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* Add jamming coef to change or disable jamming. * change max to 5 * add setting for overheating effects distance, unjaming on barrel swap, increase rate of fire with heat - add setting for overheating effects distance - add unjaming on barrel swap, with setting - add increase rate of fire with heat, with setting - fix some formatting * little tweaks * add overheating cookoff feature - add overheating cookoff feature - add documentation - bugfixes/improvements * Update ace3-config-entries.md * Update overheating-framework.md * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_firedEH.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update docs/wiki/feature/overheating.md Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * remove extra underwater cooling, make cookoffCoef enable cookoff - add coef setting for heat generation per shot - merge cookoff setting into cookoff coef setting - remove check for water that increased cooling - change max rof increase from heat to 10% - change ammo heating to a less linear formula - change cookoffCoef to effect inginition tempurature instead of heat amount - delay cookoff shot until any firing animation is done - update strings based on feedback * Update stringtable.xml * add cookoff notification * improvements from play testing - move ammo heat loop into seperate function with a tighter loop - factor rain into cooling calculation - handle cooling while swimming - merge cookoff take event handler into fnc_handleTakeEH - fix case where cookoff could potentially come from underbarrel weapon muzzle - only add TakeEH if required by enabled settings - improve cookoff muzzle/mode handling * fix missing semi that I swear I already fixed before pushing * Update overheating-framework.md * Update fnc_updateAmmoTemperature.sqf * include wind speed in cooling calculation * cool with X - add ace interactions to allow cooling with water sources when Ace X is loaded - add documentation for cooling - move getting barrel mass to a function * documentation formatting * Add config array for weapon jam types, as not all weapon can get all types IRL. * remove variable that's not required * add some compat entries for RHS * fix merge conflict * fix a happy little accident * move to CBA settings, minor styling. * Update error message in fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Apply suggestions from code review Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
118 lines
3.3 KiB
Plaintext
118 lines
3.3 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: mharis001, Glowbal, PabstMirror, drofseh
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* Cool a weapon with an AceX water source.
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*
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* Arguments:
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* 0: Target <OBJECT>
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* 1: Player <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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* [ACE_player, WaterTank] call ace_overheating_fnc_coolWeaponWithWaterSource
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*
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* Public: No
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*/
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params ["_player", "_target"];
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private _weapon = currentWeapon _player;
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private _tempVarName = format [QGVAR(%1_temp), _weapon];
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private _temperature = _player getVariable [_tempVarName, 0];
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private _consumeText = LLSTRING(CoolingWeaponWithWaterSource);
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GVAR(coolingWeaponWithWaterSource) = false;
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private _fnc_onFinish = {
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params ["_args"];
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_args params ["_player", "_target", "_weapon", "_tempVarName"];
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private _water = _target call acex_field_rations_fnc_getRemainingWater;
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if (_water <= 0 && {_water != -10}) exitWith {
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[
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[LLSTRING(CoolWeaponNotEnoughWater)],
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true
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] call CBA_fnc_notify;
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};
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[_player, _player, currentWeapon _player] call ace_overheating_fnc_checkTemperature;
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GVAR(coolingWeaponWithWaterSource) = false;
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};
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private _fnc_condition = {
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params ["_args"];
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_args params ["_player", "_target", "_weapon", "_tempVarName"];
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private _temperature = _player getVariable [_tempVarName, 0];
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private _water = _target call acex_field_rations_fnc_getRemainingWater;
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if (_water <= 0 && {_water != -10}) exitWith {false};
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if !(GVAR(coolingWeaponWithWaterSource)) then {
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GVAR(coolingWeaponWithWaterSource) = true;
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//Remove water from the source, unless it's unlimited
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if (_water != -10) then {
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[_target, _water - 1] call acex_field_rations_fnc_setRemainingWater;
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};
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//Cool the weapon down
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private _barrelMass = _weapon call FUNC(getBarrelMass);
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_temperature = [_temperature, _barrelMass, 20] call FUNC(calculateCooling);
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[_player, _tempVarName, _temperature, TEMP_TOLERANCE] call EFUNC(common,setApproximateVariablePublic);
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/* // to be added when licence compatible audio can be found or recorded
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// water sound, either boiling or not
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if (_temperature < 100) then {
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[
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[LLSTRING(CoolWeaponIsCool)],
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true // allows the hint to be overwritten by another hint, such as a jam or another cookoff
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] call CBA_fnc_notify;
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playSound3D [
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QPATHTO_R(sounds\pouring_short.ogg),
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_player,
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false,
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AGLToASL (_player modelToWorld (_player selectionPosition "RightHand")),
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5, 1, 10
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];
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} else {
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playSound3D [
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QPATHTO_R(sounds\sizzling_short.ogg),
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_player,
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false,
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AGLToASL (_player modelToWorld (_player selectionPosition "RightHand")),
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5, 1, 10
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];
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};
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*/
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// wait 1 second before allowing cooling to happen again
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[
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{
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GVAR(coolingWeaponWithWaterSource) = false;
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},
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[],
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1
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] call CBA_fnc_waitAndExecute;
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};
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true
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};
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[
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1 max (_temperature / 10),
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[
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_player,
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_target,
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_weapon,
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_tempVarName
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],
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_fnc_onFinish,
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_fnc_onFinish,
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_consumeText,
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_fnc_condition
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] call EFUNC(common,progressBar);
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