mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
3c1e912787
- Added new ammo cfg types - Added new caching functions - Added dev functions - Transfered core system to vanilla projectile EHs - Added stringtable sub categories - Reworked fragmenting and spalling to us submunitions - Frag - Implemented system around chance to hit - Switched from hitbox estimation to hitting specific HPs - Updated chance to miss method based on solid angle hit chance - Split random & targeted frag to their own subfunctions - Spall - Uses a system of estimated momentum changes to generate spall
34 lines
675 B
Plaintext
34 lines
675 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* Fades a trace over time based on given parameters
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*
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* Arguments:
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* 0: PFEH arguments <ARRAY>
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* 1: PHEH handle <SCALAR>
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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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*
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* Public: No
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*/
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params ["_args", "_h"];
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private _arr = GVAR(dev_trackLines) getOrDefault [(_args#0), []];
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if (count _arr < 3) exitWith
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{
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[_h] call CBA_fnc_removePerFrameHandler;
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};
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private _alpha = _arr#0;
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private _color = _arr#2;
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_alpha = (_alpha - __FADE_RATE) min 1;
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_arr set [0, _alpha];
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_color set [3, _alpha];
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_color set [1, (0.5 - _alpha/2) max 0];
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if (_alpha <= 0 ) then
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{
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[_h] call CBA_fnc_removePerFrameHandler;
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}; |