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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
134 lines
5.3 KiB
Plaintext
134 lines
5.3 KiB
Plaintext
#include "script_component.hpp"
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/*
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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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* 1: Ammo Array <ARRAY>
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* 0: Magazine Classname <STRING>
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* 1: Ammo Count <NUMBER>
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* 2: Total Ammo Count <NUMBER>
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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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#define MAX_TIME_BETWEEN_AMMO_DET 25
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params ["_vehicle", "_magazines", "_totalAmmo"];
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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 _removed = _amountOfMagazines min floor(1 + random(6 / GVAR(ammoCookoffDuration)));
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_amountOfMagazines = _amountOfMagazines - _removed;
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if (_amountOfMagazines <= 0) then {
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_magazines deleteAt _magazineIndex;
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} else {
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_magazine set [1, _amountOfMagazines]; // clear out the magazine
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};
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private _timeBetweenAmmoDetonation = (((random 10) / (sqrt _totalAmmo)) min MAX_TIME_BETWEEN_AMMO_DET) max 0.1;
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TRACE_2("",_totalAmmo,_timeBetweenAmmoDetonation);
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_totalAmmo = _totalAmmo - _removed;
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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 _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 = createVehicle [_ammo, _spawnPos, [], 0, "CAN_COLLIDE"];
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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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} 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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createvehicle ["ACE_ammoExplosionLarge", (_vehicle modelToWorld _effect2pos), [], 0 , "CAN_COLLIDE"];
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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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createvehicle ["SmallSecondary", (_vehicle modelToWorld _effect2pos), [], 0 , "CAN_COLLIDE"];
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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, _totalAmmo], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;
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};
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ERROR_1("mag with no ammo - %1", _magazine);
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