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};
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};
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