ACE3/addons/overheating/functions/fnc_coolWeaponWithItem.sqf
Drofseh f83c605958
Overheating - Add cook off and rate of fire features and additional customization settings (#8064)
* 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>
2021-10-14 10:47:52 -05:00

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#include "script_component.hpp"
/*
* Author: mharis001, Glowbal, PabstMirror, drofseh
* Cool a weapon with an item and consume the item being used to cool it.
*
* Arguments:
* 0: Target <OBJECT>
* 1: Player <OBJECT>
* 2: Item <STRING>
*
* Return Value:
* None
*
* Example:
* [ACE_player, ACE_player, "ACE_WaterBottle"] call ace_overheating_fnc_coolWeaponWithItem
*
* Public: No
*/
params ["_target", "_unit", "_item"];
private _config = configFile >> "CfgWeapons" >> _item;
// Get values
private _weapon = currentWeapon _target;
private _tempVarName = format [QGVAR(%1_temp), _weapon];
private _temperature = _target getVariable [_tempVarName, 0];
private _replacementItem = getText (_config >> "acex_field_rations_replacementItem");
private _liquidAmount = getNumber (_config >> "acex_field_rations_thirstQuenched");
private _consumeText = format [LLSTRING(CoolingWeaponWithItem), getText (configFile >> "CfgWeapons" >> _weapon >> "displayName"), getText (_config >> "displayName")];
/* // to be added when licence compatible audio can be found or recorded
private _pouringSound = QPATHTO_R(sounds\sizzling_short.ogg);
if (_temperature < 100) then {
if (_liquidAmount > 5) then {
_pouringSound = QPATHTO_R(sounds\pouring_long.ogg);
} else {
_pouringSound = QPATHTO_R(sounds\pouring_short.ogg);
};
} else {
if (_liquidAmount > 5) then {
_pouringSound = QPATHTO_R(sounds\sizzling_long.ogg);
};
};
playSound3D [_pouringSound, _target, false, AGLToASL (_target modelToWorld (_target selectionPosition "RightHand")), 5, 1, 10];
*/
private _fnc_onSuccess = {
params ["_args"];
_args params ["_target", "_unit", "_item", "_weapon", "_tempVarName", "_temperature", "_replacementItem", "_liquidAmount"];
TRACE_1("Cool weapon with item successful",_args);
// remove the item
_unit removeItem _item;
// Add replacement item if needed
if (_replacementItem != "") then {
[_unit, _replacementItem] call EFUNC(common,addToInventory);
};
// cool the weapon
private _barrelMass = _weapon call FUNC(getBarrelMass);
_temperature = [_temperature, _barrelMass, _liquidAmount * 10] call FUNC(calculateCooling);
[_target, _tempVarName, _temperature, TEMP_TOLERANCE] call EFUNC(common,setApproximateVariablePublic);
};
/*
private _fnc_onFailure = {
params ["_args","_elapsedTime"];
_args params ["_target", "_unit"];
};
*/
private _fnc_condition = {
params ["_args"];
_args params ["", "_unit", "_item"];
_item in (_unit call EFUNC(common,uniqueItems))
};
[
_liquidAmount,
[
_target,
_unit,
_item,
_weapon,
_tempVarName,
_temperature,
_replacementItem,
_liquidAmount
],
_fnc_onSuccess,
{}, //_fnc_onFailure,
_consumeText,
_fnc_condition
] call EFUNC(common,progressBar);